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Here is the latest in our new Overgrowth alpha format! David himself took some time to illustrate the traditional changelog in video form.
Don't forget that you can help support us, try out our alphas (such as the one in the video), and chat with other preorderers in the Secret Preorder Forum by preordering Overgrowth.
The features highlighted in the above video are as follows (among some extra ones thrown in for good measure):
- rendering uses cubemap mips instead of two cubemaps for diffuse and spec
- enemies only try to pick up weapons in combat
- finer jump velocity control
- improved animation when rolling off of edges
- experimenting with triangle mesh subtraction
- dynamic character cubemap test (radiosity/reflection)
- one-way physics collision (so camera/character can't get stuck)
- Seamless cube map filtering and blurring
- Removed intel GPU warning
- Improved gamma correction compatibility
- Added debug options to disable animation features
- Improved dialogue text positioning
- Fixed dialogue camera preview
- Fixed split screen rendering
- Objectives and achievements are now stored in level parameters
- Improved wind effect on ears
- Fixed "GL_prefix reserved" error
- Controllers can be plugged and unplugged while game is running
- Automatically recognize common controller input (via SDL game controller db)
- Updated SDL to 2.0.3 (fixes some controller and windowing issues)
- Added cats and rats
- New mesh simplification algorithm for character LOD
- Arena preloads all necessary files (no stuttering from file I/O)
- Improved running bounce animation
Also, feel free to support us by preordering Overgrowth!
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Latest tweets from @wolfire
@JBantha Should have a new one pretty soon!
Jul 22 2014, 11:40pm
Apparently now you have to watch out for gun turrets in Overgrowth as well as Receiver! T.co A cool mod by Gyrth McMulin
Jul 15 2014, 7:14pm
@checker I think the panels and such are recorded and may be up on youtube, fwiw
Jul 12 2014, 6:35pm
@LordNed Yup, the 'sliding' sphere just traces down to find the ground, and the 'bumper' sphere just resolves normally.
Jul 7 2014, 2:09am
@_Meleepanda_ Partly because it's easier to kick a body off a cliff than to pull it off, and partly because it's fun sometimes.
Jul 7 2014, 1:00am
@LordNed I think most games usually use a sliding sphere or capsule, and use a physics engine to detect and resolve collisions.
Jul 7 2014, 12:59am
@felolis Probably around 10-15 years
Jul 6 2014, 7:04pm
@JonnehxD It does!
Jul 6 2014, 3:37am