Unofficial Overgrowth a205 build

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chrisxy
Posts: 17
Joined: Mon May 28, 2012 6:49 am

Re: Unofficial Overgrowth a205 build

Post by chrisxy » Mon Jan 27, 2014 7:06 am

The steam version is now playable on gallium drivers if you replace GL_ARB_sample_shading_available both in the binary and in the shaders with

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sed -i "s/GL_ARB_sample_shading_available/XX_ARB_sample_shading_available/g" Overgrowth.bin.x86
for i in Data/GLSL/*; do sed -i "s/GL_ARB_sample_shading_available/XX_ARB_sample_shading_available/g" "$i"; done
And then you have to start overgrowth with

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force_glsl_version=130 $HOME/.local/share/Steam/ubuntu12_32/steam-runtime/run.sh ./Overgrowth.bin.x86
But this only works on r300g, r600g, radeonsi and nouveau, but not on i965. (probably it works on ilo too)

Trixmay988
Posts: 3
Joined: Mon Mar 25, 2013 7:31 am

Re: Unofficial Overgrowth a205 build

Post by Trixmay988 » Tue Jan 28, 2014 1:23 am

I can't run this game after the new update. At first I was just using Steam to launch the game but it said something around the lines of "Can't Launch Game: Unknown Error" but after downloading the SUM Launcher I now get this:********
*Error!*
********
SUMLauncher version 3.0.6 (build 30)
Windows XP
2014-01-28 14:04:15.046
Server returned HTTP response code: 403 for URL: http://api.twitter.com/1.1/statuses/use ... lude_rts=1
Relevant discussions can be found on the Internet at:
http://www.google.co.jp/search?q=1e2049ce or
http://www.google.co.jp/search?q=fff1703f
TwitterException{exceptionCode=[1e2049ce-fff1703f 50ef2787-fe3c97a0 50ef2787-fe3c97a0], statusCode=-1, message=null, code=-1, retryAfter=-1, rateLimitStatus=null, version=3.0.3}
at twitter4j.internal.http.HttpClientImpl.a(Unknown Source)
at twitter4j.internal.http.HttpClientWrapper.a(Unknown Source)
at twitter4j.internal.http.HttpClientWrapper.a(Unknown Source)
at twitter4j.TwitterImpl.a(Unknown Source)
at twitter4j.TwitterImpl.a(Unknown Source)
at com.antonriehl.ogmods.sum.c.H.a(Unknown Source)
at com.antonriehl.ogmods.sum.e.C.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.io.IOException: Server returned HTTP response code: 403 for URL: http://api.twitter.com/1.1/statuses/use ... lude_rts=1
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at sun.net.www.protocol.http.HttpURLConnection$6.run(Unknown Source)
at sun.net.www.protocol.http.HttpURLConnection$6.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at sun.net.www.protocol.http.HttpURLConnection.getChainedException(Unknown Source)
at sun.net.www.protocol.http.HttpURLConnection.getInputStream(Unknown Source)
at twitter4j.internal.http.HttpResponseImpl.<init>(Unknown Source)
... 8 more
Caused by: java.io.IOException: Server returned HTTP response code: 403 for URL: http://api.twitter.com/1.1/statuses/use ... lude_rts=1
at sun.net.www.protocol.http.HttpURLConnection.getInputStream(Unknown Source)
at java.net.HttpURLConnection.getResponseCode(Unknown Source)
... 9 more



Sorry that was big. Any fix? As you can see I use Windows XP and it used to run fine. I've only met one guy with this issue. I hope they didn't end Windows XP support for this game after the update. I've contacted the devs but they just told me to download the SUM Launcher.

z33ky
Posts: 13
Joined: Mon May 28, 2012 7:23 am

Re: Unofficial Overgrowth a205 build

Post by z33ky » Tue Jan 28, 2014 3:23 pm

Jeff wrote:Sorry about that! We are working on improving the Linux build procedure to help keep it in better parity.
Can we get a fixed a205 diff zip archive?
There are working Linux binaries; It was just a packaging error, right?

