Advance_testing A208.2

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David
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Advance_testing A208.2

Post by David » Thu Jan 29, 2015 7:22 pm

Please let me know how this build is working for you. Here are some changes in no particular order:

- Self-documenting script registration
- Attached objects work with different character scales
- Attached objects can be manipulated with editor
- Can attach groups to characters
- Can save characters with attached objects
- Fixed Mac SDL framework
- Fixed issue with "Texture format no GL_BGRA" with stabdecal.tga
- Can copy/paste/save/load connected objects
- Characters are immediately alerted when damaged in any way
- Fixed character dragging when weapon is in offhand
- Fixed persistent animation layers across reset
- Fixed deleting characters with item objects connected
- Path points can trigger wait, sit, sleep
- Fixed dialogue editor undo/redo
- Level objects can have detail objects
- Any kind of object can be in a group
- Telemetry profiling
- Native UI widgets
- Can alt-drag multiple objects at once

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rodeje25
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Re: Advance_testing A208.2

Post by rodeje25 » Fri Jan 30, 2015 1:09 am

Great work David!

This build works for me.
I have a question tough,
Do you think you will implement top view, front view etc.
And that when you use the numpad you can get into top or front view.
Because then placing objects in the right place in the level will get a lot easier.

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EPR89
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Re: Advance_testing A208.2

Post by EPR89 » Fri Jan 30, 2015 6:36 am

rodeje25 wrote: Do you think you will implement top view, front view etc.
And that when you use the numpad you can get into top or front view.
Because then placing objects in the right place in the level will get a lot easier.
This is a great idea.

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akazi
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Re: Advance_testing A208.2

Post by akazi » Fri Jan 30, 2015 5:03 pm

While your at it, just port over the entire Blender control scheme to the Overgrowth editor. :P

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rodeje25
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Re: Advance_testing A208.2

Post by rodeje25 » Fri Jan 30, 2015 5:04 pm

akazi wrote:While your at it, just port over the entire Blender control scheme to the Overgrowth editor. :P
that's what i ment :D

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sTownR
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Re: Advance_testing A208.2

Post by sTownR » Fri Jan 30, 2015 6:06 pm

the build runs fine but the game always crashes when i try to open my custom map

its only this one particular map and I have already downgraded to the previous alpha where it still worked.

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samjb1992
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Re: Advance_testing A208.2

Post by samjb1992 » Sat Jan 31, 2015 2:50 am

this build broke the game for me.
lots of shader errors and all characters are invisible, player character is seen in 1st person when map starts up.

when i try to load a character into the game the game crashes.

here is some of the in-game errors and my system report.
OG_crashReport.txt
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error_a208.2.jpg
error_a208.2.jpg (159.07 KiB) Viewed 5088 times
error2_a208.2.jpg
error2_a208.2.jpg (52.36 KiB) Viewed 5088 times
error3_a208.2.jpg
error3_a208.2.jpg (74.53 KiB) Viewed 5088 times

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rodeje25
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Re: Advance_testing A208.2

Post by rodeje25 » Sun Feb 01, 2015 4:55 am

ohw and btw david if you are gonna implement bows please know that almost every archer nowadays is using a technique wich is not very efficient and fast

(i know i posted this in another thread but i think i have a bigger chance that david will see it in this thread than in the other one)
I really like that we can see what is being loaded.

David
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Re: Advance_testing A208.2

Post by David » Sun Feb 01, 2015 10:06 pm

samjb1992 wrote:this build broke the game for me.
Would you mind sending a copy of this post via email to [email protected] ? Then I can better follow up with this issue.

David
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Re: Advance_testing A208.2

Post by David » Sun Feb 01, 2015 10:07 pm

Also, I just posted A208.3 to advance_testing, which is mostly bug fixes for A208.2 -- it would be cool to hear if that fixes any of the problems reported here.

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sTownR
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Re: Advance_testing A208.2

Post by sTownR » Mon Feb 02, 2015 11:58 am

great work David!
I can load my map again but it takes a while. And my rabbit spawned with a tower attached to its spine :D (really don't know where it came from because I am not missing any towers in my map)

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samjb1992
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Re: Advance_testing A208.2

Post by samjb1992 » Tue Feb 03, 2015 3:01 am

David wrote:Also, I just posted A208.3 to advance_testing, which is mostly bug fixes for A208.2 -- it would be cool to hear if that fixes any of the problems reported here.
did not fix my problems from before.

Sykotikpro
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Re: Advance_testing A208.2

Post by Sykotikpro » Tue Feb 03, 2015 7:46 am

This build seems to run even worse than it did before :/ Ever since AI scripts wwere moved, it becomes nearly unplayable as it runs just under 10 fps in the arena. it used to run a good 40-50, but now its just too much. It may be because I'm running an AMD machine, but who knows.

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