Unofficial Overgrowth a113, weekly build

A secret forum for people who preorder Overgrowth!
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CommanderVideo
Posts: 8
Joined: Tue Jan 04, 2011 7:45 am
Location: Germany

Re: Unofficial Overgrowth a113, weekly build

Post by CommanderVideo » Tue Jan 11, 2011 10:16 am

David wrote:Try deleting the local cache which will be in Documents/Wolfire/Overgrowth/Data/Textures/skies -- the starry night textures begin with "esostars2.tga". If you delete those files then it should recalculate the skybox when you open the level again.
doesnt help :/

deleted the complete overgrowth folder in the documents + reinstalled overgrowth again.

still same issue

Greven
Posts: 3
Joined: Mon Jan 10, 2011 10:29 am

Re: Unofficial Overgrowth a113, weekly build

Post by Greven » Tue Jan 11, 2011 10:32 am

Hi i when trying to spawn rabbot or any other character the game crashes. i am running it on a mac. Anybody knows what maybe be wrong?

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last
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Location: Estonia

Re: Unofficial Overgrowth a113, weekly build

Post by last » Tue Jan 11, 2011 10:33 am

i wonder if eny 1 else have this kind of problems?

I allredy send a email to [email protected]

First i have problem with rabbit head statue. If i try to select it in map editor, my game crashes.And when i am playng red desert map in rabbot mode and I move to close to that statue my game crashes. When i remove it from the map xml file, then my map will work fine. Even if i'm standing where the statue was. I remove this lines from the file.
<EnvObject type_file="Data/Objects/Environment/Statues/rabbit_head.xml" id="1" group_id="-1" t0="77.649727" t1="8.140961" t2="-52.889023" s0="1.000000" s1="1.000000" s2="1.000000" r0="1.000000" r1="0.000000" r2="0.000000" r3="0.000000" r4="0.000000" r5="1.000000" r6="0.000000" r7="0.000000" r8="0.000000" r9="0.000000" r10="1.000000" r11="0.000000" r12="0.000000" r13="0.000000" r14="0.000000" r15="1.000000" />

There is also a weird problem with ErodedPlateu map. When i first load the map and start rabbot mode and fall to the ground, the game is ok and it doesn't crash. Second time when i load the map and start rabbot mode it crashes, when rabbot is almost touching ground. Only thing that seems to help, is every time i want to play the map, i need to delete folder at my documents folder (wolfire folder), so the game will degenerate every time new wolfire folder there and also some new textures there.

Edit:
ok i discowered that when i try to select something in map edit mode my game freeses

Edit:
I found out that my problem was that i did'nt have upto date drivers.
Last edited by last on Tue Jan 11, 2011 3:26 pm, edited 1 time in total.

Greven
Posts: 3
Joined: Mon Jan 10, 2011 10:29 am

Re: Unofficial Overgrowth a113, weekly build

Post by Greven » Tue Jan 11, 2011 11:16 am

Okay but problem is that when i push the rabbot button it stops for two sec and then just shut down the program. and when i load a character and click to place it, it does the same

rantzvi
Posts: 25
Joined: Sat Dec 11, 2010 7:57 am

Re: Unofficial Overgrowth a113, weekly build

Post by rantzvi » Tue Jan 11, 2011 11:29 am

i would be interested to use normal animations as ragdolls like shown in the video... could anyone tell me how to apply them ? :D

sswanstr
Posts: 4
Joined: Thu Nov 25, 2010 12:20 pm

Re: Unofficial Overgrowth a113, weekly build

Post by sswanstr » Tue Jan 11, 2011 12:44 pm

How do we put the incremental update in place?

David
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Re: Unofficial Overgrowth a113, weekly build

Post by David » Tue Jan 11, 2011 1:32 pm

rantzvi wrote:i would be interested to use normal animations as ragdolls like shown in the video... could anyone tell me how to apply them ? :D
In aschar.as at line 806 there are two lines that are commented out:

Code: Select all

//no_freeze = true;
//this_mo.StartAnimation("Data/Animations/r_sweptright.anm");
If you uncomment those lines then it will work, and you can replace r_sweptright.anm with any of the other animations.

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Pablopa99
Posts: 61
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Re: Unofficial Overgrowth a113, weekly build

Post by Pablopa99 » Tue Jan 11, 2011 1:41 pm

You guys forgot to upload the new icon in the incremental patch.
Don't worry uploading it now, maybe till next alpha.

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key2van
Posts: 130
Joined: Wed Mar 24, 2010 8:35 pm
Location: Canada

Re: Unofficial Overgrowth a113, weekly build

Post by key2van » Tue Jan 11, 2011 3:08 pm

I always get this error whenever i place the update changes in the overgrowth folder
Attachments
error.png

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last
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Location: Estonia

Re: Unofficial Overgrowth a113, weekly build

Post by last » Tue Jan 11, 2011 3:35 pm

did u downloaded update 112 to 113 or have u tryed edit this file playercontrol.as?

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key2van
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Re: Unofficial Overgrowth a113, weekly build

Post by key2van » Tue Jan 11, 2011 3:37 pm

I've never touched playercontrol.as in this alpha, and i downloaded the "112-113 changes"

sswanstr
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Joined: Thu Nov 25, 2010 12:20 pm

Re: Unofficial Overgrowth a113, weekly build

Post by sswanstr » Tue Jan 11, 2011 4:06 pm

I copied everything from the windows folder in the root overgrowth directory. Then I copied the Data directory (from the changes file) to the Data directory (in the overgrowth directory). That seems to have worked for me. The game runs and the weapons have the new updated sound affects.

Toby
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Joined: Thu Jan 07, 2010 1:29 pm
Location: Malmo, Sweden

Re: Unofficial Overgrowth a113, weekly build

Post by Toby » Tue Jan 11, 2011 5:10 pm

David literally read my mind about active ragdolls. It is practically like Euphoria! I love it. I can have hours of fun with this. Downloading tomorrow.
One question though, how do I exactly trigger it?

LugaruFan
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Location: Desert Outpost

Re: Unofficial Overgrowth a113, weekly build

Post by LugaruFan » Tue Jan 11, 2011 5:23 pm

Hey do i use the new ragdoll scrpits?

Scorpion1122
Posts: 28
Joined: Thu Dec 02, 2010 4:19 am

Re: Unofficial Overgrowth a113, weekly build

Post by Scorpion1122 » Tue Jan 11, 2011 5:58 pm

LugaruFan wrote:Hey do i use the new ragdoll scrpits?
read a little posts back, David already answered your question.

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