Jeff
Evil Twin
Posts: 2892
Joined: Wed Nov 19, 2003 10:48 pm
Location: San Francisco, CA
Contact:

Re: Unofficial Overgrowth a205 build

Post by Jeff » Tue Jan 28, 2014 11:23 pm

z33ky wrote:
Jeff wrote:Sorry about that! We are working on improving the Linux build procedure to help keep it in better parity.
Can we get a fixed a205 diff zip archive?
There are working Linux binaries; It was just a packaging error, right?
Please try http://cdn.wolfire.com/alpha/diffs/over ... a205-3.zip

Texoru
Posts: 3
Joined: Mon Jan 06, 2014 1:52 am

Re: Unofficial Overgrowth a205 build

Post by Texoru » Wed Jan 29, 2014 12:06 am

Jeff some of us or most are having this error:

0(1): error C0118: macros prefixed with 'GL_' are reserved

How to fix it?

I've tried downloading the alpha manually and verify on steam and nothing works. I'm on Windows 7-64bit

Thanks

z33ky
Posts: 13
Joined: Mon May 28, 2012 7:23 am

Re: Unofficial Overgrowth a205 build

Post by z33ky » Wed Jan 29, 2014 9:42 am

Jeff wrote:
z33ky wrote:
Jeff wrote:Sorry about that! We are working on improving the Linux build procedure to help keep it in better parity.
Can we get a fixed a205 diff zip archive?
There are working Linux binaries; It was just a packaging error, right?
Please try http://cdn.wolfire.com/alpha/diffs/over ... a205-3.zip
That works, thanks. Although for some reason the characters are all black in the Arena map (fine apparently on every other map).

pumpernickel
Posts: 84
Joined: Thu Jan 02, 2014 9:28 am
Location: North Rhine-Westphalia, Germany

Re: Unofficial Overgrowth a205 build

Post by pumpernickel » Wed Jan 29, 2014 10:03 am

the characters are all black in the Arena map
It's the New Zealand mod! :lol:
Please try http://cdn.wolfire.com/alpha/diffs/over ... a205-3.zip
Ummh :oops: to also contribute something useful:
those files seem to work (copied Data/* to Data/ and switched the binary).
graphics (and other) settings changable ingame and levels loading normally (well at least those that did load before).

chrisxy
Posts: 17
Joined: Mon May 28, 2012 6:49 am

Re: Unofficial Overgrowth a205 build

Post by chrisxy » Wed Jan 29, 2014 3:28 pm

Texoru wrote:Jeff some of us or most are having this error:

0(1): error C0118: macros prefixed with 'GL_' are reserved

How to fix it?

I've tried downloading the alpha manually and verify on steam and nothing works. I'm on Windows 7-64bit
The problem is that you have a driver with a glsl compiler that works according to the opengl standard. Apparently you need to have a glsl compiler that ignores the standard and just does something with the input.

You can work around this if you do what I said in:
viewtopic.php?f=13&t=25081&start=15#p212000
I don't really know how I would on windows.
Maybe edit the main binary with a hex editor and search and replace the string "GL_ARB_sample_shading_available" with something that does not begin with "GL_", so maybe "XX_ARB_sample_shading_available"

TwoD
Posts: 1
Joined: Tue Jul 09, 2013 6:10 pm

Re: Unofficial Overgrowth a205 build

Post by TwoD » Wed Jan 29, 2014 7:25 pm

Applying the diff fixed the 205 build for me on a non-Steam installation, but you should really push that to Steam ASAP since it's guaranteed to crash otherwise.

FalconBlood
Posts: 4
Joined: Thu Jan 30, 2014 10:44 am

Re: Unofficial Overgrowth a205 build

Post by FalconBlood » Thu Jan 30, 2014 10:53 am

So assmuning you get the

0(1): error C0118: macros prefixed with 'GL_' are reserved

message, how does someone who has pretty much no idea about computers despite the average knowledge solve this one?

Texoru
Posts: 3
Joined: Mon Jan 06, 2014 1:52 am

Re: Unofficial Overgrowth a205 build

Post by Texoru » Thu Jan 30, 2014 7:10 pm

chrisxy wrote:
Texoru wrote:Jeff some of us or most are having this error:

0(1): error C0118: macros prefixed with 'GL_' are reserved

How to fix it?

I've tried downloading the alpha manually and verify on steam and nothing works. I'm on Windows 7-64bit
The problem is that you have a driver with a glsl compiler that works according to the opengl standard. Apparently you need to have a glsl compiler that ignores the standard and just does something with the input.

