Unofficial Overgrowth a191, weekly build

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Manjarowolf
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Re: Unofficial Overgrowth a191, weekly build

Post by Manjarowolf » Mon Aug 27, 2012 8:40 pm

This game just became even more awesome. And I didn't think that was possible. :)

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samjb1992
Posts: 607
Joined: Thu Jan 26, 2012 10:05 am

Re: Unofficial Overgrowth a191, weekly build

Post by samjb1992 » Mon Aug 27, 2012 10:33 pm

every time i use armor my game crashes. and when i look in the xml file it had linked the armor to a different character then i linked it to and i have to delete them from the xml for the map to load again. can anyone tell me why this is happening? ps i am on a mac.

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Scrumpeh
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Re: Unofficial Overgrowth a191, weekly build

Post by Scrumpeh » Mon Aug 27, 2012 10:38 pm

Love it

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syamada37
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Re: Unofficial Overgrowth a191, weekly build

Post by syamada37 » Tue Aug 28, 2012 12:53 am

THANK YOU!!!!!!!!!!!!!

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last
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Location: Estonia

Re: Unofficial Overgrowth a191, weekly build

Post by last » Tue Aug 28, 2012 2:11 pm

Looks like the non-weapon gear attachment system may need some tweaking
Notice that the BucklerScale object clips into the character's left arm, but not that much into he's right arm.
Notice that the BucklerScale object clips into the character's left arm, but not that much into he's right arm.
It looks like not all the attachment points (bones) aren't aligned. I am thinking that there should be some type of modifier popup window where you can modify each attached object position XYZ coordinates on that character and maybe even rotate that object.
Attachments
Doesn't it look cool? Everyone start making armor mods, now that we have attachment system working.
Doesn't it look cool? Everyone start making armor mods, now that we have attachment system working.

Javafant
Posts: 26
Joined: Mon Jul 23, 2012 2:08 pm

Re: Unofficial Overgrowth a191, weekly build

Post by Javafant » Tue Aug 28, 2012 3:28 pm

Overgrowth still crashs for me on Archlinux 64bit. Here's the gdb backtrace and I attached the hwreport.

Code: Select all

GNU gdb (GDB) 7.5
Copyright (C) 2012 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law.  Type "show copying"
and "show warranty" for details.
This GDB was configured as "x86_64-unknown-linux-gnu".
For bug reporting instructions, please see:
<http://www.gnu.org/software/gdb/bugs/>...
Reading symbols from /home/moritz/Games/Overgrowth/overgrowth.bin.x86_64...(no debugging symbols found)...done.
(gdb) run
Starting program: /home/moritz/Games/Overgrowth/overgrowth.bin.x86_64 
warning: Could not load shared library symbols for linux-vdso.so.1.
Do you need "set solib-search-path" or "set sysroot"?
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/libthread_db.so.1".
Traceback (most recent call last):
  File "/usr/share/gdb/auto-load/usr/lib/libgobject-2.0.so.0.3200.4-gdb.py", line 9, in <module>
    from gobject import register
  File "/usr/share/glib-2.0/gdb/gobject.py", line 3, in <module>
    import gdb.backtrace
ImportError: No module named backtrace
[New Thread 0x7fffe6cdc700 (LWP 25946)]
[Thread 0x7fffe6cdc700 (LWP 25946) exited]
[New Thread 0x7fffe6cdc700 (LWP 25947)]
[New Thread 0x7fffe24da700 (LWP 25948)]
NVIDIA: API mismatch: the NVIDIA kernel module has version 304.37,
but this NVIDIA driver component has version 304.43.  Please make
sure that the kernel module and all NVIDIA driver components
have the same version.
RGBA bits, depth: 8 8 8 8, 24
Anti-aliasing samples: 0
V-Sync: 0
96 texture units supported.
GL_MAX_VERTEX_UNIFORM_COMPONENTS: 4096
0 SDL joysticks found
Hardware threads: 4
[New Thread 0x7fffe1562700 (LWP 25951)]
[New Thread 0x7fffe0d61700 (LWP 25952)]
[New Thread 0x7fffe0560700 (LWP 25953)]
[New Thread 0x7fffdfd5f700 (LWP 25954)]
[New Thread 0x7fffdf55e700 (LWP 25955)]
[New Thread 0x7fffded5d700 (LWP 25956)]
[New Thread 0x7ffff7fb1700 (LWP 25957)]
[New Thread 0x7ffff7f90700 (LWP 25968)]
[Thread 0x7ffff7f90700 (LWP 25968) exited]
[New Thread 0x7ffff7f90700 (LWP 25969)]
[Thread 0x7ffff7f90700 (LWP 25969) exited]
[New Thread 0x7fffdb631700 (LWP 26001)]
*****************
Calculating detail textures
Simplification - starting...
Simplification - loading model...
Simplification - preamble...
Simplification - init...
Simplification - decimating...
Simplification - outputting...
Simplification - cleaning up...
Simplification - done...

