Unofficial, alpha 11 weekly build

A secret forum for people who preorder Overgrowth!
Jeff
Evil Twin
Posts: 2892
Joined: Wed Nov 19, 2003 10:48 pm
Location: San Francisco, CA
Contact:

Unofficial, alpha 11 weekly build

Post by Jeff » Tue Jan 27, 2009 1:02 am

The unofficial, alpha 11 leaked build is here! A "leaked build" is when John and I literally 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, Phillip, and Aubrey, but we want to keep you guys in the loop and give you stuff to play with regularly! Again, there are a bunch of known bugs, so don't worry about reporting issues at the moment.

There are some rumors about a blessed build coming in the next couple of weeks.

New in this version: (blog post coming soon)

Also, press P to toggle wireframe stuff. Press 8 and 9 to toggle the Rabbot. Press ` for the console.

Uploading now! These links should work in about two hours.
Windows: http://cdn.wolfire.com/alpha/a11-win.zip
Mac OS X: http://cdn.wolfire.com/alpha/a11-mac.zip

Subscribe to the dev blog!

A Linux build is currently being worked on by Ryan Gordon -- it will be coming soon (?). Sorry for the delay. :<

Note! No PPC or 10.4 at the moment.

Skofo
Posts: 545
Joined: Fri Nov 07, 2008 7:44 pm

Re: Unofficial, alpha 11 weekly build

Post by Skofo » Tue Jan 27, 2009 2:20 am

Unofficial, eh?

User avatar
Ltp0wer
Posts: 96
Joined: Sat Nov 11, 2006 12:46 am
Location: Chandler, Arizona, USA
Contact:

Re: Unofficial, alpha 11 weekly build

Post by Ltp0wer » Tue Jan 27, 2009 2:43 am

Back to zip files?

I am liking the signifigantly smaller filesize.

User avatar
Tally
Posts: 14
Joined: Fri Dec 26, 2008 1:12 pm

Re: Unofficial, alpha 11 weekly build

Post by Tally » Tue Jan 27, 2009 3:35 am

Mac editor UI is unusable white squares this build but. . . playing around as rabbot on the house is fun as hell. Fully functioning jumping, running, rolling, crouching, and flipping. Can't wait til the full Turner model is applied. Thanks for this, Jeff!

EDIT: Tab for slow-mo rabbot glory!
Last edited by Tally on Tue Jan 27, 2009 9:21 am, edited 1 time in total.

CrazyWolfie
Posts: 128
Joined: Tue Dec 16, 2008 6:08 pm

Re: Unofficial, alpha 11 weekly build

Post by CrazyWolfie » Tue Jan 27, 2009 7:31 am

Anyone care to share? As in, posting some pics?=D

mZex
Posts: 1
Joined: Wed Dec 24, 2008 8:46 pm

Re: Unofficial, alpha 11 weekly build

Post by mZex » Tue Jan 27, 2009 10:19 am

Image
Image

Fun :D

User avatar
Hazel-roo
Posts: 72
Joined: Wed Feb 28, 2007 11:08 pm
Location: Michigan, USA
Contact:

Re: Unofficial, alpha 11 weekly build

Post by Hazel-roo » Tue Jan 27, 2009 10:33 am

line224.png
line224.png (20.11 KiB) Viewed 3727 times
But the program will still load. And I can play what everyone else has been playing for the past month. Yay. Rabbot.

User avatar
Ozymandias
Posts: 1239
Joined: Wed Sep 17, 2008 10:48 am
Location: In your attic. Skitter skitter.

Re: Unofficial, alpha 11 weekly build

Post by Ozymandias » Tue Jan 27, 2009 10:58 am

Okay, now the terrain and lighting bugs from the previous build are gone, but I'm still getting some others, including a new one.

First off, it appears this one stone pillar object keeps turning into a completely white texture when looked at at certain angles.
Bug1.jpg
Bug1.jpg (58.81 KiB) Viewed 3695 times
Bug2.jpg
Bug2.jpg (47.19 KiB) Viewed 3694 times
Second off, I'm still getting strange white pixels at the edges of objects... maybe some sort of shader isn't working right?
Bug3.jpg

User avatar
Johannes
Posts: 1374
Joined: Thu Dec 18, 2008 1:26 am
Contact:

Re: Unofficial, alpha 11 weekly build

Post by Johannes » Tue Jan 27, 2009 12:25 pm

Very interesting.

