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	<id>https://wiki.wolfire.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Autious</id>
	<title>Wolfire Games Wiki - User contributions [en]</title>
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	<updated>2026-05-04T18:18:32Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=6093</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=6093"/>
		<updated>2022-01-12T08:51:03Z</updated>

		<summary type="html">&lt;p&gt;Autious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Portals|{{PAGENAME}}]] [[Category:Overgrowth|{{PAGENAME}}]] &amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{Overgrowth Portal Header}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.wolfire.com/overgrowth Overgrowth] is a cross-platform game developed by Wolfire Games, an independent game development company. Overgrowth is the spiritual successor to [[Lugaru]], an earlier game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008, and version 1.0 was officially released on October 16th, 2017. The game is currently purchasable via [http://www.wolfire.com/overgrowth/preorder direct order], through [https://www.humblebundle.com/store/overgrowth Humble Bundle], and [http://store.steampowered.com/app/25000/Overgrowth/ Steam].&lt;br /&gt;
&lt;br /&gt;
Overgrowth&#039;s Gameplay emphasizes fluid, fast-paced, 3rd-person perspective armed and unarmed melee combat, 3D-platforming, and stealthy infiltration. Overgrowth uses a custom game engine codenamed &amp;quot;[[Phoenix Engine|Phoenix]]&amp;quot;, and a lot of work has been put into making it accessible to [[Editor_Interface|modding]].&lt;br /&gt;
&lt;br /&gt;
The game currently consists of two campaigns - a remastering of Lugaru in the Phoenix engine, and its successor, the new Overgrowth campaign, as well as a collection of maps (many of which are populated by enemies) which the player is able to explore, fight through, and even modify if they are so inclined. There are three additional gameplay modules, one called &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated NPC enemies in gladiatorial matches, and &amp;quot;Versus,&amp;quot; a two-player local competitive mode in which you can fight your friends, or enemies! There are also numerous player-made characters, weapons, maps, campaigns, and gameplay modifications available through the [https://steamcommunity.com/app/25000/workshop/ Steam Workshop], and a community-made tool called the [http://forums.wolfire.com/viewtopic.php?f=13&amp;amp;t=14201 SUMlauncher].&lt;br /&gt;
&lt;br /&gt;
The story of Overgrowth features a continuation of [[Turner]]&#039;s journey, 1 year after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now includes cats, dogs, and rats (see article: [[Races]]), all of whom appear in the main campaign.&lt;br /&gt;
&lt;br /&gt;
== Playing and Configuring Overgrowth ==&lt;br /&gt;
* [[Getting Started]]&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
* [[Overgrowth FAQ]]&lt;br /&gt;
&lt;br /&gt;
== The Overgrowth Universe ==&lt;br /&gt;
* [[Races]]&lt;br /&gt;
* [[Locations]]&lt;br /&gt;
* [[Characters (lore)]]&lt;br /&gt;
* [[Equipment and Weapons]]&lt;br /&gt;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Phoenix Engine Documentation ==&lt;br /&gt;
&lt;br /&gt;
Here we aim to provide comprehensive documentation about all features relevant to modding and level editing.&lt;br /&gt;
To get started with the editor, level making and modding, Constance has a really well made video tutorial on youtube https://www.youtube.com/watch?v=eS3RujmDQ2M&amp;amp;list=PLuNY3k_ozhofaucF0mq043_QAj8eEgXzV&amp;amp;index=1&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
* [[Creating a new Mod]]&lt;br /&gt;
&lt;br /&gt;
=== Level Editing ===&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
* [[Overgrowth Levels | Setting Up a Level - XML Files]]&lt;br /&gt;
* [[Prefabs]]&lt;br /&gt;
* [[Custom Terrain | Choosing or Creating Terrain]]&lt;br /&gt;
* [[Lighting]]&lt;br /&gt;
* [[Script Parameters]]&lt;br /&gt;
* [[Characters]]&lt;br /&gt;
* [[Weapons]]&lt;br /&gt;
* [[NPC Navigation]]&lt;br /&gt;
* [[Hotspots]]&lt;br /&gt;
* [[Dialogue Editor]]&lt;br /&gt;
* [[Checkpoints]]&lt;br /&gt;
* [[Shader And Weather Effects]]&lt;br /&gt;
** [[Rain Weather Effects]]&lt;br /&gt;
* [[LevelScripts]]&lt;br /&gt;
&lt;br /&gt;
=== Asset Creation ===&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Custom Terrain]]&lt;br /&gt;
* [[Custom Weapons &amp;amp; Items |Custom Weapons and Equippable Items]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
* [[Custom Animations]]&lt;br /&gt;
* [[Custom Attacks]]&lt;br /&gt;
* [[Particle Effects]]&lt;br /&gt;
* [[Custom Decals]]&lt;br /&gt;
* [[Binary File Formats]]&lt;br /&gt;
* [[Shader Creation]]&lt;br /&gt;
&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
* [[Making a Pitch Black Level]]&lt;br /&gt;
* [[Making New Models &amp;amp; Textures]]&lt;br /&gt;
* [[Dialogue]]&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
* [[Common Script External Code]]&lt;br /&gt;
* [[Hotspot Scripting]]&lt;br /&gt;
** [[Level Script External Code|Hotspot Script External Code]]&lt;br /&gt;
* [[LevelScripts]]&lt;br /&gt;
** [[Level Script External Code]]&lt;br /&gt;
* [[Character Scripting]]&lt;br /&gt;
** [[Character Script External Code]]&lt;br /&gt;
* [[Editor Camera]]&lt;br /&gt;
** [[Editor Camera Script External Code]]&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
* [[Useful Links]]&lt;br /&gt;
* [[Supported Video Cards]]&lt;br /&gt;
* [[Overgrowth_Linux|Linux]]&lt;br /&gt;
* [[Alpha List]]&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;br /&gt;
* [[Post Processing Effects]]&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=File:Test_image_2.png&amp;diff=5929</id>
		<title>File:Test image 2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=File:Test_image_2.png&amp;diff=5929"/>
		<updated>2018-03-22T08:58:32Z</updated>