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7fffdb631700 (LWP 26001)]
0x000000000047e8ae in std::vector<int, std::allocator<int> >::push_back(int const&) ()
(gdb) bt
#0  0x000000000047e8ae in std::vector<int, std::allocator<int> >::push_back(int const&) ()
#1  0x000000000079f500 in RiggedObject::SimplifyAll(std::string const&, int) ()
#2  0x000000000078b9b3 in RiggedObject::Load(std::string const&, vec3, SceneGraph*, std::vector<LabeledColor, std::allocator<LabeledColor> >&) ()
#3  0x00000000007d972d in MovementObject::CreateRiggedObject() ()
#4  0x00000000007d9a27 in MovementObject::RecreateRiggedObject(std::string) ()
#5  0x0000000000b1ec3a in endstack ()
#6  0x0000000000b1f769 in CallSystemFunctionNative(asCContext*, asCScriptFunction*, void*, unsigned int*, void*, unsigned long&) ()
#7  0x0000000000b1e5c1 in CallSystemFunction(int, asCContext*, void*) ()
#8  0x0000000000acb868 in asCContext::ExecuteNext() ()
#9  0x0000000000ac8ec7 in asCContext::Execute() ()
#10 0x00000000008770c7 in ASContext::run(asIScriptFunction*, Arglist const&, arg*) ()
#11 0x0000000000877a89 in ASContext::CallScriptFunction(std::string, Arglist const&, arg*, bool) ()
#12 0x00000000007dd90f in MovementObject::Initialize() ()
#13 0x000000000070939b in SceneGraph::addObject(Object*) ()
#14 0x0000000000485318 in ActorsEditor::AddEntity(EditableEntity*, bool, bool, bool) ()
#15 0x000000000042c0bb in MapEditor::AddEntityFromDesc(EntityDescription const&) ()
#16 0x00000000008ac0e3 in LoadEntities(SceneGraph&, std::vector<EntityDescription, std::allocator<EntityDescription> > const&) ()
#17 0x00000000008ad0f1 in LevelLoader::LoadLevel(std::string const&, SceneGraph&) ()
#18 0x000000000071af47 in Engine::LoadLevelData(std::string const&) ()
#19 0x0000000000725442 in boost::_mfi::mf1<void, Engine, std::string const&>::operator()(Engine*, std::string const&) const ()
#20 0x0000000000725387 in void boost::_bi::list2<boost::_bi::value<Engine*>, boost::_bi::value<std::string> >::operator()<boost::_mfi::mf1<void, Engine, std::string const&>, boost::_bi::list0>(boost::_bi::type<void>, boost::_mfi::mf1<void, Engine, std::string const&>&, boost::_bi::list0&, int) ()
#21 0x0000000000725315 in boost::_bi::bind_t<void, boost::_mfi::mf1<void, Engine, std::string const&>, boost::_bi::list2<boost::_bi::value<Engine*>, boost::_bi::value<std::string> > >::operator()() ()
#22 0x00000000007252d4 in boost::detail::thread_data<boost::_bi::bind_t<void, boost::_mfi::mf1<void, Engine, std::string const&>, boost::_bi::list2<boost::_bi::value<Engine*>, boost::_bi::value<std::string> > > >::run() ()
#23 0x0000000000b84ac9 in thread_proxy ()
#24 0x00007ffff67cae0f in start_thread () from /lib/libpthread.so.0
#25 0x00007ffff123205d in clone () from /lib/libc.so.6
Attachments
hwreport.txt
(880 Bytes) Downloaded 40 times

