Unofficial Overgrowth a197 build

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Jeff
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Unofficial Overgrowth a197 build

Post by Jeff » Thu Feb 07, 2013 12:37 am

The unofficial, Overgrowth a197 leaked build is here! Note, you can also download it on your Humble Store page now!


(watch in hd)

Changelog:
- Added arena level with progressive difficulty
- Added arena level to campaign menu
- Added GPU character skinning
- Scripts can attach items to characters
- Split challenge level and versus mode scripts off from level script
- Level scripts can use string message passing instead of function calls
- Added transparent placeholder objects
- Added placeholder and pathpoint objects to spawner utility tab
- Added alt-drag copy support to connectable objects
- Fixed Mac crash when loading levels with groups
- Fixed Windows zlib.dll issue (error 0xc0150002)
- Fixed Linux SSE memory alignment issue
- Fixed deleting characters during combat
- Fixed shader live update
- Fixed object parameter saving and loading

A "leaked build" is when I grab the latest development build and package it up for you guys. It has a bunch 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].

*NOTE* Please remember that these are unofficial alphas and they do not represent a finished product. They are not polished builds, just raw development dumps.

To download the alpha, use one of these links, or log into your Humble Store account:

Windows: Download
BitTorrent - please seed

Mac OS X: Download
BitTorrent - please seed

Linux: Download
BitTorrent - please seed

Just want the changes from the last alpha to a197? http://cdn.wolfire.com/alpha/diffs/overgrowth-a197.zip
[+] Checksums
Windows builds:
MD5 = 538f1418c4caef51513145d756804f62
SHA1 = 68cbf78ebcd7fa709632861d91cd80ebf2809a49

Mac builds:
MD5 = acf8a206a678e5ab67e9eab71f6dbe4c
SHA1 = 24aeae2f5d1cd827b423594efe1feaa1aaab7c37

Linux builds:
MD5 = 22faee81970ee5e3503078daac7476be
SHA1 = 00a3d62cfac8f07211f55b363822fa937f0fc544

Diff file:
MD5 = 6c11621214676a6d6360f68c731ebc88
SHA1 = 1a21ce7b63cfccb74280969781a483282d373b19
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Aaron
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Re: Unofficial Overgrowth a197 build

Post by Aaron » Thu Feb 07, 2013 12:39 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 150+ 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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rabbitrun
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Re: Unofficial Overgrowth a197 build

Post by rabbitrun » Thu Feb 07, 2013 2:12 am

Game crashes trying to play gladiator mode. Gets to loading data in advance then crashes. All Levels crash. tried launching from SUMLAUNCHER and normally.
Attachments
the error
the error

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FlyingShisno
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Re: Unofficial Overgrowth a197 build

Post by FlyingShisno » Thu Feb 07, 2013 2:58 am

While mine doesn't crash, Gladiator mode runs slower for me, when levels such as that normally run smooth.

Great update btw. I used to do the first challenge over and over because I prefer one on one duels. But occasionally I wanted to fight more, and Gladiator mode scratches my itch perfectly! That glare from the sun is annoying, but it's only a minor inconvenience. :D

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Anton
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Re: Unofficial Overgrowth a197 build

Post by Anton » Thu Feb 07, 2013 3:27 am

rabbitrun wrote:Game crashes trying to play gladiator mode. Gets to loading data in advance then crashes. All Levels crash. tried launching from SUMLAUNCHER and normally.
It looks like you had a mod installed before you updated? Like the flight mod or something. You'll need to get the a197 scripts and replace them in your scripts folder.

Faw
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Re: Unofficial Overgrowth a197 build

Post by Faw » Thu Feb 07, 2013 3:47 am

Jeff wrote:...
- Fixed Linux SSE memory alignment issue
...
This isn't perchance the dreaded libc.so bug that Overgrowth suffers on newer Linux distros?

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rabbitrun
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Re: Unofficial Overgrowth a197 build

Post by rabbitrun » Thu Feb 07, 2013 4:07 am

Ahh yes, BloodMod! Thanks for the help! :D


Ok fixed and played! LOVE IT! Gladiator mode lags a little for the first fight but after that it runs great!
Last edited by rabbitrun on Thu Feb 07, 2013 4:42 am, edited 1 time in total.