		<summary type="html">&lt;p&gt;Autious: Autious uploaded a new version of File:Test image 2.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=File:Test_image_2.png&amp;diff=5928</id>
		<title>File:Test image 2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=File:Test_image_2.png&amp;diff=5928"/>
		<updated>2018-03-22T08:49:27Z</updated>

		<summary type="html">&lt;p&gt;Autious: Autious uploaded a new version of File:Test image 2.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=File:Test_image_2.png&amp;diff=5927</id>
		<title>File:Test image 2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=File:Test_image_2.png&amp;diff=5927"/>
		<updated>2018-03-22T08:48:58Z</updated>

		<summary type="html">&lt;p&gt;Autious: Autious uploaded a new version of File:Test image 2.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=File:Test_image_2.png&amp;diff=5926</id>
		<title>File:Test image 2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=File:Test_image_2.png&amp;diff=5926"/>
		<updated>2018-03-22T08:41:18Z</updated>

		<summary type="html">&lt;p&gt;Autious: Autious uploaded a new version of File:Test image 2.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=File:Test_image_2.png&amp;diff=5925</id>
		<title>File:Test image 2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=File:Test_image_2.png&amp;diff=5925"/>
		<updated>2018-03-22T08:40:52Z</updated>

		<summary type="html">&lt;p&gt;Autious: Autious uploaded a new version of File:Test image 2.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=File:Test_image_2.png&amp;diff=5923</id>
		<title>File:Test image 2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=File:Test_image_2.png&amp;diff=5923"/>
		<updated>2018-03-22T08:16:53Z</updated>

		<summary type="html">&lt;p&gt;Autious: Autious uploaded a new version of File:Test image 2.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=File:Test_image_2.png&amp;diff=5922</id>
		<title>File:Test image 2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=File:Test_image_2.png&amp;diff=5922"/>
		<updated>2018-03-22T08:16:19Z</updated>

		<summary type="html">&lt;p&gt;Autious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=File:Standardsmall.png&amp;diff=5920</id>
		<title>File:Standardsmall.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=File:Standardsmall.png&amp;diff=5920"/>
		<updated>2018-03-22T08:14:24Z</updated>

		<summary type="html">&lt;p&gt;Autious: Autious uploaded a new version of File:Standardsmall.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=File:Standardsmall.png&amp;diff=5919</id>
		<title>File:Standardsmall.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=File:Standardsmall.png&amp;diff=5919"/>
		<updated>2018-03-22T08:04:07Z</updated>

		<summary type="html">&lt;p&gt;Autious: Autious uploaded a new version of File:Standardsmall.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=File:Standardsmall.png&amp;diff=5918</id>
		<title>File:Standardsmall.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=File:Standardsmall.png&amp;diff=5918"/>
		<updated>2018-03-22T07:30:22Z</updated>

		<summary type="html">&lt;p&gt;Autious: Autious uploaded a new version of File:Standardsmall.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=File:Standardsmall.png&amp;diff=5917</id>
		<title>File:Standardsmall.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=File:Standardsmall.png&amp;diff=5917"/>
		<updated>2018-03-22T07:28:59Z</updated>

		<summary type="html">&lt;p&gt;Autious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Category:Wiki_Contributors&amp;diff=5848</id>
		<title>Category:Wiki Contributors</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Category:Wiki_Contributors&amp;diff=5848"/>
		<updated>2018-03-14T09:37:00Z</updated>