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Jaz
Posts: 513
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Location: Earth, Near The Sun, Milky Way, Universe, Time Loop

Re: Unofficial Overgrowth a191, weekly build

Post by Jaz » Tue Aug 28, 2012 3:45 pm

last wrote:Looks like the non-weapon gear attachment system may need some tweaking
OvergrowthScreenshot00103.jpg
It looks like not all the attachment points (bones) aren't aligned. I am thinking that there should be some type of modifier popup window where you can modify each attached object position XYZ coordinates on that character and maybe even rotate that object.
Or automatic alignment?

Morrer
Posts: 2
Joined: Mon Aug 20, 2012 10:25 am

Re: Unofficial Overgrowth a191, weekly build

Post by Morrer » Wed Aug 29, 2012 11:00 am

You maybe should change the controls or the view of it.
Some things are missing, e.g. the function of the key "F", i just noticed it as i
pressed it randomly. And whyever, i am not able to change the keys,
Everytime i click, that i want to change it, nothing happens.
However, of course you are doing a good job and i am enjoying this game!
Hopefully someone can help me :)
Greetings,
Morrer

Faw
Posts: 17
Joined: Mon Jul 02, 2012 1:44 pm

Re: Unofficial Overgrowth a191, weekly build

Post by Faw » Fri Aug 31, 2012 5:45 am

Javafant wrote:Overgrowth still crashs for me on Archlinux 64bit. Here's the gdb backtrace and I attached the hwreport.

Code: Select all

GNU gdb (GDB) 7.5
Copyright (C) 2012 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law.  Type "show copying"
and "show warranty" for details.
This GDB was configured as "x86_64-unknown-linux-gnu".
For bug reporting instructions, please see:
<http://www.gnu.org/software/gdb/bugs/>...
Reading symbols from /home/moritz/Games/Overgrowth/overgrowth.bin.x86_64...(no debugging symbols found)...done.
(gdb) run
Starting program: /home/moritz/Games/Overgrowth/overgrowth.bin.x86_64 
warning: Could not load shared library symbols for linux-vdso.so.1.
Do you need "set solib-search-path" or "set sysroot"?
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/libthread_db.so.1".
Traceback (most recent call last):
  File "/usr/share/gdb/auto-load/usr/lib/libgobject-2.0.so.0.3200.4-gdb.py", line 9, in <module>
    from gobject import register
  File "/usr/share/glib-2.0/gdb/gobject.py", line 3, in <module>
    import gdb.backtrace
ImportError: No module named backtrace
[New Thread 0x7fffe6cdc700 (LWP 25946)]
[Thread 0x7fffe6cdc700 (LWP 25946) exited]
[New Thread 0x7fffe6cdc700 (LWP 25947)]
[New Thread 0x7fffe24da700 (LWP 25948)]
NVIDIA: API mismatch: the NVIDIA kernel module has version 304.37,
but this NVIDIA driver component has version 304.43.  Please make
sure that the kernel module and all NVIDIA driver components
have the same version.
RGBA bits, depth: 8 8 8 8, 24
Anti-aliasing samples: 0
V-Sync: 0
96 texture units supported.
GL_MAX_VERTEX_UNIFORM_COMPONENTS: 4096
0 SDL joysticks found
Hardware threads: 4
[New Thread 0x7fffe1562700 (LWP 25951)]
[New Thread 0x7fffe0d61700 (LWP 25952)]
[New Thread 0x7fffe0560700 (LWP 25953)]
[New Thread 0x7fffdfd5f700 (LWP 25954)]
[New Thread 0x7fffdf55e700 (LWP 25955)]
[New Thread 0x7fffded5d700 (LWP 25956)]
[New Thread 0x7ffff7fb1700 (LWP 25957)]
[New Thread 0x7ffff7f90700 (LWP 25968)]
[Thread 0x7ffff7f90700 (LWP 25968) exited]
[New Thread 0x7ffff7f90700 (LWP 25969)]
[Thread 0x7ffff7f90700 (LWP 25969) exited]
[New Thread 0x7fffdb631700 (LWP 26001)]
*****************
Calculating detail textures
Simplification - starting...
Simplification - loading model...
Simplification - preamble...
Simplification - init...
Simplification - decimating...
Simplification - outputting...
Simplification - cleaning up...
Simplification - done...

