Sumlauncher Overgrowth Link
Jan 12, 2014 This is a Updated video on how to install mods in Overgrowth. Here is a link to SumLauncher: if you want.
I'm on Windows so I can't guarantee that what I'm writing applies to you exactly the same way. The Steam version is essentially the exact same thing as the DRM-free one. The only differences are that the installation folder is the one defined by Steam and that Steam keeps it up to date automatically. If you are using the SUMLauncher with the Stem version, doing what I have explained before essentially disables the version checks performed by the SUMLauncher (because that is now handled by Steam) and it will tell SUMLauncher that the installation is located in your Steam folder. As I said, the Steam version is basically just the same thing as the normal one, but in a specific location. In order to add custom content manually you need to know where that folder is.
In Steam it's by default in C: Steam SteamApps common Overgrowth. Again, no idea how this stuff is organized on a Mac, but I'm sure you can find that out quite easily. Regarding manual installations for mods and stuff that hasn't been added to the SUMLauncher: Most custom content is nowadays packaged in the correct format.
So you just need to download the file, extract it and then merge the Data folder of the map/character/mod/whatever with the one of Overgrowth. For maps you will also have to add the level xml-file to the Levels folder. Levels are loaded by typing the levels xml-file name into the text box in the main menu. Custom characters need to be loaded by clicking the folder icon in the spawner and navigating to the actor xml-file. Sounds bit confusing at first, but most interesting stuff is now in the SUMLauncher database anyway and if you really want to use something that isn't in there, just try things out.
You can't really break anything.
Overgrowth Free Download
No, you're pretty much right. I remember this being featured on the Moddb front page about that long ago. (a quick google reveals, which seem to be from a very early alpha) But, I mean, I think there's only two or three people working on the game. They designed their own engine tech from scratch, designed what looks like a really awesome set of modding tools, etc. This is why the credits for Ubisoft games are like, 45 minutes long, because it takes a lot more than three people to make something like this in any reasonable length of time.
That's part of the reason why I still follow this; I didn't actually like their previous game all that much, but watching Overgrowth change and evolve has been fascinating all by itself. Hopefully by the end there's more to the game than what we've seen so far, but I know that's probably asking a bit much (the modding tools seem designed get the community to help with that, too). You have to download the launcher (SUMLauncher) from the Preorder forum, and then from the launcher, go to community content and search 'parkour' to find maps with that tag Then you just install the content and it'll show up on the game's main menu just like any of the other levels - Not sure how you did that spin maneuver, but it's probably a dodge. If you tap one of the movement buttons as an enemy attacks, you do a quick backstep/side step dodge and evade their attack. Very useful when you're fighting more than one enemy and can't block/counter someone coming from a different angle.
Overgrowth Game Download
You have to download the launcher (SUMLauncher) from the Preorder forum, and then from the launcher, go to community content and search 'parkour' to find maps with that tag Then you just install the content and it'll show up on the game's main menu just like any of the other levels - Not sure how you did that spin maneuver, but it's probably a dodge. If you tap one of the movement buttons as an enemy attacks, you do a quick backstep/side step dodge and evade their attack. Very useful when you're fighting more than one enemy and can't block/counter someone coming from a different angle. That's cool - a few paragraphs on an idea that isn't likely to happen doesn't really pique the imagination of those with scant amounts of it.
Point is, the tech is great, and to an extent, the game is already pretty cool; but it's a shame that they've found a thematic niche for it that doesn't marry up all that well with what the game is doing. To an extent it's working - as you can see in the game - but it's clearly not all that marketable and for obvious reasons. Thing is, you could have the guy working on all this cool stuff, but have it been applied to an idea that could reap him far greater rewards - and it's a shame it isn't, because they're some boundary pushing things in this game.
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