Unofficial Overgrowth a166, weekly build

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Jeff
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Unofficial Overgrowth a166, weekly build

Post by Jeff » Mon Jan 23, 2012 2:16 am

The unofficial, Overgrowth a166 leaked build is here!


(watch in hd)

Changelog:
- Added knife hostage animation (replaces choke when using knife)
- Added throat cut (press attack during knife hostage)
- Added one-handed body drag when wielding weapon
- Initial sticking and cutting for thrown sharp weapons
- Sharp weapons check sharpness maps for collision type
- Weapon-throw AI leads moving targets, calculates arc and number of spins needed

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 = c62987062c4476b31aecc0479bf2da8d

Mac: Download
S3 fallback BitTorrent - please seed
MD5 = b05228137a63a088930479bcc8bca61e

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

Just want the changes from the last alpha to a166? http://cdn.wolfire.com/alpha/diffs/a166.zip

Subscribe to the dev blog!

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

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Aaron
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Re: Unofficial Overgrowth a166, weekly build

Post by Aaron » Mon Jan 23, 2012 2:17 am

For new users - you can use the SUMLauncher application to update to the newest alpha build with a single click!

syntax
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Re: Unofficial Overgrowth a166, weekly build

Post by syntax » Mon Jan 23, 2012 3:17 am

Amazing update. I was actually giggling watching the video. A+
Image
Image
Last edited by syntax on Mon Jan 23, 2012 3:25 am, edited 1 time in total.

Ellie
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Re: Unofficial Overgrowth a166, weekly build

Post by Ellie » Mon Jan 23, 2012 3:19 am

Awesome! Loving how the weapons stick in people now.
*goes and makes pincushions*

God, I love this game so far..

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alpineodin
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Re: Unofficial Overgrowth a166, weekly build

Post by alpineodin » Mon Jan 23, 2012 6:43 am

sweet additon, cant wait till its optimized so i can play it without fps issues. my issues seems to be shaders.

tahl
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Re: Unofficial Overgrowth a166, weekly build

Post by tahl » Mon Jan 23, 2012 7:35 am

This is fantastic.
Threw a cat sword into a guys ass and pressed 'x' to bring him back to life; he was spinning around trying to pull it out.
Best thing I've ever seen.
Its very much in the image of Valve or Notch to build an engine and environment in which things happen as a result of causality rather than scripted events.

Love how this is going, keep it up!

KILLTHIS
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Re: Unofficial Overgrowth a166, weekly build

Post by KILLTHIS » Mon Jan 23, 2012 12:02 pm

This is an actual awesome addition!
In sneaking conditions normal choking is pretty meh, because if you have more than one enemy around you're pretty much screwed, basically because they'll get you out of the choke. With this you can just slice one and throw the knife into the second. Fast, effective, awesome.

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iramiz
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Re: Unofficial Overgrowth a166, weekly build

Post by iramiz » Mon Jan 23, 2012 1:26 pm

Just to be sure.
Is it normal? I mean both pure blue sky-texture and very low fps (5 fps maximum).
Image
Tested Red Shards map - looked and worked normal. 40-60 fps.

HWreport-file:

Code: Select all

Report version: 2
MEM: Total memory: 4095 MB
MEM: Free memory: 1826 MB
CPU: Number of cores: 2
CPU: Mhz: 2409
CPU: Model: Core(TM)2 Duo CPU     E4600  @ 2.40GHz
CPU: Vendor: Intel
SYS: OS common name: Microsoft Windows Vista Service Pack 1

Vendor: ATI
GL_Renderer: ATI Radeon HD 5700 Series
GL_Version: 4.2.11400 Compatibility Profile Context
Driver version: 11400
VRAM VBO: 776 556 1838 1838 MB
VRAM TEX: 776 556 1838 1838 MB
VRAM RB: 776 556 1838 1838 MB
GLSL_Version: 4.20
Shader Model: 2.0 or better

Maximum uniform vertex vec4s: 4096
Maximum uniform fragment vec4s: 4096
Maximum vertex attributes: 29
Maximum varying vec4s: 32
Maximum vertex texture samplers: 16
Maximum fragment texture samplers: 16

Benchmarks (higher is better)
Geometry VA: 41
Geometry VBO: 348
Simple fillrate: 150
Oh. And I guess this extract from log-file could be useful. At least as I get it right, program cannot find right skies-texture file (I saw error-boxes too). Try to understand why, now?