		<summary type="html">&lt;p&gt;Autious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you plan to edit the wiki add yourself to this page so we can know who is interested in contributing. Also, if you are contributing to a specific part of the wiki, post it in your talk, or edit this page saying so. This will help future contributors. The wiki will keep track of your work so you can revert to a previous revision if you mess up, don&#039;t be afraid to try.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To get access to editing you first have to create an account on the [https://forums.wolfire.com forums] and be a member of the Secret Preorder Forums&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whaleman thanks you!&lt;br /&gt;
&lt;br /&gt;
==Please Read==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* When in doubt reuse a category, don&#039;t create your own.&lt;br /&gt;
&lt;br /&gt;
* When in doubt add to a page, don&#039;t create a new one.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* When uploading photos to the wiki make sure that the file name is unique and explains the photo a little bit. Please be sure and include a description but don&#039;t over use categories. Here are the categories you should use for art: {{art image categories}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;ps If you don&#039;t know how to help, look at the wiki editing standards, mess around for a few hours, but be mindful of the category system. also If you think the category system stinks say so, but post what should change before changing everything, I put some effort into how the categories should tunnel down - conner36&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Categories]]&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Sandbox&amp;diff=5847</id>
		<title>Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Sandbox&amp;diff=5847"/>
		<updated>2018-03-13T19:58:03Z</updated>

		<summary type="html">&lt;p&gt;Autious: Created page with &amp;quot;test&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;test&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Test&amp;diff=5298</id>
		<title>Test</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Test&amp;diff=5298"/>
		<updated>2017-11-28T09:07:32Z</updated>

		<summary type="html">&lt;p&gt;Autious: Created page with &amp;quot;File:Example.jpg&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Example.jpg]]&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Overgrowth_Setting_Writedir&amp;diff=4908</id>
		<title>Overgrowth Setting Writedir</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Overgrowth_Setting_Writedir&amp;diff=4908"/>
		<updated>2017-10-27T09:15:33Z</updated>

		<summary type="html">&lt;p&gt;Autious: Created page with &amp;quot;== Setting the write dir on Windows Steam ==  To change your write dir on Windows and Steam to be something else than the default in &amp;#039;&amp;#039;&amp;#039;C:\User\&amp;lt;name&amp;gt;\My Documents\Wolfire\Overgr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Setting the write dir on Windows Steam ==&lt;br /&gt;
&lt;br /&gt;
To change your write dir on Windows and Steam to be something else than the default in &#039;&#039;&#039;C:\User\&amp;lt;name&amp;gt;\My Documents\Wolfire\Overgrowth&#039;&#039;&#039; perform the following steps.&lt;br /&gt;
&lt;br /&gt;
 1. Start Steam&lt;br /&gt;
 2. Right click Overgrowth, select Properties&lt;br /&gt;
 3. Click &amp;quot;Set Launch Options&amp;quot;&lt;br /&gt;
 4. Enter the following: --write-dir C:\OvergrowthData&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The path can be changed to pretty much anything, but should be limited to shorter paths to not overextend windows older 512 character path limit.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Creating_a_new_Mod&amp;diff=4688</id>
		<title>Creating a new Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Creating_a_new_Mod&amp;diff=4688"/>
		<updated>2017-08-14T11:39:06Z</updated>

