Overgrowth

Overgrowth

Xargock's Arena Pack
62 Comments
bug bite craig 20 Mar @ 5:03pm 
most fun ive had on the computer in a while!
Fresh guac 19 Aug, 2024 @ 12:09am 
is it possible to spawn in as a rat by default instead of a rabbit?
Lochness 17 Jan, 2024 @ 4:22pm 
would it be difficult to create more cqc maps?
GaybitBiscuit 3 Dec, 2023 @ 10:00pm 
Can confirm the mod still works as of 12/2023 :heart:
Except for the red flags map, which doesn't launch at all
timster01 8 Jun, 2022 @ 3:35am 
@Xargock, this has been mentioned before but there are some crashes for red flags. I am specifically getting a missing asset for char_zombierabbit1.
maso 1 Jan, 2022 @ 5:16am 
Non-Rabbit-Battle-Ring always jumpscares me cause ill spawn and immediately someone throws a spear through my skull. Makes me jump every time.
Zxclipse 14 Jul, 2021 @ 8:54pm 
Has to be top 5 favorite Overgrowth mods.
Sarabi 8 Dec, 2020 @ 12:27am 
This is great, a tutorial like this should have been in the game to begin with.
Saint Sheepy 10 Nov, 2020 @ 6:41pm 
@Xargock

Thanks again, I'll try that graphical settings thing.

I think it was the same thing as last time, even though I took off the "Big Temple" mod it still crashed.
Xargock  [author] 10 Nov, 2020 @ 6:14am 
Yeah, there isn't too much to be done about the frame rate on Watery Docks; the water assets all around and the number of creatures running around just kinda do that. You may have better results if you tone down the graphical settings on that one. I can look into the Red Flags crashing, though that's likely also a mod collision with something else - does it give you a particular error message?
Saint Sheepy 9 Nov, 2020 @ 2:26pm 
@Xargock