Code: Select all

2012/1/23 23:58:46: Starting program...
2012/1/23 23:58:48: Showing main menu...
2012/1/23 23:59:0: Starting to load "Data/Levels/lugaru_snow_huts.xml"
2012/1/23 23:59:1: Loading terrain object...
2012/1/23 23:59:1: Loading terrain textures...
2012/1/23 23:59:2: Checking for terrain cache file...
2012/1/23 23:59:2: Simplifying terrain. This may take a while, please be patient!
2012/1/24 0:1:18: Calculating terrain normals...
2012/1/24 0:1:18: Calculating terrain tangents...
2012/1/24 0:1:18: Calculating terrain octree...
2012/1/24 0:1:19: Writing terrain cache file...
2012/1/24 0:1:22: Adding terrain to ODE world...
2012/1/24 0:1:22: Loading spawn points ...
2012/1/24 0:1:22: Loading groups (and the stuff inside them) ...
2012/1/24 0:1:29: Loading movement objects ...
2012/1/24 0:1:30: Loading env objects ...
2012/1/24 0:2:5: Loading decals ...
2012/1/24 0:2:5: Loading hotspots ...
2012/1/24 0:2:5: Adding loaded objects to scene..
2012/1/24 0:2:9: Creating LOD levels for: Data/Models/Characters/IGF_Turner/IGF_Turner.obj
2012/1/24 0:2:21: Creating LOD levels for: Data/Models/Characters/IGF_RabbitCiv/IGF_RabbitCiv.obj
2012/1/24 0:2:22: Loading shadows...
2012/1/24 0:2:22: Loading nav mesh...
2012/1/24 0:2:22: Loading ambient sounds and music...
2012/1/24 0:2:22: Loading sky...
2012/1/24 0:2:22: Level load completed, initiating game...
2012/1/24 0:2:23: Displaying: "Error" "Whale fail :(
Texture file "F:/MyDocuments/Gindullin/Wolfire/Overgrowth/Data/Textures/skies/AltoStratus1.tga_lugaru_snow_huts_cube.dds" not found. Default texture loaded instead."
2012/1/24 0:3:58: "Continue" chosen
2012/1/24 0:3:58: Displaying: "Error" "Whale fail :(
Texture file "F:/MyDocuments/Gindullin/Wolfire/Overgrowth/Data/Textures/skies/AltoStratus1.tga_lugaru_snow_huts_cube_diffuse.dds" not found. Default texture loaded instead."
2012/1/24 0:3:59: "Continue" chosen
2012/1/24 0:3:59: Displaying: "Error" "Whale fail :(
Texture file "F:/MyDocuments/Gindullin/Wolfire/Overgrowth/Data/Textures/skies/AltoStratus1.tga_lugaru_snow_huts_cube_spec.dds" not found. Default texture loaded instead."
2012/1/24 0:4:0: "Continue" chosen
2012/1/24 0:4:0: Calculating high-res terrain...
2012/1/24 0:4:26: Program "detailobjectplant" tex uniform 6 is set to 102 which is outside the normal range
2012/1/24 0:4:26: Program "detailobjectplant" tex uniform 7 is set to 103 which is outside the normal range
2012/1/24 0:4:27: Requesting player-controlled mode...
2012/1/24 0:4:27: Disposing of editor GUI...
2012/1/24 0:4:27: Request successful...
2012/1/24 0:4:27: Setting player characters to player control...
2012/1/24 0:4:27: Setting up input for X players...
2012/1/24 0:4:28: Disabling editor camera...
2012/1/24 0:4:28: Player control restored...
2012/1/24 0:4:47: Requesting editor-controlled mode...
2012/1/24 0:4:47: Setting up UI...
2012/1/24 0:4:48: Request successful...
2012/1/24 0:4:48: Setting all avatars to AI control...
2012/1/24 0:4:49: Restoring editor camera control...
2012/1/24 0:4:49: Editor control restored...
2012/1/24 0:5:0: Requesting player-controlled mode...
2012/1/24 0:5:0: Disposing of editor GUI...
2012/1/24 0:5:0: Request successful...
2012/1/24 0:5:0: Setting player characters to player control...
2012/1/24 0:5:0: Setting up input for X players...
2012/1/24 0:5:1: Disabling editor camera...
2012/1/24 0:5:1: Player control restored...
2012/1/24 0:6:38: Requesting editor-controlled mode...
2012/1/24 0:6:38: Setting up UI...
2012/1/24 0:6:39: Request successful...
2012/1/24 0:6:39: Setting all avatars to AI control...
2012/1/24 0:6:40: Restoring editor camera control...
2012/1/24 0:6:40: Editor control restored...
2012/1/24 0:6:46: Showing main menu...
2012/1/24 0:6:50: Starting to load "Data/Levels/Project60/4_red_hills.xml"
2012/1/24 0:6:50: Loading terrain object...
2012/1/24 0:6:50: Loading terrain textures...
2012/1/24 0:6:50: Checking for terrain cache file...
2012/1/24 0:6:50: Loading cached terrain...
2012/1/24 0:6:51: Adding terrain to ODE world...
2012/1/24 0:6:51: Loading spawn points ...
2012/1/24 0:6:51: Loading groups (and the stuff inside them) ...
2012/1/24 0:6:52: Loading movement objects ...
2012/1/24 0:6:52: Loading env objects ...
2012/1/24 0:7:18: Loading decals ...
2012/1/24 0:7:18: Loading hotspots ...
2012/1/24 0:7:18: Adding loaded objects to scene..
2012/1/24 0:7:21: Loading shadows...
2012/1/24 0:7:23: Loading nav mesh...
2012/1/24 0:7:24: Loading ambient sounds and music...
2012/1/24 0:7:24: Loading sky...
2012/1/24 0:7:24: Level load completed, initiating game...
2012/1/24 0:7:27: Requesting player-controlled mode...
2012/1/24 0:7:27: Disposing of editor GUI...
2012/1/24 0:7:27: Request successful...
2012/1/24 0:7:27: Setting player characters to player control...
2012/1/24 0:7:27: Setting up input for X players...
2012/1/24 0:7:28: Disabling editor camera...
2012/1/24 0:7:28: Player control restored...
2012/1/24 0:8:28: Requesting editor-controlled mode...
2012/1/24 0:8:28: Setting up UI...
2012/1/24 0:8:29: Request successful...
2012/1/24 0:8:29: Setting all avatars to AI control...
2012/1/24 0:8:30: Restoring editor camera control...
2012/1/24 0:8:30: Editor control restored...
2012/1/24 0:8:33: Cleanly disposing of loaded assets...
2012/1/24 0:8:34: Program terminated successfully.
Actually, I more bothered about low fps despite how low settings problem more. I mean, I have low fps in patchi highlands map too while other maps work surprisingly normal for me. And I want to be prepared for game-release with knowledge - is it bug which will be removed some day, or this is work right and I just have to upgrade my PC and be normal man with normal PC and sequel of a favorite game :D I mean, I am not will be angry if my PC is just weak - it's ok for me, I just prefer to know it.