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7fffdb631700 (LWP 26001)]
0x000000000047e8ae in std::vector<int, std::allocator<int> >::push_back(int const&) ()
(gdb) bt
#0  0x000000000047e8ae in std::vector<int, std::allocator<int> >::push_back(int const&) ()
#1  0x000000000079f500 in RiggedObject::SimplifyAll(std::string const&, int) ()
#2  0x000000000078b9b3 in RiggedObject::Load(std::string const&, vec3, SceneGraph*, std::vector<LabeledColor, std::allocator<LabeledColor> >&) ()
#3  0x00000000007d972d in MovementObject::CreateRiggedObject() ()
#4  0x00000000007d9a27 in MovementObject::RecreateRiggedObject(std::string) ()
#5  0x0000000000b1ec3a in endstack ()
#6  0x0000000000b1f769 in CallSystemFunctionNative(asCContext*, asCScriptFunction*, void*, unsigned int*, void*, unsigned long&) ()
#7  0x0000000000b1e5c1 in CallSystemFunction(int, asCContext*, void*) ()
#8  0x0000000000acb868 in asCContext::ExecuteNext() ()
#9  0x0000000000ac8ec7 in asCContext::Execute() ()
#10 0x00000000008770c7 in ASContext::run(asIScriptFunction*, Arglist const&, arg*) ()
#11 0x0000000000877a89 in ASContext::CallScriptFunction(std::string, Arglist const&, arg*, bool) ()
#12 0x00000000007dd90f in MovementObject::Initialize() ()
#13 0x000000000070939b in SceneGraph::addObject(Object*) ()
#14 0x0000000000485318 in ActorsEditor::AddEntity(EditableEntity*, bool, bool, bool) ()
#15 0x000000000042c0bb in MapEditor::AddEntityFromDesc(EntityDescription const&) ()
#16 0x00000000008ac0e3 in LoadEntities(SceneGraph&, std::vector<EntityDescription, std::allocator<EntityDescription> > const&) ()
#17 0x00000000008ad0f1 in LevelLoader::LoadLevel(std::string const&, SceneGraph&) ()
#18 0x000000000071af47 in Engine::LoadLevelData(std::string const&) ()
#19 0x0000000000725442 in boost::_mfi::mf1<void, Engine, std::string const&>::operator()(Engine*, std::string const&) const ()
#20 0x0000000000725387 in void boost::_bi::list2<boost::_bi::value<Engine*>, boost::_bi::value<std::string> >::operator()<boost::_mfi::mf1<void, Engine, std::string const&>, boost::_bi::list0>(boost::_bi::type<void>, boost::_mfi::mf1<void, Engine, std::string const&>&, boost::_bi::list0&, int) ()
#21 0x0000000000725315 in boost::_bi::bind_t<void, boost::_mfi::mf1<void, Engine, std::string const&>, boost::_bi::list2<boost::_bi::value<Engine*>, boost::_bi::value<std::string> > >::operator()() ()
#22 0x00000000007252d4 in boost::detail::thread_data<boost::_bi::bind_t<void, boost::_mfi::mf1<void, Engine, std::string const&>, boost::_bi::list2<boost::_bi::value<Engine*>, boost::_bi::value<std::string> > > >::run() ()
#23 0x0000000000b84ac9 in thread_proxy ()
#24 0x00007ffff67cae0f in start_thread () from /lib/libpthread.so.0
#25 0x00007ffff123205d in clone () from /lib/libc.so.6