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EuPhobos
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Re: Unofficial Overgrowth a197 build

Post by EuPhobos » Thu Feb 07, 2013 4:33 am

I just joined, and have no idea, how to install it on Linux.
If i run "$ sh ./overgrowth-a197-linux.sh" it says "sh: 0: Can't open ./overgrowth-a197-linux.sh"
I download SUMLauncher, but if i push "Download" button, it says "Error downloading file. Server returned HTTP response code: 416 ...", but i'm already have the installation file with correct MD5sum.
And if i push "Select executable" and point to "overgrowth-a197-linux.sh", it say "Error. Please select a valid Overgrowth executable", but file have flags chmod+x... and last button in SUM is "Exit".. :(
How can I be?

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Aaron
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Re: Unofficial Overgrowth a197 build

Post by Aaron » Thu Feb 07, 2013 4:41 am

EuPhobos wrote:I just joined, and have no idea, how to install it on Linux.
If i run "$ sh ./overgrowth-a197-linux.sh" it says "sh: 0: Can't open ./overgrowth-a197-linux.sh"
I download SUMLauncher, but if i push "Download" button, it says "Error downloading file. Server returned HTTP response code: 416 ...", but i'm already have the installation file with correct MD5sum.
And if i push "Select executable" and point to "overgrowth-a197-linux.sh", it say "Error. Please select a valid Overgrowth executable", but file have flags chmod+x... and last button in SUM is "Exit".. :(
How can I be?
The "Select Executable" button is only usable if you already have Overgrowth installed.

Instead of running "sh ./overgrowth-a197-linux.sh", try "bash ./overgrowth-a197-linux.sh" instead.

chrisxy
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Re: Unofficial Overgrowth a197 build

Post by chrisxy » Thu Feb 07, 2013 9:31 am

On Linux I still needed to add #version 120 to the shaders for intel graphics.
I did that this way: viewtopic.php?f=13&t=6868&start=555#p163159

Then it seems to work fine. But "Gladiator" segfaults on start:

Code: Select all

*****************
Calculating detail textures
Finished loading loadingText.html in 151 ms
[New Thread 0x7fffc408d700 (LWP 32050)]
Finished loading debugging.html in 209 ms
Finished loading path set
"Loading" benchmarks:
83%: "Loading terrain" (372 ms)
13%: "Loading entities" (61 ms)
O2%: "Loading shadows" (1O ms)
OO%: "Loading xml doc" (576 us)
OO%: "Loading navmesh" (265 us)
OO%: "Initializing" (141 us)
[Thread 0x7fffa8e58700 (LWP 32049) exited]
Spawning "Data/Objects/IGF_Characters/IGF_TurnerActor.xml"

Program received signal SIGSEGV, Segmentation fault.
0x00000000007d8111 in ASGetRotation(Object*) ()
(gdb) bt
#0  0x00000000007d8111 in ASGetRotation(Object*) ()
#1  0x0000000000a58376 in endstack ()
#2  0x0000000000a58ea5 in CallSystemFunctionNative(asCContext*, asCScriptFunction*, void*, unsigned int*, void*, unsigned long&) ()
#3  0x0000000000a57cfd in CallSystemFunction(int, asCContext*, void*) ()
#4  0x0000000000a04ee4 in asCContext::ExecuteNext() ()
#5  0x0000000000a02543 in asCContext::Execute() ()
#6  0x00000000007f6f91 in ASContext::run(asIScriptFunction*, ASArglist const&, ASArg*) ()
#7  0x00000000007f79d6 in ASContext::CallScriptFunction(std::string, ASArglist const&, ASArg*, bool) ()
#8  0x00000000005a3f80 in Level::Initialize(SceneGraph*) ()
#9  0x00000000007083a5 in Engine::LoadQueuedLevel() ()
#10 0x000000000070a030 in Engine::Update() ()
#11 0x000000000070e188 in GameMain(int, char**) ()
#12 0x00007ffff0f46a15 in __libc_start_main () from /usr/lib/libc.so.6
#13 0x00000000005609c9 in _start ()

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akazi
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Re: Unofficial Overgrowth a197 build

Post by akazi » Thu Feb 07, 2013 9:52 am

This is cool, the first thing I did was replace the big stone block with an actual arena to make it feel more real. It does lag a bit when you first start the level for the first time with the starting guy, but after that it plays fine.

