Unofficial Overgrowth a163, weekly build

A secret forum for people who preorder Overgrowth!
Jeff
Evil Twin
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Unofficial Overgrowth a163, weekly build

Post by Jeff » Mon Jan 02, 2012 4:21 am

The unofficial, Overgrowth a163 leaked build is here!


(watch in hd)

Changelog:
- Automatic plant pivot points
- Automatic plant convex hulls from point cloud
- First draft of plant interaction sound effects
- Plants slow player movement based on penetration amount
- Leaves spawn from plant point cloud
- Improved AI response when group defeats player
- Navigation works better when navigation mesh is not calculated
- Fixed 'hop' when entering DisplayText hotspot

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 = 41af534614db503423738a11b31e4def

Mac: Download
S3 fallback BitTorrent - please seed
MD5 = 66ddeec8a3c365b9a241b487170de07f

Please let me know how the new test server performs and where you're located.

Just want the changes from the last alpha to a163? http://cdn.wolfire.com/alpha/diffs/a163.zip

Subscribe to the dev blog!

Note! No Linux support at the moment -- but Edward Rudd is on the job.

ThEwOtSiT182
Posts: 1
Joined: Sun Dec 25, 2011 3:16 pm

Re: Unofficial Overgrowth a163, weekly build

Post by ThEwOtSiT182 » Mon Jan 02, 2012 4:25 am

Amazing! Can't wait to see the future of plants!

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human_dictionary
Posts: 250
Joined: Tue Apr 26, 2011 1:04 pm
Location: united states of the united kingdom of teletubbyland

Re: Unofficial Overgrowth a163, weekly build

Post by human_dictionary » Mon Jan 02, 2012 5:12 am

O o
/¯¯__o__O__o__O__o__O__o__O__o__O__o__O__o__O__o_
| BLAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAARGH!!!
\__¯¯o¯¯O¯¯o¯¯O¯¯o¯¯O¯¯o¯¯O¯¯o¯¯O¯¯o¯¯O¯¯o¯ O¯¯o¯

that is me when i find that they didnt upload a video last week.
Last edited by human_dictionary on Mon Jan 02, 2012 11:25 am, edited 2 times in total.

torinmr
Posts: 1
Joined: Fri Dec 30, 2011 1:18 am

Re: Unofficial Overgrowth a163, weekly build

Post by torinmr » Mon Jan 02, 2012 5:18 am

The plants look great, downloading now. This is my first post, and I just wanted to say that it's heartening to see a small independent studio paying this kind of attention to detail; I've seen a number of "blockbuster" games with shoddy plant interaction! I have no doubt that the final product will be a fantastic game. It's also fascinating as a budding programmer to see the way you guys analyze and address these problems. Keep up the good work!

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sirwillis
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Re: Unofficial Overgrowth a163, weekly build

Post by sirwillis » Mon Jan 02, 2012 5:29 am

Thank you for putting so much detail into the little things. I love it when developers do that, and it is what made me pre-order!

I'll also be seeding this build for a few days at least

JingoJango
Posts: 2
Joined: Wed Aug 31, 2011 11:13 am

Re: Unofficial Overgrowth a163, weekly build

Post by JingoJango » Mon Jan 02, 2012 6:03 am

downloading now cant wait got a new computer might be able to run it better

shortguy014
Posts: 4
Joined: Fri Dec 24, 2010 1:45 am

Re: Unofficial Overgrowth a163, weekly build

Post by shortguy014 » Mon Jan 02, 2012 6:58 am

My game crashes on adding objects to the scene on patchy highlands. Maybe it has something to do with the trees? I'll provide more info if its asked of me.

Edit: Also happens to me on lugaru_snow

flaminx0r
Posts: 1
Joined: Mon Jan 02, 2012 6:26 am

Re: Unofficial Overgrowth a163, weekly build

Post by flaminx0r » Mon Jan 02, 2012 8:31 am

hey, this is my first post...

game crashes upon loading level, no error message. just jumps back to desktop.

I will keep trying to see if i can discover anything else

EDIT: loading gets as far as 'loading ambient sounds and music' then crashes out

Torben
Posts: 4
Joined: Fri May 13, 2011 1:49 pm

Re: Unofficial Overgrowth a163, weekly build

Post by Torben » Mon Jan 02, 2012 11:43 am

Is there a mirror somwhere ? I just have 5 kbs and it says it will need up to 3 days of download.

Marcus
Posts: 201
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Location: Denmark

Re: Unofficial Overgrowth a163, weekly build

Post by Marcus » Mon Jan 02, 2012 12:17 pm

Torben wrote:Is there a mirror somwhere ? I just have 5 kbs and it says it will need up to 3 days of download.
Try both the torrent download and the direct download.

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Ganerumo
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Joined: Sat Jan 22, 2011 2:18 am

Re: Unofficial Overgrowth a163, weekly build

Post by Ganerumo » Mon Jan 02, 2012 12:51 pm

Can't load any level featuring plants, the game crashes :(

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Bahlof
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Joined: Sat Mar 21, 2009 1:06 pm

Re: Unofficial Overgrowth a163, weekly build

Post by Bahlof » Mon Jan 02, 2012 12:56 pm

shortguy014 wrote:My game crashes on adding objects to the scene on patchy highlands. Maybe it has something to do with the trees? I'll provide more info if its asked of me.

Edit: Also happens to me on lugaru_snow
I'm having the same problem

David
Project Leader
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Re: Unofficial Overgrowth a163, weekly build

Post by David » Mon Jan 02, 2012 1:12 pm

Does it prompt you to send a .dmp file? Sending that to [email protected] could help track down the problem.

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Aaron
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Re: Unofficial Overgrowth a163, weekly build

Post by Aaron » Mon Jan 02, 2012 1:30 pm

David wrote:Does it prompt you to send a .dmp file? Sending that to [email protected] could help track down the problem.
Unfortunately it doesn't, Windows just throws an "Overgrowth has stopped working" message.

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last
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Location: Estonia

Re: Unofficial Overgrowth a163, weekly build

Post by last » Mon Jan 02, 2012 1:39 pm

hey guys thanx for the grate alpha.
But i still have some missing tectures left. And there are 2 textures that gives warnings in that list.

Code: Select all

data/models/plants/trees/Crysis/crysis_leaves.obj


Data/textures/plants/trees/temperate/evergreen_clean_c.tga
Data/textures/plants/trees/temperate/evergreen_clean_n.tga

Data/Textures/Buildings/rabbit_village/rabbit_hut_whole_c.tga
Data/Textures/Buildings/rabbit_village/rabbit_hut_whole_n.tga
Data/Textures/Buildings/rabbit_village/rabbit_hut_whole_w.tga

Data/Textures/Plants/Trees/Crysis/crysis_leaves_color.tga
Data/Textures/Plants/Trees/Crysis/crysis_leaves_normal.tga
Data/Textures/Plants/Trees/Crysis/crysis_leaves_translucency.tga

Data/textures/plants/trees/temperate/bumpy_roots_c.tga
should be powersof two (1880x1880)
Data/textures/plants/trees/temperate/bumpy_roots_n.tga
should be powersof two (1880x1880)
It would be grate to have all those missing textures and objects.

Also here is something for you guys for return. A update for item browser that you guys allready have included way back in alpha 135 viewtopic.php?f=16&t=13335&p=148153#p148153

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