I've had that exact backtrace since 187 (when I pre-ordered due to linux "support" :P ) and I think it's been the same for everyone else segfaulting too. So it seems to be mainly one thing due to some of us using linux having newer versions of some packages than the people who ported overgrowth.

It's irking me to no end having the backtrace but no way to try to fix it ourselves.

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sandwichpolice
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Re: Unofficial Overgrowth a191, weekly build

Post by sandwichpolice » Sat Sep 01, 2012 6:45 am

I would enjoy this,but trying to open up the Load external object menu crashes the game instantly.

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last
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Re: Unofficial Overgrowth a191, weekly build

Post by last » Sat Sep 01, 2012 11:20 am

sandwichpolice wrote:I would enjoy this,but trying to open up the Load external object menu crashes the game instantly.
Are you a Linux guy? I have seen some Linux guys on this forum complaining this type of game crash before. And i haven't seen a official fix for it right now. So here are 2 possible workarounds. You either install SUM launcher and Anton's main menu mod that also includes my object browser mod. Or you just install my object browser mod separately from Anton's mod

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sandwichpolice
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Location: aaaa

Re: Unofficial Overgrowth a191, weekly build

Post by sandwichpolice » Sat Sep 01, 2012 7:55 pm

last wrote:
sandwichpolice wrote:I would enjoy this,but trying to open up the Load external object menu crashes the game instantly.
Are you a Linux guy? I have seen some Linux guys on this forum complaining this type of game crash before. And i haven't seen a official fix for it right now. So here are 2 possible workarounds. You either install SUM launcher and Anton's main menu mod that also includes my object browser mod. Or you just install my object browser mod separately from Anton's mod
No,I'm not a Linux guy. I'm a mac guy. Thanks for the suggestion on the mod though.

Goatsee
Posts: 8
Joined: Mon Jul 30, 2012 4:18 pm

Re: Unofficial Overgrowth a191, weekly build

Post by Goatsee » Mon Sep 03, 2012 2:21 pm

My computer still wants to use the intel card instead of my AMD graphics card. And the game still looks like shit thanks to that issue.

I DONT CARE ABOUT NEW ARMOR AS LONG AS THE GAME HARDLY WORKS FOR ME

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Anton
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Re: Unofficial Overgrowth a191, weekly build

Post by Anton » Mon Sep 03, 2012 3:59 pm

Goatsee wrote:My computer still wants to use the intel card instead of my AMD graphics card. And the game still looks like shit thanks to that issue.

I DONT CARE ABOUT NEW ARMOR AS LONG AS THE GAME HARDLY WORKS FOR ME
Unfortunately, this is part of what happens when buying into a product before it is finished. The focus of development right now is to get all the underlying parts of the game to be in, and working. This includes getting all the game mechanics, and editors, and possible campaign related functions to a useable level.
After that, they will be able to start refining those tools, making them more accessible to slower machines, and expanding them to include all the details the game will eventually need.

You have preordered a game, and when that game comes out, they will work hard to make sure it can run on your computer. Until then, you are playing an alpha.

Xtrit
Posts: 18
Joined: Wed Jul 11, 2012 2:11 am

Re: Unofficial Overgrowth a191, weekly build

Post by Xtrit » Tue Sep 04, 2012 8:59 am

Goatsee wrote:My computer still wants to use the intel card instead of my AMD graphics card. And the game still looks like shit thanks to that issue.

I DONT CARE ABOUT NEW ARMOR AS LONG AS THE GAME HARDLY WORKS FOR ME
What does this have to do with the game? You should configure your graphics driver correctly. I had to do that for my nVidia card too.

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