Search found 99 matches

by CryptoSeven
Thu Nov 22, 2012 9:19 am
Forum: Overgrowth - Secret Preorder Forum
Topic: Where's the link to old script dumps?
Replies: 1
Views: 368

Re: Where's the link to old script dumps?

Here's a thread with some script folders but it's no where complete:
viewtopic.php?f=16&t=15409
by CryptoSeven
Thu Oct 25, 2012 6:09 pm
Forum: Modding
Topic: [MAP] The Village
Replies: 6
Views: 1639

Re: [MAP] The Village

Beware of the fiddler in the cabin. I caught him doing some nasty stuff but his trickery backfired.

by CryptoSeven
Thu Oct 25, 2012 3:04 pm
Forum: Modding
Topic: [Map] The Body
Replies: 7
Views: 1916

Re: [Map] The Body

This could be one of those educational tools that will scar kids for life.
by CryptoSeven
Wed Oct 24, 2012 1:26 pm
Forum: Overgrowth - Secret Preorder Forum
Topic: Playable Character as a Dog?
Replies: 5
Views: 879

Re: Playable Character as a Dog?

To make a playable dog character first find it in the 02 menu. It should be under headline characters/playable. Select it and press ctrl+p to make it a player character. Done correctly you should see green outlines around him.

Select character and press u to access individual parameters.
by CryptoSeven
Wed Oct 24, 2012 1:01 pm
Forum: Modding
Topic: QuickSaveMod Now With Item Saving ~ by Hg341
Replies: 19
Views: 3275

Re: QuickSaveMod Now With HotSpots! ~ by Hg341

This resetmind() code you added already seems to have fixed the issues I had with AI. Weapon respawning and tracking different health amounts would be icing on the cake. I noticed that the code resets dead enemies to unconcious. Perhaps change if (save_knocked_out !=_awake) {knocked_out = _unconscio...
by CryptoSeven
Sun Oct 21, 2012 1:19 pm
Forum: Modding
Topic: QuickSaveMod Now With Item Saving ~ by Hg341
Replies: 19
Views: 3275

Re: QuickSaveMod Now With HotSpots! ~ by Hg341

Works like a charm. Fun to see this growing out of that first simple teleporting.
by CryptoSeven
Tue Oct 16, 2012 10:29 am
Forum: Modding
Topic: QuickSaveMod Now With Item Saving ~ by Hg341
Replies: 19
Views: 3275

Re: First mod(script) ~ very simple position saving and tele

Ahh yes that's great. I actually tinkered already with a health check so characters that were alive will recover health. Not perfect since they recover full health and also you have to press load button twice if they've been killed but gets the job done. Feel free to improve on it. vec3 savepos = th...
by CryptoSeven
Tue Oct 16, 2012 8:10 am
Forum: Modding
Topic: QuickSaveMod Now With Item Saving ~ by Hg341
Replies: 19
Views: 3275

Re: First mod(script) ~ very simple position saving and tele

Excellent idea. Sort of a primitive quicksave system.

Might be worth expanding a bit on it to track enemy positions and such and voila you got an awesome quicksave mod.
by CryptoSeven
Sun Oct 14, 2012 3:32 pm
Forum: Overgrowth - Secret Preorder Forum
Topic: Speculation on how David may be planning to improve enemy AI
Replies: 10
Views: 1748

Re: Speculation on how David may be planning to improve enem

Would indeed be cool if the enemies tried to surround you and use group tactics. Not just when chasing but also when fighting. Question is how much can be added to the AI at the moment considering it's already quite taxing on performance. I sure hope the next AI tweaks will contain some optimization...
by CryptoSeven
Sun Oct 14, 2012 1:06 pm
Forum: Modding
Topic: [MAP] Slice the Splitters
Replies: 3
Views: 1123

Re: [MAP] Slice the Splitters

Yeah don't hold me responsible for any symbolic interpretations.

If you want to climb the highest buildings and find the knives you will need the mod but it's not really required. Though "installing" it is simply a matter of copypasteing a single script file.
by CryptoSeven
Sun Oct 14, 2012 10:38 am
Forum: Modding
Topic: [MAP] Slice the Splitters
Replies: 3
Views: 1123

[MAP] Slice the Splitters

slicethesplittersthumbnail.png I wanted to create a map divided in zones that could be tackled in any order. That way the player can explore and choose how to beat the map and at the same time have a sense of direction where to go next. Another focus was to create parkour opportunities and I think ...
by CryptoSeven
Fri Oct 12, 2012 6:13 pm
Forum: Modding
Topic: [Tutorial] Creating your first map
Replies: 101
Views: 103244

Re: [Tutorial] Creating your first map

Ok. Though it's the other way around for me. SumLauncher uses the regular folder and standalone OG saves to virtualstore. Either way I read a bit about this and as I understand it's a built in feature in windows vista and 7. Programs generally shouldn't write stuff to "Program Files". If t...
by CryptoSeven
Fri Oct 12, 2012 6:36 am
Forum: Modding
Topic: [Tutorial] Creating your first map
Replies: 101
Views: 103244

Re: [Tutorial] Creating your first map

Can I ask a question? When you edit a map, where is it stored, because I look in the Overgrowth installation folder and all the maps are the basic maps that come with the game with no edits, so I was wondering where your custom maps are stored? EDIT: nevermind, found out it was deep in the 'Virtual...
by CryptoSeven
Sun Oct 07, 2012 10:43 am
Forum: Overgrowth - Secret Preorder Forum
Topic: My PC not letting me play OG?
Replies: 8
Views: 1266

Re: My PC not letting me play OG?

Turns out,norton had a reason to remove it. IT HAD A VIRUS. Why? Why would overgrowth give me a virus? The virus is known as WS.Reputation.1. This is what Symantec said about it: Behavior WS.Reputation.1 is a detection for files that have a low reputation score based on analyzing data from Symantec...
by CryptoSeven
Sat Sep 15, 2012 10:35 pm
Forum: Overgrowth - Secret Preorder Forum
Topic: Youtube Partnership! whoo hoo
Replies: 9
Views: 1787

Re: Youtube Partnership! whoo hoo

I see an annoying amount of people trying to make a quick buck on youtube. You probably have a better shot at robbing a bank. There's nothing less satisfying to watch than desperate youtubers trying to catch the crowds attention. Record and edit stuff that genuinly interests you and the channel migh...