Unofficial Overgrowth a124, weekly build
Unofficial Overgrowth a124, weekly build
The unofficial, Overgrowth a124 leaked build is here!
(watch in hd)
Changelog:
- Added config toggle for visibility rays and sound spheres
- Jump prediction and optimal arc choice
- Enabled recast pathfinding
- Started cleaning and refactoring character script
- Added Bullet sphere/box triangle retrieval
- Fixed decal box manipulation problem
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!
*NEW* If you find any bugs, please email a full description along with your system specs to [email protected]. We are testing out a new bug 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.
To download the alpha, use one of these links (please use the mirrors!)
Win (exe): slow original fast EU mirror 1 BitTorrent - please seed
MD5 = 93168d92037028a13051a4e610bb8c70
Mac: slow original fast EU mirror 1 BitTorrent - please seed
MD5 = dab24bca5069e95772f60bb2b4a75e1e
Please use the speedy mirrors, they are all graciously provided by Mow of FoCo Gaming and should provide much faster download speeds. They will also save us a lot of money.
Just want the changes from the last alpha to a124? http://cdn.wolfire.com/alpha/diffs/a124.zip
Subscribe to the dev blog!
Note! No 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 are working with the creator of Berkelium to switch to that, which has a Linux build, so we will no longer be dependent on Awesomium.
(watch in hd)
Changelog:
- Added config toggle for visibility rays and sound spheres
- Jump prediction and optimal arc choice
- Enabled recast pathfinding
- Started cleaning and refactoring character script
- Added Bullet sphere/box triangle retrieval
- Fixed decal box manipulation problem
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!
*NEW* If you find any bugs, please email a full description along with your system specs to [email protected]. We are testing out a new bug 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.
To download the alpha, use one of these links (please use the mirrors!)
Win (exe): slow original fast EU mirror 1 BitTorrent - please seed
MD5 = 93168d92037028a13051a4e610bb8c70
Mac: slow original fast EU mirror 1 BitTorrent - please seed
MD5 = dab24bca5069e95772f60bb2b4a75e1e
Please use the speedy mirrors, they are all graciously provided by Mow of FoCo Gaming and should provide much faster download speeds. They will also save us a lot of money.
Just want the changes from the last alpha to a124? http://cdn.wolfire.com/alpha/diffs/a124.zip
Subscribe to the dev blog!
Note! No 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 are working with the creator of Berkelium to switch to that, which has a Linux build, so we will no longer be dependent on Awesomium.
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Re: Unofficial Overgrowth a124, weekly build
My config file didn't change at all
Adding the lines didn't work too
Adding the lines didn't work too
Re: Unofficial Overgrowth a124, weekly build
hi I also had to add the lines by myself but now it works perfectly... but sometimes it´s really strange because even if I´m very far away the lines still "follow" me... it´s very hard to get rid of the AI again...
Re: Unofficial Overgrowth a124, weekly build
Sorry about that, here is the new config file.
Re: Unofficial Overgrowth a124, weekly build
Looks awesome! I cant wait until the AI is fully developed xD
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- Joined: Sat Mar 26, 2011 7:00 pm
Re: Unofficial Overgrowth a124, weekly build
just wondering do i have to redownload the entire thing each time or is there an updater?
EDIT: nevermind i just looked harder at the post.
EDIT: nevermind i just looked harder at the post.
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Re: Unofficial Overgrowth a124, weekly build
Hi, I just preordered, so I'm new to this whole alpha thing.
Thus far, I have downloaded a123. It worked fine. Then I downloaded the changes that were made for a124 and copied the files I got into the data folder in Overgrowth. Whenever I try to run a level, it gives me an error that says, "Function: void update() not found in file: "Data/Scripts/cam.as"
What am I doing wrong?
Thus far, I have downloaded a123. It worked fine. Then I downloaded the changes that were made for a124 and copied the files I got into the data folder in Overgrowth. Whenever I try to run a level, it gives me an error that says, "Function: void update() not found in file: "Data/Scripts/cam.as"
What am I doing wrong?
Re: Unofficial Overgrowth a124, weekly build
Did you copy the binary files as well?Ultimate Wombat wrote:Hi, I just preordered, so I'm new to this whole alpha thing.
Thus far, I have downloaded a123. It worked fine. Then I downloaded the changes that were made for a124 and copied the files I got into the data folder in Overgrowth. Whenever I try to run a level, it gives me an error that says, "Function: void update() not found in file: "Data/Scripts/cam.as"
What am I doing wrong?
Here's a full guide: viewtopic.php?f=13&t=8140
Re: Unofficial Overgrowth a124, weekly build
you could also try the auto updaters
windows: viewtopic.php?f=13&t=10490http://forums ... 13&t=10490
mac: viewtopic.php?f=13&t=7716
EDIT: wow, thats a strange url for the windows, but it works.
windows: viewtopic.php?f=13&t=10490http://forums ... 13&t=10490
mac: viewtopic.php?f=13&t=7716
EDIT: wow, thats a strange url for the windows, but it works.
Last edited by adwuga on Tue Mar 29, 2011 7:25 pm, edited 1 time in total.
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- Location: Eielson AFB, Alaska
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Re: Unofficial Overgrowth a124, weekly build
How do we add path nodes onto the Nav Mesh??MaxiBra wrote:hi I also had to add the lines by myself but now it works perfectly... but sometimes it´s really strange because even if I´m very far away the lines still "follow" me... it´s very hard to get rid of the AI again...
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Re: Unofficial Overgrowth a124, weekly build
ctrl+click to add, alt+click to link selected to another node or AI spawn, alt+shift+click to unlink stuff.wolfbrother9393 wrote:How do we add path nodes onto the Nav Mesh??
EDIT:
If you're talking about how to generate the nav mesh, just go to the "Pathfinding" tab and you have the tools there.
Re: Unofficial Overgrowth a124, weekly build
How do you access the mouse-controlled jump thing? Also, can you toggle it from being limited by the characters jump height to unconstrained?
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Re: Unofficial Overgrowth a124, weekly build
I thought that the nav mesh used different points than the patrol points. My bad. In the video I thought they looked different.
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Re: Unofficial Overgrowth a124, weekly build
They do. The patrol points and the nav mesh stuff is totally separate.wolfbrother9393 wrote:I thought that the nav mesh used different points than the patrol points. My bad. In the video I thought they looked different.
Re: Unofficial Overgrowth a124, weekly build
I clicked create new navmesh and its taking long time. does it do this for you guys? it takes long time on "Building Sample", and it keeps repeating. does it do this for every object?
Edit: it finally finished, and i clicked view navmesh, and it crashed.
Edit: it finally finished, and i clicked view navmesh, and it crashed.