Overgrowth Spray For Source Games
Jul 29, 2009 Sprays 22 commentsIf 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...
20 comments by jeffr on Mar 19th, 2013
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):
- Added audience excitement system based on combat events
- Added combat event system so level script can query what is happening
- Added crowd sound that changes based on excitement
- Added script support for looping sounds, and pitch/gain shifting
- Added Elo-inspired player skill ranking and win-probability system
- Added initial intro and outro text for arena career matches
- Added new scriptable Freetype text rendering
- Scroll wheel selection for objects under mouse wheel
- Whoosh sound for missed or dodged attacks
- Fixed problem with weapon sheathing on Linux
- Tweaked jump animation
- Improved camera rotation at level start
- Fixed level editor decal-only or object-only selection
- Improved performance and accuracy of decal projection
- Fixed problem with splitscreen mode persisting in editor mode
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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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...
Music for the upcoming sequel to Lugaru: The Rabbit's Foot.
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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
We often are coding on weekends and holidays. :)
Are you guys using a forward renderer, or a deferred renderer for your engine?
their anti aliasing to good for being a defered renderer xD
With DX10, you can use MSAA in deferred renderers way easier than ever before, so no, they could still be using a deferred renderer. ;)
I don't know anything about graphics programming, but I know they're using OpenGL and not DX10.
As long as the video card supports it, both should be able to be used at the same time with OpenGL as well.
This is looking great, i'd love to be a part of this if i could.
Or even discuss things like how you keep your team motivated, whats your goal in a game, things like that.
This indie game is a inspiration for us all.
Been on this page a lot, but never paid so much attention, i like the video, shows how much detail you guys have put into this!
Looks awsome! =D
Haha, cool level editing tools you have!