Thanks for letting me know. Other problems I've noticed though is that the Red Flags level keeps crashing for me, and on the Watery Dock of Doom one, the frame rate becomes poor.
Xargock  [author] 9 Nov, 2020 @ 12:10pm 
Yup - so that actually sounds like an issue with one of the other mods you're using. This mod doesn't change any of the base game files, but it uses most of them. (I was very careful and took a lot of steps to make sure of that.) Disable other mods that you have enabled that might change the base game files for the dog model and it should be fine. If you can figure out which mod it is, be sure to report it to the author so they can consider changing it.
Saint Sheepy 8 Nov, 2020 @ 8:21pm 
This mod crashed for whatever reason when I was playing it, and now it has an error claiming "File collision with "Big Temple" and the dog soldier hull models or whatever it is, is there any way to fix the problem?
Xargock  [author] 8 Nov, 2020 @ 3:23pm 
So, the biggest issue with those two maps are the sheer volume of characters running around; because of the physics for every character and object in OG, it's *very* resource intensive. Courtyard Defense should get better after the first minute or so, because it uses a trick to optimize (it loads ~40 characters and then kills everyone offscreen, then they stop using resources after that time). But it's really just an issue of scale and how OG handles stuff in the background. It might actually be more of a RAM or processor issue; I'm not sure which one takes the beating on that.
ConcreteDrinker 8 Nov, 2020 @ 2:06pm 
I'm loving this mod so far, but it's basically impossible for me to play "Big Battle Bulge" or the courtyard wave defense maps because of how laggy they are. I've even tried running the game on the lowest possible settings with no difference being made. Is there anything I can do to try and raise my frames? I know my graphics card isn't an issue, and normal overgrowth runs just fine
Xargock  [author] 24 Oct, 2020 @ 9:55pm 
Yup yup - whatever drive you have Steam or Overgrowth installed in, likely C:/Steam/steamapps/workshop/content/25000/1374531749 - you'll find the readme a couple folders in. You'll need a text editor to edit code, I personally use Sublime Text and like that. I would recommend making your own copy of the entire folder to work out of if you plan to edit files directly, so it isn't automatically over-written if there's an update. (I don't have any planned at this moment, but you never know.) Good luck and have fun!
LowKeyJD 24 Oct, 2020 @ 9:34pm 
just got one more question for you, do you know the name of the specific file or where the folder it is located within overgrowth? I checked but I didnt have a luck figuring out where its located. thanks again
Xargock  [author] 24 Oct, 2020 @ 8:43pm 
There is actually a readme file in with the contents of the mod with instructions for where and roughly how to add things; there are also comment lines in the code with basic instructions, as well. I would recommend starting there. It's been a while since I've had time to work on this, so that's actually where I'd start myself :)
LowKeyJD 24 Oct, 2020 @ 4:34pm 
I see, I believe I seen something like this on another post do I have to make modifications to the XML file or is it something else?
Xargock  [author] 24 Oct, 2020 @ 9:32am 
@LowKeyJD, kind of, but not exactly - the script works by loading specific models from a list. It can be done, but you'd need to change the actual arena script by adding the model to it as a spawn option (which isn't too hard to do) and then setting the battle to use that model, and if you're using the tool to configure the battles, you then need to add that model to that, as well. So kind of, but not without effort and modifying files. It's one of the biggest limitations to the arena script.
LowKeyJD 23 Oct, 2020 @ 8:53am 
any way to place a spawn on custom characters? atm you can only play as a custom character until you die then it changes to co-op mode.
Sycophant 10 Jul, 2020 @ 6:49am 
props for the effort you put in
Boardalius 17 Apr, 2020 @ 9:29pm 
i got a mod that reduces arena ambiance, so that wil prob fix it
Xargock  [author] 17 Apr, 2020 @ 7:51pm 
Probably - that's just kind of how it is with the base arena script, though. I suppose I could take another stab at trying to figure out how to reduce it. I think there might be another mod in the workshop that does that, which shouldn't conflict with this mod.
Boardalius 17 Apr, 2020 @ 7:09pm 
for some reason the background ambiance is ear-deafining loud. Any ideas to fix this?
Marvin 17 Mar, 2020 @ 8:52pm 
That's a shame. I thought it would be better with my new pc.
Xargock  [author] 17 Mar, 2020 @ 8:48pm 
It should be laggy in the first 15 seconds or so while everything spawns in and then ragdolls (which happens off-screen so it isn't immersion breaking) - it's kind of a flaw with the way the endless wave script works. After that.... it definitely can be, just because of how many characters and weapons are active at one time as the match goes on.
Marvin 17 Mar, 2020 @ 7:46pm 
is cinder courtyard laggy for everyone?
Selah 1 Mar, 2020 @ 3:20am 
looove this mod and especially the fact u used the endless wave script!
Xargock  [author] 27 Oct, 2019 @ 10:38am 
There are ways to adjust and modify lighting within the editor- but to be honest, I never quite figured out how to make that work well. There are a few different components to it that I never quite mastered. People in the Wolfire Discord channel are extremely helpful about teaching how to use the editor, so I would recommend checking there if it's of interest to you to learn how to do that sort of thing.
LeshenLord 27 Oct, 2019 @ 12:03am 
Swordy Stronghold has a problem -- the huge sun's light is reflected off the snow, making it hard to see what you're doing. Could you somehow make the sunlight less intense or maybe let me know how to do it myself?
Xargock  [author] 12 Jul, 2019 @ 6:31pm 
I'm glad you like it, Dakota :) That was actually one of the first suggestions I submitted to Wolfire when I learned that they took feedback :D If I had better programming skills, I'd absolutely work on a system like that - and the neat thing about Overgrowth is that it absolutely could be done. Perhaps one day!
Dakotac602 5 Jul, 2019 @ 10:00pm 
Btw I love this
Dakotac602 5 Jul, 2019 @ 10:00pm 
It would be amazing if we had an arena were you gained fame for wins and could spend that fame for weapons or something
Xargock  [author] 17 Mar, 2019 @ 9:25am 
@Seal Team that's something that I had on my wishlist for a while, but I find fighting as non-rabbits to be very limiting, so I didn't feel it too much worth the effort - the endless combat scripts do readily support changing the player character to be anything, so that may be something to check out - it's a lot more flexible than the arena system.