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Surak
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Re: Unofficial Overgrowth a197 build

Post by Surak » Thu Feb 07, 2013 10:08 am

chrisxy wrote:Then it seems to work fine. But "Gladiator" segfaults on start:

Code: Select all

*****************
Calculating detail textures
Finished loading loadingText.html in 151 ms
[New Thread 0x7fffc408d700 (LWP 32050)]
Finished loading debugging.html in 209 ms
Finished loading path set
"Loading" benchmarks:
83%: "Loading terrain" (372 ms)
13%: "Loading entities" (61 ms)
O2%: "Loading shadows" (1O ms)
OO%: "Loading xml doc" (576 us)
OO%: "Loading navmesh" (265 us)
OO%: "Initializing" (141 us)
[Thread 0x7fffa8e58700 (LWP 32049) exited]
Spawning "Data/Objects/IGF_Characters/IGF_TurnerActor.xml"

Program received signal SIGSEGV, Segmentation fault.
0x00000000007d8111 in ASGetRotation(Object*) ()
(gdb) bt
#0  0x00000000007d8111 in ASGetRotation(Object*) ()
#1  0x0000000000a58376 in endstack ()
#2  0x0000000000a58ea5 in CallSystemFunctionNative(asCContext*, asCScriptFunction*, void*, unsigned int*, void*, unsigned long&) ()
#3  0x0000000000a57cfd in CallSystemFunction(int, asCContext*, void*) ()
#4  0x0000000000a04ee4 in asCContext::ExecuteNext() ()
#5  0x0000000000a02543 in asCContext::Execute() ()
#6  0x00000000007f6f91 in ASContext::run(asIScriptFunction*, ASArglist const&, ASArg*) ()
#7  0x00000000007f79d6 in ASContext::CallScriptFunction(std::string, ASArglist const&, ASArg*, bool) ()
#8  0x00000000005a3f80 in Level::Initialize(SceneGraph*) ()
#9  0x00000000007083a5 in Engine::LoadQueuedLevel() ()
#10 0x000000000070a030 in Engine::Update() ()
#11 0x000000000070e188 in GameMain(int, char**) ()
#12 0x00007ffff0f46a15 in __libc_start_main () from /usr/lib/libc.so.6
#13 0x00000000005609c9 in _start ()
The same thing happens to me. Other levels work fine though. But I noticed that the music is gone, is it disabled in this version?
EuPhobos wrote:I just joined, and have no idea, how to install it on Linux.
If i run "$ sh ./overgrowth-a197-linux.sh" it says "sh: 0: Can't open ./overgrowth-a197-linux.sh
Like Aaron said, run it with bash and you should have no problems. Probably your /bin/sh points to dash, not bash. Check out the wiki for additional information: http://wiki.wolfire.com/index.php/Linux

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akazi
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Re: Unofficial Overgrowth a197 build

Post by akazi » Thu Feb 07, 2013 12:07 pm

When playing on the arena mode, the game crashes at random times with no error message popping up except the "Overgrowth.exe has stopped working" message. :roll:

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EPR89
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Re: Unofficial Overgrowth a197 build

Post by EPR89 » Thu Feb 07, 2013 12:27 pm

akazi wrote:When playing on the arena mode, the game crashes at random times with no error message popping up except the "Overgrowth.exe has stopped working" message. :roll:
I just had something similar. In my case it said that it couldn't open the logfile because there were too many files open.
My guess is that this level taxes the system pretty badly due to the many repeated scripts that calculate the difficulty and the randomised spawns.

Kind of like my Skyrim crashed every few minutes after I installed a few (lol understatement much) script based mods.
Last edited by EPR89 on Thu Feb 07, 2013 12:41 pm, edited 1 time in total.

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akazi
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Re: Unofficial Overgrowth a197 build

Post by akazi » Thu Feb 07, 2013 12:28 pm

EPR89 wrote:
akazi wrote:When playing on the arena mode, the game crashes at random times with no error message popping up except the "Overgrowth.exe has stopped working" message. :roll:
I just had something similar. In my case it said that it couldn't open the logfile because there were too many files open.
My guess is that this level taxes the system pretty badly due to the many repeated scripts that calculate the difficulty and the randomised spawns.
Yeah, you might be right.

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