Unofficial Overgrowth a176, weekly build

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Jeff
Evil Twin
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Unofficial Overgrowth a176, weekly build

Post by Jeff » Mon Apr 23, 2012 1:23 am

The unofficial, Overgrowth a176 leaked build is here!


(watch in hd)

Changelog:
- Initial dual wielding
- Initial scabbard wielding and sheathing
- Can active-block from ragdoll
- Fixed problem with back and side rolls
- Started on attachments (like bags)
- Support for animating multiple weapons at once
- More accurate stab decals

A "leaked build" is when John and I grab the latest SVN build and package it up for you guys. It has a ton of known bugs, so don't worry if it doesn't work for you. It is not condoned by David and Aubrey but we want to keep you guys in the loop and give you stuff to play with regularly!

If you find any bugs, please email a full description along with your system specs to [email protected]. We are testing out a new bug system.

*NOTE* Please remember that these are unofficial alphas and they do not represent a finished product. They are not even polished builds, just straight up raw development dumps not intended for public consumption.

To download the alpha, use one of these links:

Win: Download
S3 fallback BitTorrent - please seed
MD5 = 0f41829ce453aba13b2d3226851b2d75

Mac: Download
S3 fallback BitTorrent - please seed
MD5 = 016688d71c85688ad11569d40811c158

Please let me know how the new test server performs and where you're located.

Just want the changes from the last alpha to a176? http://cdn.wolfire.com/alpha/diffs/a176.zip

Subscribe to the dev blog!

Note! No Linux support at the moment -- but Edward Rudd is on the job.

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Aaron
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Re: Unofficial Overgrowth a176, weekly build

Post by Aaron » Mon Apr 23, 2012 1:23 am

For new users
  • If you have not installed Overgrowth yet you can use the SUMLauncher to do so!
  • If you already have Overgrowth installed you can use the SUMLauncher to update it to the latest alpha.
  • The SUMLauncher also allows you to install the Menu Mod which gives you another 90+ maps to try.
For Existing SUMLauncher users
  • If the menu files were changed in this alpha, the menu mod will no longer work. Updating the Menu Mod (to re-enable custom maps) might take us a little while. Once we have uploaded a new version you can use the menu mod installer to update it. (And don't worry, it won't break anything if you try running the installer before we upload the new files.)
  • It may also take us a bit to update the Menu Mod to include any new maps that this alpha may have added.
For future updates keep an eye on our twitter @SUMOGUtilities!

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Zelron
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Re: Unofficial Overgrowth a176, weekly build

Post by Zelron » Mon Apr 23, 2012 1:43 am

I be hoping you can duel-wield your sword and scabbard. (I watched the video, yes you can =D)
Also, with duel-wielding, and carrying another weapon in a scabbard, you can effectivly carry four different weapons on your person at the same time. It's rabbit Rambo over here.

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MattMellander
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Re: Unofficial Overgrowth a176, weekly build

Post by MattMellander » Mon Apr 23, 2012 1:51 am

DUAL WIELDING! 8D

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Saedz
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Re: Unofficial Overgrowth a176, weekly build

Post by Saedz » Mon Apr 23, 2012 2:04 am

Image

alienrox
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Re: Unofficial Overgrowth a176, weekly build

Post by alienrox » Mon Apr 23, 2012 2:08 am

AWESOME!!!

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akazi
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Re: Unofficial Overgrowth a176, weekly build

Post by akazi » Mon Apr 23, 2012 6:33 am

OMG! YES!!! :shock:

johnsonde
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Re: Unofficial Overgrowth a176, weekly build

Post by johnsonde » Mon Apr 23, 2012 7:50 am

omg i wish they can put real water in this game.but the dual wielding conquered.but really. maybe jeff can add a swimming animation and maybe put some water in and make the ragdolls float :lol: 8)

Dibbz
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Re: Unofficial Overgrowth a176, weekly build

Post by Dibbz » Mon Apr 23, 2012 8:34 am

Pretty neat.
He said about the scabbard being used to "teach someone a lesson without hurting them too much", though currently in the game all attacks are lethal.

Would be cool if there were some non-lethal combat where knocked out characters can be resuscitated later. And thus the choke-hold and scabbard could be used to mercifully incapacitate guards and targets when the objective of a mission is to avoid killing.

Maybe make it so there was an option to knock out a knife-hostage by smacking them in the head with the handle, and make it so any moderate force impact to the head (that isn't high enough to be lethal) just knocks the target out, and that pressing attack while dragging a knocked-out enemy causes you to Coup de grâce kill them by kicking them in the head.

Viiri
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Re: Unofficial Overgrowth a176, weekly build

Post by Viiri » Mon Apr 23, 2012 8:39 am

How to get a scabbard?

Arctrum
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Re: Unofficial Overgrowth a176, weekly build

Post by Arctrum » Mon Apr 23, 2012 8:58 am

Yeah, do I have to custom load it from one of the files?

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AAorris
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Re: Unofficial Overgrowth a176, weekly build

Post by AAorris » Mon Apr 23, 2012 10:46 am

Oh, this is works very nicely for me... : )
I'm looking forward to seeing what the summary meant of bags, and other items! Seeing the world expand and learning more about life as a rabbit besides being a fighting machine is something I'm looking forward to.

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Djemps
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Re: Unofficial Overgrowth a176, weekly build

Post by Djemps » Mon Apr 23, 2012 11:00 am

I have a feeling the next SUM launcher update is going to include a few new goodies like scabbards and bags.... :wink:

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akazi
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Re: Unofficial Overgrowth a176, weekly build

Post by akazi » Mon Apr 23, 2012 11:00 am

your avatar is... :shock: AWESOME! :o

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last
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Re: Unofficial Overgrowth a176, weekly build

Post by last » Mon Apr 23, 2012 11:09 am

- Started on attachments (like bags)
I belive this is the most important change of this week. With this system we can finnally customise our characters with cool custom objects like armor, or just funny hats :evil:

Oh and i wanted to say that for now you have to load scabbard from external file but i will update my object browser mod soon(in 1-3 hours) and then Anton can add that into he's menu mod

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