		<summary type="html">&lt;p&gt;Autious: /* MenuItem */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Folder structure ==&lt;br /&gt;
&lt;br /&gt;
Overgrowth has a powerful and simple to use mod system that allow modders to create mods by both &amp;quot;overshadowing&amp;quot; existing files, and creating new files.&lt;br /&gt;
&lt;br /&gt;
Mods that are installed via the Steam workshop end up in &amp;lt;code&amp;gt;../Steam/steamapps/workshop/content/25000/&amp;lt;/code&amp;gt;. Each folder in there has a number assigned to it, so it can be hard to see which folder belongs to which mod. All other mods, such as manually installed ones, those from SUM Launcher and those you make yourself live in the &amp;lt;code&amp;gt;../Overgrowth/Data/Mods/&amp;lt;/code&amp;gt; folder. There each mod folder has a readable name.&lt;br /&gt;
&lt;br /&gt;
The folder for a mod contains at least a mod.xml file. But usually other data as well, such as scripts, shaders, models, textures or levels. All these folders are contained in a Data folder inside the mods folder, resulting in the following structure&lt;br /&gt;
&lt;br /&gt;
    Overgrowth/Data/Mods/&lt;br /&gt;
    └── my_mod/&lt;br /&gt;
        ├── mod.xml&lt;br /&gt;
        └── Data/&lt;br /&gt;
            ├── Scripts/&lt;br /&gt;
            ├── Shaders/&lt;br /&gt;
            ├── Models/&lt;br /&gt;
            ├── Textures/&lt;br /&gt;
            └── Levels/&lt;br /&gt;
&lt;br /&gt;
The folder called my_mod in the tree structure above is what is compressed into a zip file and distributed when a mod is released. You can also release the mod on Steam Workshop, which is a different process that you can read about [[#Steam_Workshop|a bit further down]].&lt;br /&gt;
&lt;br /&gt;
== The mod.xml file ==&lt;br /&gt;
&lt;br /&gt;
The mod.xml file contains the mods meta data. The game uses this file to understand how to use the mod with the game. Here is a complete example:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;? xml version=&amp;quot;1.0&amp;quot; ?&amp;gt;&lt;br /&gt;
    &amp;lt;Mod&amp;gt;&lt;br /&gt;
        &amp;lt;!-- The ID is necessary and should never change between versions of the same mod --&amp;gt;&lt;br /&gt;
        &amp;lt;Id&amp;gt;unique-name&amp;lt;/Id&amp;gt; &lt;br /&gt;
        &amp;lt;!-- The human readable name is presented in UI&#039;s --&amp;gt;&lt;br /&gt;
        &amp;lt;Name&amp;gt;Human Readable Name&amp;lt;/Name&amp;gt; &lt;br /&gt;
        &amp;lt;!-- Version number, can have any formatting you wish. --&amp;gt;&lt;br /&gt;
        &amp;lt;Version&amp;gt;1.2.5&amp;lt;/Version&amp;gt;&lt;br /&gt;
        &amp;lt;SupportedVersion&amp;gt;b4&amp;lt;/SupportedVersion&amp;gt;&lt;br /&gt;
        &amp;lt;ModDependency&amp;gt;&lt;br /&gt;
            &amp;lt;Id&amp;gt;other-mod2&amp;lt;/Id&amp;gt;&lt;br /&gt;
            &amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt; &lt;br /&gt;
        &amp;lt;/ModDependency&amp;gt;&lt;br /&gt;
    &amp;lt;/Mod&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can find all available tags and their uses under the [[#mod.xml_tags|mod.xml_tags]] heading below.&lt;br /&gt;
&lt;br /&gt;
== Advanced mod menu ==&lt;br /&gt;
&lt;br /&gt;
[[File:Advanced_mod_menu.jpg|200px|thumb|right|The advanced mod menu]]&lt;br /&gt;
&lt;br /&gt;
To help modders validate their mods and upload them to the Steam Workshop there is a tool called the &amp;quot;Advanced mod menu&amp;quot;. Access it by going to the main menu, then in the top menu bar, click &amp;lt;code&amp;gt;Windows -&amp;gt; Mods&amp;lt;/code&amp;gt;. This brings up a simpler version of the mod menu. To activate the advanced mod menu, click &amp;lt;code&amp;gt;Menu -&amp;gt; Advanced&amp;lt;/code&amp;gt;. Make sure to increase the size of the window to see all the new information in the window.&lt;br /&gt;
&lt;br /&gt;
This shows all the available information for the selected mod.&lt;br /&gt;
&lt;br /&gt;
== Steam Workshop ==&lt;br /&gt;
&lt;br /&gt;
[[File:Steamworks_upload.jpg|200px|thumb|right|The Steamworks New Upload menu]]&lt;br /&gt;
&lt;br /&gt;
To release a mod on Steam Workshop, first create your mod and make sure it works as intended. Then open up the [[#Advanced_mod_menu|advanced mod menu]], make sure the &amp;quot;Valid&amp;quot; item says &amp;quot;Yes&amp;quot;, press &amp;quot;Upload To Steamworks...&amp;quot; and follow the instructions at the bottom.&lt;br /&gt;
&lt;br /&gt;
If it says something about needing to accept an agreement when you&#039;ve uploaded a mod, go to http://steamcommunity.com/sharedfiles/workshoplegalagreement, log in, read through and accept the agreement if you do.&lt;br /&gt;
&lt;br /&gt;
Any mod that has just been uploaded will be private. And before you make it public you should brush up the mod&#039;s page a bit. It&#039;s a good idea to add a video, some screenshots, a description that tells the user what makes the mod interesting, how to use it and so on.&lt;br /&gt;
&lt;br /&gt;
If the mod requires some other mod to work, make sure to specify that using the &amp;quot;Add/Remove Required Items&amp;quot; in the &amp;quot;Owner Controls&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Updating a Mod on Steam Workshop ===&lt;br /&gt;