Build 11 has more stuff than Build 10, but is a good 300 Mb smaller =D
Picture 11.png
Also check out the new folders in the Data folder: Animations, Music, Physics Objects and Sounds, although currently they are all empty.

However None of the Interface is showing up D:
Picture 12.png
Pressing on the area where normally the tool buttons are seems to have no effect. It's stuck in Omni tool mode. However control+l will load an object and adds it on click.

(Using Mac with NVidia GeForce 9600M GT, OS 10.5.6)

The cursor icon also doesn't change when the Omni tool is used.
Lugaru 2ScreenSnapz002.png
Also the black outlines are a bit hard to see. The grid is coming along nice. However, right now the grid is moving along with the object. Wouldn't it make more sense for the grid to be world specific, and so locked in place when you move the object?

(Continued below)
Last edited by Johannes on Tue Jan 27, 2009 12:57 pm, edited 3 times in total.

User avatar
Johannes
Posts: 1374
Joined: Thu Dec 18, 2008 1:26 am
Contact:

Re: Unofficial, alpha 11 weekly build

Post by Johannes » Tue Jan 27, 2009 12:32 pm

(Continued)

The Grouping of objects works, and when you group groups together they do indeed change color, but sometimes they seem to go towards orange, sometimes green.
Lugaru 2ScreenSnapz003.png
I'm confused as to which means which... should single level groups have different colors than other single level groups?

Lastly, along one of the edges of the map there are random red lines:
Picture 14.png
They don't appear on the other three edges

User avatar
Madd the Sane
Posts: 197
Joined: Sat Apr 16, 2005 3:57 pm
Location: Mac universe
Contact:

Re: Unofficial, alpha 11 weekly build

Post by Madd the Sane » Wed Jan 28, 2009 1:15 am

I usually disable shaders when I first run an alpha, and this time was no different. It did, however, complain about a missing file skydomelow.obj I simply copied skydome.obj to skydomelow, but the sky wasn't visible.

User avatar
Johannes
Posts: 1374
Joined: Thu Dec 18, 2008 1:26 am
Contact:

Re: Unofficial, alpha 11 weekly build

Post by Johannes » Wed Jan 28, 2009 1:44 am

Madd the Sane wrote:I usually disable shaders when I first run an alpha, and this time was no different. It did, however, complain about a missing file skydomelow.obj I simply copied skydome.obj to skydomelow, but the sky wasn't visible.
Klusark in the irc had that issue as well. Since skydomelow.obj is missing it's only reasonable to assume that they havn't put in the low quality texture either.

Skofo
Posts: 545
Joined: Fri Nov 07, 2008 7:44 pm

Re: Unofficial, alpha 11 weekly build

Post by Skofo » Wed Jan 28, 2009 2:09 am

Hm, lots of people having problems. To lighten things up a bit for the devs, the game ran perfectly for me.
Hazel-roo wrote:
line224.png
But the program will still load. And I can play what everyone else has been playing for the past month. Yay. Rabbot.
You might have outdated OpenGL drivers. Try updating them to see if it'll fix that.

bluesmudge
Posts: 3
Joined: Thu Dec 04, 2008 5:17 am

Re: Unofficial, alpha 11 weekly build

Post by bluesmudge » Wed Jan 28, 2009 3:29 am

I also can't see the UI controls -- same white rectangle.

I'm running a 1st gen macbook pro core duo 1.83ghz with 128mb X1600
With this config I get around 13-20 fps while playing with the rabbot around the little house thingy.

Jeff
Evil Twin
Posts: 2892
Joined: Wed Nov 19, 2003 10:48 pm
Location: San Francisco, CA
Contact:

Re: Unofficial, alpha 11 weekly build

Post by Jeff » Wed Jan 28, 2009 4:07 am

You guys can copy the UI folder from the previous alpha into this one and that should fix the white UI.

Post Reply