Also, really glad to hear you enjoyed the mod :)
Xargock  [author] 17 Mar, 2019 @ 9:19am 
@Seal Team, it is absolutely possible to do so - if you go into the path file (in my mod, it's called multi_arena_xarg_paths.xml (minus the _xarg for the base game's path file)) you can change what the game loads for the spawn of that type. As long as the model you pick supports all the features the arena script requires, it should work - all the models listed in my mod's path file will do.
Seal Team 6.5 16 Mar, 2019 @ 8:21pm 
This is an amazing mod and has brought many hours of pure hectic joy! Although, I'm wondering if there's a way to create an arena game-mode where the player cab start out as a different species rather than a Rabbit every round. I tried to make my own arena mod like that, but I kind of have zero scripting experience, lol
MydoomfesT 1 Feb, 2019 @ 12:47pm 
Yeah, it might of been conflicting weapon mods because I disable some weapons and now they work.
Xargock  [author] 6 Jan, 2019 @ 7:19am 
Unfortunately, I haven't been able to replicate any problems with the dog glaive, and the files for it seem to be in-tact; do you have some other mods enabled? If you have other weapons mods or mods that use modified weapon files turned on, they may do something that changes the file in a way that breaks it in mine. That's the only thing I can think of, unfortunately.
Mia 4 Jan, 2019 @ 11:48am 
@Xargock It says Item file "Data/Items/DogGlaive.xml" did not load correctly.
Xargock  [author] 2 Jan, 2019 @ 7:22pm 
@Mooing and @MydoomfesT Does it say which asset it's missing in the error and/or which levels don't work properly? I haven't been made aware of any issues since the last update, and funnily enough I have a difficult time testing the versions posted to the workshop because of how it handles the files on my end. Any information will be helpful and I'll be very happy to get it fixed asap :)
Mia 1 Jan, 2019 @ 2:12pm 
Great mod. Easily my favorite mod for Overgrowth, but whenever I try to play Cinder Courtyard Defense it crashes the game. It says it's missing an asset. Any fix?
MydoomfesT 27 Dec, 2018 @ 5:28pm 
some levels don't work
rikaid 1 Dec, 2018 @ 2:29pm 
awesome!!!!!!!!!!!!!!!!!!
Xargock  [author] 24 Jul, 2018 @ 8:21pm 
More levels and content on the way, friend :) I actually just pushed out an update tonight with a new map - it's still getting fine tuned, with some AI-running-into-the-ocean issues, but it's pretty fun to play. I have to say that I love being able to make this content, because, honestly, it's what I like to play, too - sometimes I open my mod meaning to do work, and I get caught up playing arena instead :D
Spacemutiny 24 Jul, 2018 @ 10:41am 
Hey man, thanks for making this! I just purchased Overgrowth and I'm loving the story mode, but arena combat really fleshes out the game! I hope you make more arenas and modes. Thank you!!!!!
Messmer, The Penetrator 19 Jul, 2018 @ 10:55pm 
No, @Xargock Thank you. Modders like you makes the game a lot better
Xargock  [author] 19 Jul, 2018 @ 8:57pm 
Thank you @Phil, I appreciate that. My hope is to make more and more content that people can enjoy :D
Messmer, The Penetrator 18 Jul, 2018 @ 10:14am 
Good maps, thanks!
Xargock  [author] 13 Jul, 2018 @ 11:26am 
So, that's sort of on my "to do" list - part of the reason this mod's size is what it is, is because it includes scaled down sound files - the same method used in the 5% crowd volume mod, just not as drastic in the reduction. If I can figure out how to do it by scripting, it'll pare down the size of the mod, and keep it compatible - it's kind of on the "wish list" for now."