Unofficial alpha 83, weekly build

A secret forum for people who preorder Overgrowth!
Jeff
Evil Twin
Posts: 2892
Joined: Wed Nov 19, 2003 10:48 pm
Location: San Francisco, CA
Contact:

Unofficial alpha 83, weekly build

Post by Jeff » Tue Jun 15, 2010 3:08 am

The unofficial, alpha 83 leaked build is here!

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! Please report bugs in our Trac 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.

New in this version: (see blog)

To download the alpha, use one of these links (please use the mirrors!)

Win (exe): slow original fast US mirror 1 fast EU mirror 1

Mac: slow original fast US mirror 1 fast EU mirror 1

Extra data: fast US mirror 1 (merge this with your alpha data)

Please use the speedy mirrors, they are graciously provided by Mow of FoCo Gaming and should provide much faster download speeds. They will also save us a lot of money. :D (although I am having trouble with them right now)

Breaking news! We now have a set of US mirrors graciously provided by Woet of FFS Network. Please let me know how it works for you!

Subscribe to the dev blog!

We are testing a new Windows installer, which should help with the side-by-side configuration errors. Please remember to uninstall the old version first and let us know how it works!

Note! No PPC, 10.4 Tiger, or Linux support at the moment -- we are waiting on Awesomium for these. AJS says that Linux support is on the horizon, but we cannot make any concrete estimates for it. In the meantime, we may be Wine compatible.

Ein
Posts: 5
Joined: Wed Jun 17, 2009 8:58 pm

Re: Unofficial alpha 83, weekly build

Post by Ein » Tue Jun 15, 2010 3:25 am

Downloaded Mac mirror. I'm having a problem with consistent crashes whenever I flip into an object. Also, the edge grab isn't functioning whatsoever. On an aesthetic note, I'm not sure if it's the particle lighting or something else, but there's this odd gold sparkling when I walk into shadows.

Playing on a Macbook with a 2.2 GHz Intel Core 2 Duo and 4 GB of Ram with OS X 10.5.8.

User avatar
rebel28
Posts: 194
Joined: Fri Dec 12, 2008 1:48 am
Location: United Kingdom
Contact:

Re: Unofficial alpha 83, weekly build

Post by rebel28 » Tue Jun 15, 2010 5:12 am

:( The "ctrl+any button" crash is still there, and the "control robbert in edit mode" glitch.

Please fix them

Fruckert
Posts: 5
Joined: Mon Jun 14, 2010 11:16 pm

Re: Unofficial alpha 83, weekly build

Post by Fruckert » Tue Jun 15, 2010 5:17 am

With me it just started sucking up memory until it reached a gig and then just stopped.
I couldn't get a look at the console before that happened, though.

Dark
Posts: 38
Joined: Thu Dec 11, 2008 7:02 am

Re: Unofficial alpha 83, weekly build

Post by Dark » Tue Jun 15, 2010 5:53 am

whats the extra data? :p

Ottster
Posts: 26
Joined: Wed Dec 30, 2009 4:19 pm
Location: Some dot in the universe somewhere

Re: Unofficial alpha 83, weekly build

Post by Ottster » Tue Jun 15, 2010 6:18 am

the wallrunning is much better, but how do you grab onto edges?
i can't seem to do it

the blog states
Initial edge grabbing and movement

PurePareidolia
Posts: 27
Joined: Tue Jan 12, 2010 1:32 am
Location: Middle Earth
Contact:

Re: Unofficial alpha 83, weekly build

Post by PurePareidolia » Tue Jun 15, 2010 7:34 am

Agh, I think this extra set of assets is screwing it up - I just got an error when trying to load Robbert. Again. How are you guys managing? You post screens of things that cause my exact copy of the code to crash. Is this in fact Witchcraft?

Ottster
Posts: 26
Joined: Wed Dec 30, 2009 4:19 pm
Location: Some dot in the universe somewhere

Re: Unofficial alpha 83, weekly build

Post by Ottster » Tue Jun 15, 2010 8:15 am

PurePareidolia wrote:Agh, I think this extra set of assets is screwing it up - I just got an error when trying to load Robbert. Again. How are you guys managing? You post screens of things that cause my exact copy of the code to crash. Is this in fact Witchcraft?
It is!

