Unofficial Overgrowth a146, weekly build
Unofficial Overgrowth a146, weekly build
The unofficial, Overgrowth a146 leaked build is here!
(watch in hd)
Changelog:
- Testing no slow-motion
- Blood dries/absorbs over time
- Level end dialog distinguishes between victory and defeat
- Enemies randomly vary attack direction
- Weapon animation retargeting
- Weapon block animations
- Sword and spear can block each other
- Spark effect for weapon blocks
- New weapon block sounds
- Fixed problem with deleting equipped weapons
- Fixed level switch issues with imposters, sounds and fps label
- Cannot group item, character or waypoints
- Possible fix for enemies falling through ground
- Faster script function calls
- Character animation freq shifts based on distance and number of characters
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!
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:
Win: Download
S3 fallback BitTorrent - please seed
MD5 = ab925b0fd530ae9ea31e66027314befc
Mac: Download
S3 fallback BitTorrent - please seed
MD5 = af855136f6c46c1071d97876b133501a
Please let me know how the new test server performs and where you're located.
Just want the changes from the last alpha to a146? http://cdn.wolfire.com/alpha/diffs/a146.zip
Subscribe to the dev blog!
Note! No Linux support at the moment -- we are waiting on Ryan Gordon's soonest availability.
(watch in hd)
Changelog:
- Testing no slow-motion
- Blood dries/absorbs over time
- Level end dialog distinguishes between victory and defeat
- Enemies randomly vary attack direction
- Weapon animation retargeting
- Weapon block animations
- Sword and spear can block each other
- Spark effect for weapon blocks
- New weapon block sounds
- Fixed problem with deleting equipped weapons
- Fixed level switch issues with imposters, sounds and fps label
- Cannot group item, character or waypoints
- Possible fix for enemies falling through ground
- Faster script function calls
- Character animation freq shifts based on distance and number of characters
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!
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:
Win: Download
S3 fallback BitTorrent - please seed
MD5 = ab925b0fd530ae9ea31e66027314befc
Mac: Download
S3 fallback BitTorrent - please seed
MD5 = af855136f6c46c1071d97876b133501a
Please let me know how the new test server performs and where you're located.
Just want the changes from the last alpha to a146? http://cdn.wolfire.com/alpha/diffs/a146.zip
Subscribe to the dev blog!
Note! No Linux support at the moment -- we are waiting on Ryan Gordon's soonest availability.
Re: Unofficial Overgrowth a146, weekly build
I hope the fix for falling through the ground works, that was getting annoying. Good job on everything, but the weapon blocking looks like it definitely needs work.
Re: Unofficial Overgrowth a146, weekly build
The file size of the Windows alpha seems a bit low... I am going to check it out to make sure that it is correct.
Should be fixed now!
Should be fixed now!
-
- Posts: 10
- Joined: Fri Apr 29, 2011 10:06 am
Re: Unofficial Overgrowth a146, weekly build
Personally I think the blood could be darker overall. Maybe it's just my own, but the bunny-blood is still a little too bright at the end, and too light at the start. That said, I haven't played the alpha, so it might just be the video.
Other than that: active weapon block for the win![Very Happy :D](./images/smilies/icon_biggrin.gif)
Other than that: active weapon block for the win
![Very Happy :D](./images/smilies/icon_biggrin.gif)
-
- Posts: 61
- Joined: Sun Jun 20, 2010 8:40 am
Re: Unofficial Overgrowth a146, weekly build
Looking great! ![Very Happy :D](./images/smilies/icon_biggrin.gif)
![Very Happy :D](./images/smilies/icon_biggrin.gif)
Last edited by Frozencloud on Tue Aug 30, 2011 3:00 am, edited 1 time in total.
Re: Unofficial Overgrowth a146, weekly build
theres no spark.tga in the patch only download?
-
- Posts: 24
- Joined: Wed May 25, 2011 2:28 am
- Location: Kansas, USA
Re: Unofficial Overgrowth a146, weekly build
I can corroborate this.viely1228 wrote:theres no spark.tga in the patch only download?
Edit: It's also missing from the full installer.
Re: Unofficial Overgrowth a146, weekly build
Awsome, hope it gets fixed soonAngryAmoeba wrote:I can corroborate this.viely1228 wrote:theres no spark.tga in the patch only download?