&lt;br /&gt;
TODO: What is the process for updating an already uploaded mod on Steam Workshop?&lt;br /&gt;
&lt;br /&gt;
== mod.xml tags ==&lt;br /&gt;
There are quite a few tags that can be used in the mod.xml file to set up your mod. Here we go through all of those tags.&lt;br /&gt;
&lt;br /&gt;
=== Id ===&lt;br /&gt;
&lt;br /&gt;
The unique ID for this mod that is not allowed to conflict with any other existing mod. One suggestion is to keep it the same as the folder name for the mod. The ID is not shown to the user, but it is used for instance when another mod wants to use this mod as a dependency.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Id&amp;gt;my-mod&amp;lt;/Id&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Name ===&lt;br /&gt;
&lt;br /&gt;
The name of the mod, shown in the mod menu.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Name&amp;gt;My Mod&amp;lt;/Name&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Category ===&lt;br /&gt;
&lt;br /&gt;
TODO: Write description&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Category&amp;gt;Campaign&amp;lt;/Category&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Author ===&lt;br /&gt;
&lt;br /&gt;
Is shown in the user interface to tell the user who made the mod.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Author&amp;gt;John Doe&amp;lt;/Author&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
Is shown in the user interface to tell the user what this mod does.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Description&amp;gt;This is my really cool mod that adds some excellent functionality&amp;lt;/Description&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Version ===&lt;br /&gt;
&lt;br /&gt;
The version of the mod. It is both shown in the user interface, and is used by other mods that depend on this mod to make sure that the user has the right version of your mod installed. Does not need to follow any specific pattern.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Thumbnail ===&lt;br /&gt;
&lt;br /&gt;
The path to an image to show in the user interface for your mod when the user is browsing their installed mods. Make sure you include the supplied image in the mod folder.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Thumbnail&amp;gt;Data/Images/my-mod/thumb.jpg&amp;lt;/Thumbnail&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== PreviewImage ===&lt;br /&gt;
&lt;br /&gt;
This image is used in Steam Workshop to represent the mod in search results, when browsing mods and on the mod&#039;s page.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;PreviewImage&amp;gt;Data/Images/my-mod/preview-image.jpg&amp;lt;/PreviewImage&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tag ===&lt;br /&gt;
&lt;br /&gt;
Once the mod is uploaded to Steam Workshop, you can search for the tags to find the mod. You can have as many tags as you want.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;lt;Tag&amp;gt;Campaign&amp;lt;/Tag&amp;gt;&lt;br /&gt;
 &amp;lt;Tag&amp;gt;Parkour&amp;lt;/Tag&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SupportedVersion ===&lt;br /&gt;
&lt;br /&gt;
Which update of the game this mod can be used in. Can be something like &amp;lt;code&amp;gt;b4&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; to indicate that it can be used with any version. Using &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; is useful for mods that don&#039;t rely on the game code as much, such as assets, levels and so on.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;SupportedVersion&amp;gt;b4&amp;lt;/SupportedVersion&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== LevelHookFile ===&lt;br /&gt;
&lt;br /&gt;
Specifies a path to a script file. Functions in this script are run for every level in the game when the mod is active. Every mod can add their own level hook script. [[LevelScripts#Per-mod_Level_Script|Read this]] for more information.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;LevelHookFile&amp;gt;Scripts/my_mod/level_script.as&amp;lt;/LevelHookFile&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MenuItem ===&lt;br /&gt;
Adds a campaign button to the Play menu which runs a script. The script type is a [[Scriptable Menu]]. Read [[Custom Menu Bar Items|the tutorial]] for more information.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;MenuItem title=&amp;quot;My Menu&amp;quot; category=&amp;quot;My Category&amp;quot; thumbnail=&amp;quot;Data/Images/my_mod/my_item.png&amp;quot; path=&amp;quot;Data/Scripts/my_menu_script.as&amp;quot;/&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Campaign ===&lt;br /&gt;
&lt;br /&gt;
Describes a set of levels that belong together.&lt;br /&gt;
&lt;br /&gt;
Has a few attributes that describe the campaign:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| The name of the campaign, shown in the menu.&lt;br /&gt;
|-&lt;br /&gt;
! type&lt;br /&gt;
| TODO: Write description&lt;br /&gt;
TODO: What can this be set to? A limited set? Whatever you want?&lt;br /&gt;
|-&lt;br /&gt;
! is_linear&lt;br /&gt;