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Azminday
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Re: Unofficial Overgrowth a166, weekly build

Post by Azminday » Mon Jan 23, 2012 3:19 pm

Still having the crash on start-up that iv'e had on the last several Alphas.

limansky
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Re: Unofficial Overgrowth a166, weekly build

Post by limansky » Mon Jan 23, 2012 5:06 pm

Hi all. I've just downloaded Windows version and trying to start it using wine. Unfortunately I've got several error messages and crash :oops: :
1. Could not open C:/users/user/Мои документы/Wolfire/Overgroth/logfile.txt. "No such file or directory".
Even after "$ touch .wine/drive_c/users/limansky/Мои\ документы/logfile.txt" I've got the same message.
2. The second message box is "Retageter file "Data/Animations/retarget.xml" did not load correctly." (with "cancel", "retry", "skip") buttons.
If I choose "skip" Overgroth.exe is crashed.

Froden
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Re: Unofficial Overgrowth a166, weekly build

Post by Froden » Mon Jan 23, 2012 5:16 pm

limansky wrote:Hi all. I've just downloaded Windows version and trying to start it using wine. Unfortunately I've got several error messages and crash :oops: :
1. Could not open C:/users/user/Мои документы/Wolfire/Overgroth/logfile.txt. "No such file or directory".
Even after "$ touch .wine/drive_c/users/limansky/Мои\ документы/logfile.txt" I've got the same message.
2. The second message box is "Retageter file "Data/Animations/retarget.xml" did not load correctly." (with "cancel", "retry", "skip") buttons.
If I choose "skip" Overgroth.exe is crashed.
If you're using Linux (which I assume you are) you can't run the game yet. Wine won't allow you to run programs that rely on Windows or Mac structure. I don't know the technicalities of it though.
One thing you could do, is to install a windows partition either using an emulation (like virtual box, google it) or dual-boot.

Good luck! :)

limansky
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Re: Unofficial Overgrowth a166, weekly build

Post by limansky » Mon Jan 23, 2012 5:19 pm

In reply to my previous message.
The second problem is fixed just by performing cd to the Overgroth directory before running.
Now I've got another crash:
err:secur32:SECUR32_initSchannelSP TLS library not found, SSL connections will fail
fixme:ntdll:NtLockFile I/O completion on lock not implemented yet
fixme:keyboard:X11DRV_LoadKeyboardLayout L"00000409", 0080: stub!
fixme:keyboard:X11DRV_LoadKeyboardLayout L"00000419", 0001: stub!
fixme:wgl:X11DRV_wglChoosePixelFormatARB unused pfAttribFList
wine: Unhandled exception 0xc000000d at address 0x7814e785 (thread 0009), starting debugger...

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Buteo
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Re: Unofficial Overgrowth a166, weekly build

Post by Buteo » Mon Jan 23, 2012 5:22 pm

Hi all.

I do not know if it is a bug, but if I press LM while choking, the enemy bleeds.

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Anton
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Re: Unofficial Overgrowth a166, weekly build

Post by Anton » Mon Jan 23, 2012 10:05 pm

iramiz wrote:Just to be sure.
Is it normal? I mean both pure blue sky-texture and very low fps (5 fps maximum).
Image

-snip-

You are missing the skybox, which will both account for the weird looking sky, and at least some of the FPS drop.

Try placing this file in Data/Textures/skies and running it again. Altostratus Skybox

If that doesn't work, try running this version of the map instead:
lugaru_snow_huts.xml.zip
(54.75 KiB) Downloaded 27 times
(If all else fails, use the Menu Mod inside of SUMLauncher, and you will have a fixed version of that level, as well as nearly 60 custom levels...)

ehpple
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Re: Unofficial Overgrowth a166, weekly build

Post by ehpple » Tue Jan 24, 2012 12:12 am

I was just trying to download it using the torrent, and it never started after like 15 minutes. So I just downloaded it the normal way. Any suggestions?

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