Unofficial Overgrowth a181, weekly build

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Rob148
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Re: Unofficial Overgrowth a181, weekly build

Post by Rob148 » Fri Jun 08, 2012 8:18 am

Same problem here :oops:

scopedknife
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Re: Unofficial Overgrowth a181, weekly build

Post by scopedknife » Fri Jun 08, 2012 3:32 pm

I'm getting the same issue as well. Crashes whenever I try to load a map. Waiting on a182 for the fix.

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last
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Re: Unofficial Overgrowth a181, weekly build

Post by last » Fri Jun 08, 2012 4:31 pm

Have you guys tried this fix that i got for the answer to the exactly the same problem you have when i send my bug report to David?

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johndh
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Re: Unofficial Overgrowth a181, weekly build

Post by johndh » Fri Jun 08, 2012 6:05 pm

I see the fix for Windows, but I'm getting the same "creating OS process" on Linux here. Should I just sit tight for a bit?

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Rhaedas
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Re: Unofficial Overgrowth a181, weekly build

Post by Rhaedas » Fri Jun 08, 2012 6:15 pm

johndh wrote:I see the fix for Windows, but I'm getting the same "creating OS process" on Linux here. Should I just sit tight for a bit?
Probably, given the next version will be out in a few days. First time anyone has mentioned a problem with the Linux build though, as far as complete failure to run. Maybe post your distro and specs, in case it's an oddball, or at least send it to [email protected].

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Van
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Re: Unofficial Overgrowth a181, weekly build

Post by Van » Fri Jun 08, 2012 11:45 pm

Image
Get this error after loading a map

Rob148
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Re: Unofficial Overgrowth a181, weekly build

Post by Rob148 » Sat Jun 09, 2012 2:09 am

Oh wow, somehow missed that fix. Working now! Thanks and sorry :oops:

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last
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Re: Unofficial Overgrowth a181, weekly build

Post by last » Sat Jun 09, 2012 3:31 am

Van wrote:Image
Get this error after loading a map
Looks like you had a mod mod installed and now you have updated your OG. I think there is a way to uninstall it when you don't want it anymore. I think you need to download latest mod mod and then there should be original files somewhere there that you need to replace with yours.

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Van
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Re: Unofficial Overgrowth a181, weekly build

Post by Van » Sat Jun 09, 2012 3:39 am

ok ill do that when i get a new download cycle. thanks mate.

Azimuth
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Re: Unofficial Overgrowth a181, weekly build

Post by Azimuth » Sat Jun 09, 2012 5:59 pm

last wrote:Today i got a e-mail back from [email protected] with a test fix. I did test this and it seems that this might solve the problems with "creating OS process" and also there seems to be a problem when loading level where are environment objects in it Edit: are now gone.
So i asked Ninjas that can i upload this new .exe file here so you guys can test this out and he said that this sounds good.
so this is straight from the e-mail i got
FogBugz [email protected]
Thanks for the report! Would you mind trying again using this build? http://dl.dropbox.com/u/3236655/A181test2.zip I don't think it will help, but I don't have the symbols for that last fix, so I can't inspect the dmp file.
--
Wolfire - FogBugz
Worked perfectly

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Devilsclub
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Re: Unofficial Overgrowth a181, weekly build

Post by Devilsclub » Sat Jun 09, 2012 9:23 pm

Officially 100 replies :mrgreen:

:|

Mayday556
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Re: Unofficial Overgrowth a181, weekly build

Post by Mayday556 » Sun Jun 10, 2012 12:39 am

last wrote:Today i got a e-mail back from [email protected] with a test fix. I did test this and it seems that this might solve the problems with "creating OS process" and also there seems to be a problem when loading level where are environment objects in it Edit: are now gone.
So i asked Ninjas that can i upload this new .exe file here so you guys can test this out and he said that this sounds good.
so this is straight from the e-mail i got
FogBugz [email protected]
Thanks for the report! Would you mind trying again using this build? http://dl.dropbox.com/u/3236655/A181test2.zip I don't think it will help, but I don't have the symbols for that last fix, so I can't inspect the dmp file.
--
Wolfire - FogBugz
so it works for you? DANGIT. i downloaded it and it still is saying that it can't load some stuff because of a case error that has something to do with a catcouch

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Devilsclub
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Re: Unofficial Overgrowth a181, weekly build

Post by Devilsclub » Sun Jun 10, 2012 5:05 am

Mayday556 wrote:
last wrote:Today i got a e-mail back from [email protected] with a test fix. I did test this and it seems that this might solve the problems with "creating OS process" and also there seems to be a problem when loading level where are environment objects in it Edit: are now gone.
So i asked Ninjas that can i upload this new .exe file here so you guys can test this out and he said that this sounds good.
so this is straight from the e-mail i got
FogBugz [email protected]
Thanks for the report! Would you mind trying again using this build? http://dl.dropbox.com/u/3236655/A181test2.zip I don't think it will help, but I don't have the symbols for that last fix, so I can't inspect the dmp file.
--
Wolfire - FogBugz
so it works for you? DANGIT. i downloaded it and it still is saying that it can't load some stuff because of a case error that has something to do with a catcouch
If it is a case error, go and rename the file with lowercase.

mimicKairatta
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Re: Unofficial Overgrowth a181, weekly build

Post by mimicKairatta » Sun Jun 10, 2012 1:20 pm

I've been noticing that while putting a number of characters into the world, specifically 10 or more of any type, the game starts to lag. The frame rate goes down quickly. At first I thought it was the banners since they have a flapping flag physics. After testing out on an open field map with no objects, I find the same issue of the game lagging when the characters start moving. The game even crashes because of it.

I dunno if it's my computer, it's a quad core with 2.2 GHz. It's not much of an issue, but having it lag because of 10 or more characters moving on screen is a bit odd for me. Thought I would get that out there.
Last edited by mimicKairatta on Sun Jun 10, 2012 1:23 pm, edited 1 time in total.

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Anton
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Re: Unofficial Overgrowth a181, weekly build

Post by Anton » Sun Jun 10, 2012 1:22 pm

mimicKairatta wrote:I've been noticing that while putting a number of characters into the world, specifically 10 or more of any type, the game starts to lag. At first I thought it was the banners since they have a flapping flag physics. After testing out on an open field map with no objects, I find the same issue of the game lagging when the characters start moving. The game even crashes because of it.

I dunno if it's my computer, it's a quad core with 2.2 GHz. It's not much of an issue, but having it lag because of 10 or more characters moving on screen is a bit odd for me. Thought I would get that out there.
The game has not been optimized, so 10 characters in a level is quite processor intensive. That will be fixed later on.

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