| Sets if you need to finish the first level to unlock access to the second and so on.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| The path to the image to use for the campaign in the play menu.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Inside the campaign tag there are two or more &amp;quot;Level&amp;quot; tags in the desired order that make up the campaign. For more information about what is included in the &amp;quot;Level&amp;quot; tag, see the &amp;quot;Level&amp;quot; heading just below.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;Campaign title=&amp;quot;My Campaign&amp;quot;&lt;br /&gt;
              type=&amp;quot;general&amp;quot;&lt;br /&gt;
              is_linear=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Intro&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/intro_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/intro.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Big Challenge&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/challenge_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/challenge.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Ending&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/end_cutscene_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/end_cutscene.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
    &amp;lt;/Campaign&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level ===&lt;br /&gt;
&lt;br /&gt;
Can be placed in the root &amp;quot;Mod&amp;quot; tag to make the specified levels show up under the play menu in the game. You can also place them in a &amp;quot;Campaign&amp;quot; tag to put them into a campaign, for more information on that, see the &amp;quot;Campaign&amp;quot; tag above.&lt;br /&gt;
&lt;br /&gt;
Each level has two attributes, and between the start and end tags you write the path to the level. The root for the path is in the /Data/Levels/ folder, so leave everything up to the Levels folder out of the path, and make sure the level is stored inside the &amp;lt;code&amp;gt;../Overgrowth/Data/Mods/my_mod/Data/Levels/&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| The name of the level, shown in the menu.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| The path to the image to use for the level in the play menu. This attribute is not required.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Level title=&amp;quot;My Level&amp;quot; thumbnail=&amp;quot;Images/MyMod/my_level_thumb.jpg&amp;quot;&amp;gt;MyMod/my_level.xml&amp;lt;/Level&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== NeedsRestart ===&lt;br /&gt;
&lt;br /&gt;
This tag is used to determine if the game should let the user know that they need to restart the game in order for the mod to function properly.&lt;br /&gt;
&lt;br /&gt;
Can be &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
TODO: For what types of mods is this useful?&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;NeedsRestart&amp;gt;false&amp;lt;/NeedsRestart&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== ModDependency ===&lt;br /&gt;
&lt;br /&gt;
Here is a list of other mods that this mod depends on to work. Has two tags for each mod:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tag !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! Id&lt;br /&gt;
| The unique ID for the other mod.&lt;br /&gt;
|-&lt;br /&gt;
! Version&lt;br /&gt;
| The version of the other mod that this mod requires. Set to &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; to accept any version of the other mod.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;ModDependency&amp;gt;&lt;br /&gt;
        &amp;lt;Id&amp;gt;other-mod&amp;lt;/Id&amp;gt;&lt;br /&gt;
        &amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt; &lt;br /&gt;
    &amp;lt;/ModDependency&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== OverloadFile ===&lt;br /&gt;
&lt;br /&gt;
TODO: Write description&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;OverloadFile&amp;gt;TODO: Write example&amp;lt;/OverloadFile&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Item ===&lt;br /&gt;
&lt;br /&gt;
Allows you to add entries to the &amp;quot;Load Item&amp;quot; list in the editor. This is useful if the mod adds weapons, characters, static objects, decals and similar things.&lt;br /&gt;
&lt;br /&gt;
Has a few attributes for each entry:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! category&lt;br /&gt;
| Name of the sub-menu to add the item to. If the sub-menu does not exist it will automatically be created.&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| Name of the item to display in the list.&lt;br /&gt;
|-&lt;br /&gt;
! path&lt;br /&gt;
| Path to the object file for this item.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| Path to image to use as a preview image for this item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;Item category=&amp;quot;My Mod&amp;quot;&lt;br /&gt;
          title=&amp;quot;My item&amp;quot;&lt;br /&gt;
          path=&amp;quot;Data/Items/MyItem.xml&amp;quot;&lt;br /&gt;
          thumbnail=&amp;quot;Data/UI/spawner/MyItem.png&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Creating_a_new_Mod&amp;diff=4687</id>
		<title>Creating a new Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Creating_a_new_Mod&amp;diff=4687"/>
		<updated>2017-08-14T11:38:47Z</updated>