Btw, i had the same problem.
just try it again, possibly on a different map.
it should work on the desert outpost

Pixelmännchen
Posts: 7
Joined: Thu Jun 10, 2010 10:53 am

Re: Unofficial alpha 83, weekly build

Post by Pixelmännchen » Tue Jun 15, 2010 10:47 am

Ottster wrote:the wallrunning is much better, but how do you grab onto edges?
i can't seem to do it
It's the right mouse button, but it doesn't work well. If theres a little box on the floor and you press right mouse button you'll get pushed far away :D

Ottster
Posts: 26
Joined: Wed Dec 30, 2009 4:19 pm
Location: Some dot in the universe somewhere

Re: Unofficial alpha 83, weekly build

Post by Ottster » Tue Jun 15, 2010 10:54 am

Pixelmännchen wrote:
Ottster wrote:the wallrunning is much better, but how do you grab onto edges?
i can't seem to do it
It's the right mouse button, but it doesn't work well. If theres a little box on the floor and you press right mouse button you'll get pushed far away :D
thanks :)

Imagamer45
Posts: 4
Joined: Thu Feb 04, 2010 9:19 pm

Post by Imagamer45 » Tue Jun 15, 2010 5:00 pm

I'm still getting a frame buffer missing attachment error. To be specific, it says:

"On line 652 of terrain.cpp:
Framebuffer - missing attachment"

I've been having it since I preordered (which was in the early 70s of the alpha).
Is there a fix? Or will it be fixed later?

mphasis
Posts: 99
Joined: Wed Oct 08, 2008 4:11 am

Re: Unofficial alpha 83, weekly build

Post by mphasis » Tue Jun 15, 2010 8:10 pm

Problems!
-I had to run this "as Administrator" to get it to take less than 30mins to load a level.

-The config file keeps getting locked so I can't edit it?
Quickfix: Move it somewhere else, edit it, and move it back

-I keep trying to use Robbert to work out the scale of things, but he keeps running off when I move
the camera!(this is v. annoying)

-Camera resets to original position when I quit robbert mode for the first time, it shouldn't. It should stay put wherever I had robbert, because 90% of the time that's where I've found something I want to change. 100% of the time the original camera position isn't.

-I can't click and hold something and move it by moving the camera? WHY? Is there a better way of moving objects over long distances?

-FAQ, wiki and documentation need an overhaul, in a few days I will be happy to go and do this.

I'm honestly impressed, and I plan on making a Jumping skill/racing level sometime in the not to distant future.

User avatar
Azminday
Posts: 38
Joined: Sat Jul 11, 2009 6:16 am
Location: Cincinnati OH
Contact:

Re: Unofficial alpha 83, weekly build

Post by Azminday » Tue Jun 15, 2010 10:01 pm

Wow, this game is really starting to come together!
-Edit-
i just played it, still got the Ctrl right-clicking problem.
Last edited by Azminday on Wed Jun 16, 2010 2:37 pm, edited 1 time in total.

Pixelmännchen
Posts: 7
Joined: Thu Jun 10, 2010 10:53 am

Re: Unofficial alpha 83, weekly build

Post by Pixelmännchen » Wed Jun 16, 2010 7:17 am

mphasis wrote:-I can't click and hold something and move it by moving the camera? WHY? Is there a better way of moving objects over long distances?
Everything is explained in the Mapping Tutorial.
Well actually I want to create maps too, but I get that nasty error: http://pixelmann.bplaced.net/Unbenannt.JPG

I don't need to wait like 30mins until a level loads, it works really quick.
The ctrl+whatever bug is really mad.
I can't load my own maps, I used L3DT to create one, but when I try to load it, it just crashes.
Please fix that, I really want to start someday :D

User avatar
Endoperez
Posts: 5668
Joined: Sun Jan 11, 2009 7:41 am
Location: cold and dark and lovely Finland

Re: Unofficial alpha 83, weekly build

Post by Endoperez » Wed Jun 16, 2010 7:48 am

mphasis wrote:-I can't click and hold something and move it by moving the camera? WHY? Is there a better way of moving objects over long distances?
That's something I'd also like to see.

Post Reply