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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!

If you liked this video, be sure to subscribe below.



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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  (1030 - 1040 of 1,065)
Robots!
Robots! Jan 2 2009, 10:33pm says:

great concept art!

+2 votes     reply to comment
TAU!
TAU! Dec 27 2008, 8:46pm says:

I just beat Lugaru today, and I've been wondering, what's the estimated release date for Overgrowth?

+1 vote     reply to comment
HANDofKANE
HANDofKANE Dec 23 2008, 2:48pm says:

For the team;
-------------
From what I've seen from the vids and images, your landscapes and overall visuals looks absolutely amazing. The atmosphere of the game is gripping. Your desert maps are pretty much sorted, but what about tropical maps?

I'm imagining lush, alive green forests. Don't let the task sound daunting. As long as you have 4-5 different models of one tree, each with a couple of morph channels, you can have a forest with seemingly huge diversity. (You already knew that ;) )

But if that's already done/planned and you guys are holding out on us, the next, and probably biggest, thing would be to write in a shader that can mimic SS Scattering or even have the real shader.
I thought that crysis would be the only game to have it (the real thing) but I was surprised to see that Tomb Raider Underworld, FarCry2 and UT 3 all had a similar shader for their plantlike/skinlike objects.

It would be nice to have godrays/sunbeams, Crysis like if possible or even FarCry 2 like, but personally I'd like to see ones that resemble HL2 - Garry's Mod 10's, it had a very clean and quick code behind it. (If you have Gmod or know someone who has it I advise you to check it out under the PostProduction ingame tab.)

Just think of the visual impact it would have? And depth it would add? Not just realistic skin or plants, but volume effects on nearly everything that counts, like cloth, organics, (dusty)water, (dusty)air, and other materials like snouts or gemstones (or jelly, yum). The sun rising over the world of Lugaru, behind silhouetes on the horison casting long rays over the distance.

Just a thought...

Keep us the good work guys :)

- HawK (HANDofKANE)

+5 votes     reply to comment
Ninjas
Ninjas Dec 29 2008, 2:41pm replied:

We were thinking more along the lines of doing a temperate rainforest instead of something tropical (since that has been done to death recently)-- We should be able to do that kind of environment eventually. We may have to do some tricky stuff for the plant LOD before it is really working.

+1 vote     reply to comment
HANDofKANE
HANDofKANE Dec 23 2008, 1:58pm says:

Can you believe this? I just downloaded the Lugaru demo and now it's comming out for free, must be my month :)

I'm so gonna buy this game, Overgrowth,

- - -

If you developer need a graphic designer for menus, interface and stuff, let me know ;)

+3 votes     reply to comment
Kasplatt
Kasplatt Dec 22 2008, 3:08pm says:

If I preorder it through Wolfire, then when I get it, will it be through steam or just a standalone for itself?

+2 votes     reply to comment
jeffr Creator
jeffr Dec 22 2008, 9:24pm replied:

Kasplatt, if you preorder, not only do you get the Mac, Windows, and Linux version directly from us, you get the Steam version when we launch!

+3 votes   reply to comment
Warner
Warner Dec 21 2008, 9:03pm says:

This game looks sweet.

+2 votes     reply to comment
hero_kenshin
hero_kenshin Dec 21 2008, 7:29am says:

I would kill someone to be able to model for you guys.

On another note when this is released i'd love to write a review.

+3 votes     reply to comment
jeffr Creator
jeffr Dec 22 2008, 9:48pm replied:

hero_kenshin, we'd love to have you review Overgrowth!

+1 vote   reply to comment
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Overgrowth
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