Unofficial Overgrowth a209 build

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Jeff
Evil Twin
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Unofficial Overgrowth a209 build

Post by Jeff » Sat Feb 07, 2015 7:09 pm

The unofficial, Overgrowth a209 leaked build is here! Note, you can also download it on your Humble Store page now!


(watch in hd)

Changelog:
- Self-documenting script registration
- Attached objects can be manipulated with editor
- Can attach groups to characters
- Can save characters with attached objects
- Can copy/paste/save/load connected objects
- Fixed mass of wolf and female rabbit ragdolls
- Character bone mass is proportional to the cube of character scale
- Fixed a problem with sky rendering when there is no terrain
- Fixed raider ear weights
- Shift moves camera along camera's up vector instead of world's up vector
- Fixed problem with floaty rolls
- Clamped IK hip movement to reasonable range
- New checksum for animations and character lod cache
- Added sky rotation level parameter
- Spawner no longer closes after spawning a new object
- Attached objects work better with different scales
- Fixed slowdown when transitioning from ragdoll to animation
- Attached objects work with different character scales
- Fixed Mac SDL framework
- Fixed issue with "Texture format no GL_BGRA" with stabdecal.tga
- 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
- Progress on native UI widgets
- Can alt-drag multiple objects at once
- Cleaned up editor snapping (and can start snapping in the middle of an action)
- Attaching weapons and their scabbards to the same item slot puts one inside the other


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 a209? http://cdn.wolfire.com/alpha/diffs/overgrowth-a209.zip
[+] Checksums
Windows builds:
MD5 = eaaf95c37a5af7b48821db1c8afc5398
SHA1 = 26f6486584c8a61d12bf70f149936c1c4d2ae5c8

Mac builds:
MD5 = 2c9cdcd75378b9ac07495dcb590f21fd
SHA1 = 7e5ddf36e26d5f21e4dfb6ec8bcd3e86b857cb14

Linux builds:
MD5 = 7f084ed7605e9af535307e869fba62c0
SHA1 = 16376725e0db8f7ff54559eefa539297b2a4e692

Diff file:
MD5 = 6ea308113c03128932c7ee326fee3630
SHA1 = 773305b64d92d90b3993e2869bec6a5f773787b9
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elegaro
Posts: 193
Joined: Sun Nov 11, 2012 9:32 am

Re: Unofficial Overgrowth a209 build

Post by elegaro » Mon Feb 09, 2015 3:41 am

Awesome!!

Is it possible a tutorial of how to implement the news of this alpha 209?

and your name is jeff

http://www.youtube.com/watch?v=28PVbv67Ho4

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Peruraptor
Posts: 214
Joined: Mon Aug 12, 2013 10:30 pm

Re: Unofficial Overgrowth a209 build

Post by Peruraptor » Mon Feb 16, 2015 2:37 pm

Are the Sheathes/Armor pieces from a mod? I haven't been able to find them in the stock game.

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Thomason1005
Posts: 713
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Location: GerMany

Re: Unofficial Overgrowth a209 build

Post by Thomason1005 » Sat Feb 28, 2015 4:19 pm

aight so one things about the dialogues that bothers me since it was included:

the pathes which link to the dialogue txt file are absolute in the xml p.e. C:\Steam\steamlibrary\SteamApps\Common\Overgrowth\Data\etc.
i think they really should be relative as all others are
might need some lines of code but it works with all other objects that are loaded

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rodeje25
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Location: Cold and Rainy Netherlands

Re: Unofficial Overgrowth a209 build

Post by rodeje25 » Fri Mar 06, 2015 12:12 pm

for the first time i've seen jeff doing something on this forum

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erikylab
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Re: Unofficial Overgrowth a209 build

Post by erikylab » Mon Mar 09, 2015 8:31 pm

ummmmmm I just want to know when the next update will be, can someone ttell?

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EPR89
Posts: 1845
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Location: Germany

Re: Unofficial Overgrowth a209 build

Post by EPR89 » Mon Mar 09, 2015 10:12 pm

erikylab wrote:ummmmmm I just want to know when the next update will be, can someone ttell?
When it's done.

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erikylab
Posts: 26
Joined: Mon Sep 08, 2014 3:24 pm

Re: Unofficial Overgrowth a209 build

Post by erikylab » Wed Mar 11, 2015 6:43 pm

EPR89 wrote:
erikylab wrote:ummmmmm I just want to know when the next update will be, can someone ttell?
When it's done.
:( okeee

xybre
Posts: 1
Joined: Fri Mar 13, 2015 8:12 pm

Re: Unofficial Overgrowth a209 build

Post by xybre » Fri Mar 13, 2015 8:28 pm

Seeing these progress videos makes me unreasonably happy. I really love the work being done here, and this update in particular has so many wonderful little pieces of polish will go a long way to making it feel really full and complete.

Kagegami
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Joined: Fri Jan 18, 2013 5:03 pm

Odd bug when dying carrying a knife

Post by Kagegami » Sun Mar 22, 2015 6:34 am

Hey there, I've owned this game for years, but never was a faithful community contributor, so I'm not sure if this is a terribly good place to see if I could get some help, but it appears whenever one dies or kills a player carrying a knife, which is then disarmed, it throws up this error and the client closes. It is a little irritating, but understandable. I'll file a full bug report, too. Below is the error prompt that opens:
There is no movement object -1
Called from:
Data/Scripts/enemycontrol.as lone 1638 "vec3 GetDodgeDirection()"
Data/Scripts/aschar.as line 2800 "void
UpdateActiveDodgeMechanics(const Timestep&in)"
Data/Scripts/aschar.as line 2718 "void
UpdateActiveBlockAndDodge(const Timestep&in)"
Data/Scripts/aschar.as line 2118 "voidUpdateState(constTimestep&in)"
Data/Scripts/aschar.as line 1550 "void Update(int)"
Thanks!

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EPR89
Posts: 1845
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Location: Germany

Re: Unofficial Overgrowth a209 build

Post by EPR89 » Mon Apr 06, 2015 7:40 am

Found two bugs, both related to fullscreen mode:

#1: When the game starts in windowed mode and you then switch to fullscreen, attaching weapons will no longer work. Attaching objects to characters works fine, though.
If the game launches in fullscreen mode, everything works fine.

(#2: Once the game is in fullscreen mode, you cannot exit it through the game settings. As soon as you exit the settings by clicking on the X symbol, the game will switch back to fullscreen. The only way to go back to windowed mode is to change the config file.)
Scratch that. Had my game in a resolution half the size of my screen and forgot that I had to hit OK and not just close the settings window.

EDIT: Regarding #1, it also only worked if when I tried it with the maximum resolution available for me (1536 x 864). Anything lower would make attaching weapons impossible in fullscreen.

Also, #3, at lower resolution the cursor icon and the actual cursor position seem to be offset in fullscreen.

CutePunda
Posts: 2
Joined: Mon Apr 06, 2015 10:05 am

Re: Unofficial Overgrowth a209 build

Post by CutePunda » Tue Apr 07, 2015 1:43 pm

Nice :D

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