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5 comments by jeffr on Nov 27th, 2014

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.

Be sure to watch it in HD!

The features highlighted in the above video are as follows (among some extra ones thrown in for good measure):

- AI scripts are more optimized to support more simultaneous characters
- Ragdoll physics are more accurate and more efficient
- Moved all inverse kinematics and local physics animation from engine to script
- Improved chase AI
- No disqualification for arena overkill
- Updated weapon attachments for challenges since AI no longer grabs weapons in patrol
- Increased enemy sight distance
- Cat movement is much quieter
- Improved animation retargeting
- Changed unconscious ragdolls to be more limp
- Characters drop combat stance when enemy is unseen or otherwise not a threat
- Character loading works even if simplification fails
- Enemies are alerted by collision
- Debug keys can be toggled in settings
- Improved leg IK to handle foot orientation and hip movement
- Improved tail physics and tail collision with world geometry
- Calibrated eye morphs so they can look at precise points in space
- improved ear physics, ear collision, and idle ear rotation
- better gravity on roll animation
- new walk and sneak animations
- fixed Mac text rendering
- improved vertex bone weights for all characters
- breathing animation
- new idle behavior and weight shifting
- Added seamless cubemap toggle (to fix visible lines on some GPUs)
- Softened wolf fur normals

Thanks as always for all the support! See you guys in IRC and the forums.

Also, feel free to support us by preordering Overgrowth!

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Overgrowth Spray For Source Games

Overgrowth Spray For Source Games

Jul 29, 2009 Sprays 24 comments

If you feel like promoting your favourite indie game while playing your favourite Source game. To use it: unzip the file, start your Source game, press...

Overgrowth Main Theme

Overgrowth Main Theme

Jan 13, 2009 Full Version 11 comments

Music for the upcoming sequel to Lugaru: The Rabbit's Foot.

Post comment Comments  (990 - 1000 of 1,065)
zolt Mar 5 2009, 8:54am says:

is this game ever gonna come out on XP/vista...

+1 vote     reply to comment
jeffr Creator
jeffr Mar 5 2009, 2:26pm replied:

Yup, the alpha already runs on both.

+1 vote   reply to comment
zolt Mar 8 2009, 2:09pm replied:


+1 vote     reply to comment
haxorfox Mar 1 2009, 6:37am says:

Congrats for 5th place!

+1 vote     reply to comment
jeffr Creator
jeffr Mar 3 2009, 12:35am replied:

Thanks! :D

+1 vote   reply to comment
um-tiki Feb 23 2009, 10:47am says:

Good luck guys I am hoping you win

+1 vote     reply to comment
Ralok Feb 19 2009, 1:23am says:

so more then full time working on the game does that mean like all day, like all damn day, like at least two thirds of every hour

+1 vote     reply to comment
jeffr Creator
jeffr Feb 23 2009, 6:05pm replied:

We often are coding on weekends and holidays. :)

+1 vote   reply to comment
UltimaRage Feb 12 2009, 6:11am says:

Are you guys using a forward renderer, or a deferred renderer for your engine?

+1 vote     reply to comment
0bas0 Feb 12 2009, 9:39am replied:

their anti aliasing to good for being a defered renderer xD

+1 vote     reply to comment
UltimaRage Feb 12 2009, 8:28pm replied:

With DX10, you can use MSAA in deferred renderers way easier than ever before, so no, they could still be using a deferred renderer. ;)

+1 vote     reply to comment
Silverfisk Creator
Silverfisk Feb 13 2009, 5:03pm replied:

I don't know anything about graphics programming, but I know they're using OpenGL and not DX10.

+1 vote   reply to comment
UltimaRage Feb 13 2009, 11:32pm replied:

As long as the video card supports it, both should be able to be used at the same time with OpenGL as well.

+1 vote     reply to comment
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