You can work around this if you do what I said in:
viewtopic.php?f=13&t=25081&start=15#p212000
I don't really know how I would on windows.
Maybe edit the main binary with a hex editor and search and replace the string "GL_ARB_sample_shading_available" with something that does not begin with "GL_", so maybe "XX_ARB_sample_shading_available"
Where do I change those settings? though as many users have these issues from the 2.9mb from steam that was 2 days ago, something has changed from the development that cause such an error.

weedpuff
Posts: 4
Joined: Fri Dec 27, 2013 10:26 am

Re: Unofficial Overgrowth a205 build

Post by weedpuff » Thu Jan 30, 2014 7:34 pm

Will this game ever leave Alpha? Its been more than a year in Aplha stage

User avatar
AmorphousGamer
Posts: 832
Joined: Sat Jul 06, 2013 2:41 am
Location: Montgomery, Alabama

Re: Unofficial Overgrowth a205 build

Post by AmorphousGamer » Thu Jan 30, 2014 7:41 pm

weedpuff wrote:Will this game ever leave Alpha? Its been more than a year in Aplha stage
It will leave Alpha when it is ready to enter Beta.

AbeRavenclaw
Posts: 6
Joined: Mon Jan 27, 2014 8:55 am

Re: Unofficial Overgrowth a205 build

Post by AbeRavenclaw » Thu Jan 30, 2014 7:57 pm

chrisxy wrote:
chrisxy wrote:

Code: Select all

#define GL_ARB_sample_shading_available
Ok, so I ran grep on the whole overgrowth thing and this string only appears in some checks in some shaders in Data/GLSL/ and in Overgrowth.bin.x86.

So patching the binary and the shaders with sed works:

Code: Select all

sed -i "s/GL_ARB_sample_shading_available/XX_ARB_sample_shading_available/g" Overgrowth.bin.x86
for i in Data/GLSL/*; do sed -i "s/GL_ARB_sample_shading_available/XX_ARB_sample_shading_available/g" "$i"; done
But they still don't prepend #version 130 to the shader.

Seriously, what's the problem? This should be a trivial fix in about 2 lines of code, and without it their game will not work on ANY glsl compiler that follows the spec.

edit: Wait, that was unfair. They do.

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 $ MESA_GLSL=dump $HOME/.local/share/Steam/ubuntu12_32/steam-runtime/run.sh ./Overgrowth.bin.x86 | grep -A 1 "source "

[...]

GLSL fragment shader 0 source for linked program 0:
(null)
--
GLSL source for vertex shader 1:
#version 130
--
GLSL source for fragment shader 2:
#version 130
--
GLSL fragment shader 0 source for linked program 3:
#version 130
--
GLSL vertex shader 1 source for linked program 3:
#version 130
--
GLSL fragment shader 0 source for linked program 0:
(null)
--
GLSL fragment shader 0 source for linked program 0:
(null)
--
GLSL fragment shader 0 source for linked program 0:
(null)
--
GLSL source for vertex shader 5:
#define XX_ARB_sample_shading_available
--
GLSL source for fragment shader 6:
#define XX_ARB_sample_shading_available
But not for all, because the 6th one fails to compile because it needs glsl 1.30 features.

Can you show a video cause i don't get what you mean ( I have windows btw)

pumpernickel
Posts: 84
Joined: Thu Jan 02, 2014 9:28 am
Location: North Rhine-Westphalia, Germany

Re: Unofficial Overgrowth a205 build

Post by pumpernickel » Thu Jan 30, 2014 8:35 pm

I'm not having that problem, but as far as I understand it's just a matter of changing each occurrence of the string (character sequence)

Code: Select all

GL_ARB_sample_shading_available
to

Code: Select all

XX_ARB_sample_shading_available
in
a) the Overgrowth binary (in windoze probably the .exe)
b) every file in the

Code: Select all

Data/GLSL/
directory containing that string

The 'sed -i ...' thingy is a linux terminal command to do exactly that (sed = streameditor), it won't help much in win.
Btw 'XX' is not important, you could put 'sausage' or 'giraffe' as well, as long as it's not 'GL' you should be fine.

Since I'm off the MS train for more than a decade I can't tell you what editor to use for that (certainly not ms word), but in principle any hex editor should do. Don't forget to back up those files first in case you #!%$ it up.

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