Edit: It's also missing from the full installer.
-
- Posts: 158
- Joined: Tue Mar 15, 2011 6:32 am
Re: Unofficial Overgrowth a146, weekly build
Code: Select all
* Angelscript Dumper v1.8 by learn_more
* Generated: 30-Aug-2011 12:24:35
* Overgrowth version a146
* If you use this (dumper or output), please credit me (learn_more)
> See the directory 'script' for the preloaded data in the VM's.
(Please note that the 'shared' file is not a VM, it's just the objects that always get preloaded).
> See 'a146_as_graph.png' for the AS includes.
> See 'a146_classes.xml' for all the preloaded objects / functions.
> See 'a146_changes.txt' for the changes from a145 to a146.
Code: Select all
Changes from a145 to a146.
VM playercontrol {
+ GlobalFunction: vec3 LineLineIntersect(vec3,vec3,vec3,vec3)
AttackScriptGetter {
+ Function: int GetFleshUnblockable()
};
};
VM cam {
+ GlobalFunction: vec3 LineLineIntersect(vec3,vec3,vec3,vec3)
};
VM shared {
MovementObject {
+ Function: void SetAnimUpdatePeriod(int)
+ Function: void SetScriptUpdatePeriod(int)
};
ItemObject {
+ Function: void AddBlood()
+ Function: vec3 GetPoint(string)
};
};
- Attachments
-
- a146.zip
- (57.16 KiB) Downloaded 61 times
-
- Posts: 66
- Joined: Sat Jan 08, 2011 1:18 pm
Re: Unofficial Overgrowth a146, weekly build
I knew getting up at 6:30 in he morning would have bonuses!
Re: Unofficial Overgrowth a146, weekly build
hey im new and just want to download the patch and not the whole thing again,not sure if theres a guide on this,but where do i save the files from the last alpha to 146?
Re: Unofficial Overgrowth a146, weekly build
This is a good guide on that:Chase wrote:hey im new and just want to download the patch and not the whole thing again,not sure if theres a guide on this,but where do i save the files from the last alpha to 146?
viewtopic.php?f=13&t=8140
Re: Unofficial Overgrowth a146, weekly build
Thanks for the update, I've been hoping for something like this to come out ![Very Happy :D](./images/smilies/icon_biggrin.gif)
I just wanted to point out the amazing download rates! I started with the a145 complete download yesterday which only took a few minutes (1.5gb!!).
![Very Happy :D](./images/smilies/icon_biggrin.gif)
I just wanted to point out the amazing download rates! I started with the a145 complete download yesterday which only took a few minutes (1.5gb!!).
-
- Posts: 61
- Joined: Sun Jun 20, 2010 8:40 am
Re: Unofficial Overgrowth a146, weekly build
Was wondering if there is a way to make the characters squirt blood like in the alpha video. ![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
Re: Unofficial Overgrowth a146, weekly build
Fast downloading! First time here, by the way. I really had a lot of good times with Lugaru, and I could not miss this great game. I'll really loved the first background, a little "abstract" in the background really suits the game. And the music it's really cool.
First impressions (probably lots of this things had been already said)
I'm playing in a semi-old iMac with a RadeonX1600. There's a few details that make blurry pixels on the weapons when you attack with them.
It's not still implemented the rabbit kick or the "animal" running? Or you changed controls?
It's possible to make your own levels, but I can see able to save or load them (probably this option is not yet up)
You die a lot faster than in Lugaru! It's seems you tried to add more realism to fighting with weapons. Very cool and hard to play!
Excuse me if I made mistakes (I'm pretty sure of it) in my english, I'm spanish so it's not my mother language.
Thanks for this great game, and to give us the chance to be a part of it!
First impressions (probably lots of this things had been already said)
I'm playing in a semi-old iMac with a RadeonX1600. There's a few details that make blurry pixels on the weapons when you attack with them.
It's not still implemented the rabbit kick or the "animal" running? Or you changed controls?
It's possible to make your own levels, but I can see able to save or load them (probably this option is not yet up)
You die a lot faster than in Lugaru! It's seems you tried to add more realism to fighting with weapons. Very cool and hard to play!
Excuse me if I made mistakes (I'm pretty sure of it) in my english, I'm spanish so it's not my mother language.
Thanks for this great game, and to give us the chance to be a part of it!