		<summary type="html">&lt;p&gt;Autious: /* MenuItem */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Folder structure ==&lt;br /&gt;
&lt;br /&gt;
Overgrowth has a powerful and simple to use mod system that allow modders to create mods by both &amp;quot;overshadowing&amp;quot; existing files, and creating new files.&lt;br /&gt;
&lt;br /&gt;
Mods that are installed via the Steam workshop end up in &amp;lt;code&amp;gt;../Steam/steamapps/workshop/content/25000/&amp;lt;/code&amp;gt;. Each folder in there has a number assigned to it, so it can be hard to see which folder belongs to which mod. All other mods, such as manually installed ones, those from SUM Launcher and those you make yourself live in the &amp;lt;code&amp;gt;../Overgrowth/Data/Mods/&amp;lt;/code&amp;gt; folder. There each mod folder has a readable name.&lt;br /&gt;
&lt;br /&gt;
The folder for a mod contains at least a mod.xml file. But usually other data as well, such as scripts, shaders, models, textures or levels. All these folders are contained in a Data folder inside the mods folder, resulting in the following structure&lt;br /&gt;
&lt;br /&gt;
    Overgrowth/Data/Mods/&lt;br /&gt;
    └── my_mod/&lt;br /&gt;
        ├── mod.xml&lt;br /&gt;
        └── Data/&lt;br /&gt;
            ├── Scripts/&lt;br /&gt;
            ├── Shaders/&lt;br /&gt;
            ├── Models/&lt;br /&gt;
            ├── Textures/&lt;br /&gt;
            └── Levels/&lt;br /&gt;
&lt;br /&gt;
The folder called my_mod in the tree structure above is what is compressed into a zip file and distributed when a mod is released. You can also release the mod on Steam Workshop, which is a different process that you can read about [[#Steam_Workshop|a bit further down]].&lt;br /&gt;
&lt;br /&gt;
== The mod.xml file ==&lt;br /&gt;
&lt;br /&gt;
The mod.xml file contains the mods meta data. The game uses this file to understand how to use the mod with the game. Here is a complete example:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;? xml version=&amp;quot;1.0&amp;quot; ?&amp;gt;&lt;br /&gt;
    &amp;lt;Mod&amp;gt;&lt;br /&gt;
        &amp;lt;!-- The ID is necessary and should never change between versions of the same mod --&amp;gt;&lt;br /&gt;
        &amp;lt;Id&amp;gt;unique-name&amp;lt;/Id&amp;gt; &lt;br /&gt;
        &amp;lt;!-- The human readable name is presented in UI&#039;s --&amp;gt;&lt;br /&gt;
        &amp;lt;Name&amp;gt;Human Readable Name&amp;lt;/Name&amp;gt; &lt;br /&gt;
        &amp;lt;!-- Version number, can have any formatting you wish. --&amp;gt;&lt;br /&gt;
        &amp;lt;Version&amp;gt;1.2.5&amp;lt;/Version&amp;gt;&lt;br /&gt;
        &amp;lt;SupportedVersion&amp;gt;b4&amp;lt;/SupportedVersion&amp;gt;&lt;br /&gt;
        &amp;lt;ModDependency&amp;gt;&lt;br /&gt;
            &amp;lt;Id&amp;gt;other-mod2&amp;lt;/Id&amp;gt;&lt;br /&gt;
            &amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt; &lt;br /&gt;
        &amp;lt;/ModDependency&amp;gt;&lt;br /&gt;
    &amp;lt;/Mod&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can find all available tags and their uses under the [[#mod.xml_tags|mod.xml_tags]] heading below.&lt;br /&gt;
&lt;br /&gt;
== Advanced mod menu ==&lt;br /&gt;
&lt;br /&gt;
[[File:Advanced_mod_menu.jpg|200px|thumb|right|The advanced mod menu]]&lt;br /&gt;
&lt;br /&gt;
To help modders validate their mods and upload them to the Steam Workshop there is a tool called the &amp;quot;Advanced mod menu&amp;quot;. Access it by going to the main menu, then in the top menu bar, click &amp;lt;code&amp;gt;Windows -&amp;gt; Mods&amp;lt;/code&amp;gt;. This brings up a simpler version of the mod menu. To activate the advanced mod menu, click &amp;lt;code&amp;gt;Menu -&amp;gt; Advanced&amp;lt;/code&amp;gt;. Make sure to increase the size of the window to see all the new information in the window.&lt;br /&gt;
&lt;br /&gt;
This shows all the available information for the selected mod.&lt;br /&gt;
&lt;br /&gt;
== Steam Workshop ==&lt;br /&gt;
&lt;br /&gt;
[[File:Steamworks_upload.jpg|200px|thumb|right|The Steamworks New Upload menu]]&lt;br /&gt;
&lt;br /&gt;
To release a mod on Steam Workshop, first create your mod and make sure it works as intended. Then open up the [[#Advanced_mod_menu|advanced mod menu]], make sure the &amp;quot;Valid&amp;quot; item says &amp;quot;Yes&amp;quot;, press &amp;quot;Upload To Steamworks...&amp;quot; and follow the instructions at the bottom.&lt;br /&gt;
&lt;br /&gt;
If it says something about needing to accept an agreement when you&#039;ve uploaded a mod, go to http://steamcommunity.com/sharedfiles/workshoplegalagreement, log in, read through and accept the agreement if you do.&lt;br /&gt;
&lt;br /&gt;
Any mod that has just been uploaded will be private. And before you make it public you should brush up the mod&#039;s page a bit. It&#039;s a good idea to add a video, some screenshots, a description that tells the user what makes the mod interesting, how to use it and so on.&lt;br /&gt;
&lt;br /&gt;
If the mod requires some other mod to work, make sure to specify that using the &amp;quot;Add/Remove Required Items&amp;quot; in the &amp;quot;Owner Controls&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Updating a Mod on Steam Workshop ===&lt;br /&gt;
&lt;br /&gt;
TODO: What is the process for updating an already uploaded mod on Steam Workshop?&lt;br /&gt;
&lt;br /&gt;
== mod.xml tags ==&lt;br /&gt;
There are quite a few tags that can be used in the mod.xml file to set up your mod. Here we go through all of those tags.&lt;br /&gt;
&lt;br /&gt;
=== Id ===&lt;br /&gt;
&lt;br /&gt;
The unique ID for this mod that is not allowed to conflict with any other existing mod. One suggestion is to keep it the same as the folder name for the mod. The ID is not shown to the user, but it is used for instance when another mod wants to use this mod as a dependency.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Id&amp;gt;my-mod&amp;lt;/Id&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Name ===&lt;br /&gt;
&lt;br /&gt;
The name of the mod, shown in the mod menu.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Name&amp;gt;My Mod&amp;lt;/Name&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Category ===&lt;br /&gt;
&lt;br /&gt;
TODO: Write description&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Category&amp;gt;Campaign&amp;lt;/Category&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Author ===&lt;br /&gt;
&lt;br /&gt;
Is shown in the user interface to tell the user who made the mod.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Author&amp;gt;John Doe&amp;lt;/Author&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
Is shown in the user interface to tell the user what this mod does.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Description&amp;gt;This is my really cool mod that adds some excellent functionality&amp;lt;/Description&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Version ===&lt;br /&gt;
&lt;br /&gt;
The version of the mod. It is both shown in the user interface, and is used by other mods that depend on this mod to make sure that the user has the right version of your mod installed. Does not need to follow any specific pattern.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Thumbnail ===&lt;br /&gt;
&lt;br /&gt;
The path to an image to show in the user interface for your mod when the user is browsing their installed mods. Make sure you include the supplied image in the mod folder.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Thumbnail&amp;gt;Data/Images/my-mod/thumb.jpg&amp;lt;/Thumbnail&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== PreviewImage ===&lt;br /&gt;
&lt;br /&gt;
This image is used in Steam Workshop to represent the mod in search results, when browsing mods and on the mod&#039;s page.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;PreviewImage&amp;gt;Data/Images/my-mod/preview-image.jpg&amp;lt;/PreviewImage&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tag ===&lt;br /&gt;
&lt;br /&gt;
Once the mod is uploaded to Steam Workshop, you can search for the tags to find the mod. You can have as many tags as you want.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;lt;Tag&amp;gt;Campaign&amp;lt;/Tag&amp;gt;&lt;br /&gt;
 &amp;lt;Tag&amp;gt;Parkour&amp;lt;/Tag&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SupportedVersion ===&lt;br /&gt;
&lt;br /&gt;
Which update of the game this mod can be used in. Can be something like &amp;lt;code&amp;gt;b4&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; to indicate that it can be used with any version. Using &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; is useful for mods that don&#039;t rely on the game code as much, such as assets, levels and so on.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;SupportedVersion&amp;gt;b4&amp;lt;/SupportedVersion&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== LevelHookFile ===&lt;br /&gt;
&lt;br /&gt;
Specifies a path to a script file. Functions in this script are run for every level in the game when the mod is active. Every mod can add their own level hook script. [[LevelScripts#Per-mod_Level_Script|Read this]] for more information.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;LevelHookFile&amp;gt;Scripts/my_mod/level_script.as&amp;lt;/LevelHookFile&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MenuItem ===&lt;br /&gt;
Adds a campaign button to the Play menu running a script. The script type is a [[Scriptable Menu]]. Read [[Custom Menu Bar Items|the tutorial]] for more information.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;MenuItem title=&amp;quot;My Menu&amp;quot; category=&amp;quot;My Category&amp;quot; thumbnail=&amp;quot;Data/Images/my_mod/my_item.png&amp;quot; path=&amp;quot;Data/Scripts/my_menu_script.as&amp;quot;/&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Campaign ===&lt;br /&gt;
&lt;br /&gt;
Describes a set of levels that belong together.&lt;br /&gt;
&lt;br /&gt;
Has a few attributes that describe the campaign:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| The name of the campaign, shown in the menu.&lt;br /&gt;
|-&lt;br /&gt;
! type&lt;br /&gt;
| TODO: Write description&lt;br /&gt;
TODO: What can this be set to? A limited set? Whatever you want?&lt;br /&gt;
|-&lt;br /&gt;
! is_linear&lt;br /&gt;
| Sets if you need to finish the first level to unlock access to the second and so on.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| The path to the image to use for the campaign in the play menu.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Inside the campaign tag there are two or more &amp;quot;Level&amp;quot; tags in the desired order that make up the campaign. For more information about what is included in the &amp;quot;Level&amp;quot; tag, see the &amp;quot;Level&amp;quot; heading just below.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;Campaign title=&amp;quot;My Campaign&amp;quot;&lt;br /&gt;
              type=&amp;quot;general&amp;quot;&lt;br /&gt;
              is_linear=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Intro&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/intro_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/intro.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Big Challenge&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/challenge_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/challenge.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Ending&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/end_cutscene_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/end_cutscene.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
    &amp;lt;/Campaign&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level ===&lt;br /&gt;
&lt;br /&gt;
Can be placed in the root &amp;quot;Mod&amp;quot; tag to make the specified levels show up under the play menu in the game. You can also place them in a &amp;quot;Campaign&amp;quot; tag to put them into a campaign, for more information on that, see the &amp;quot;Campaign&amp;quot; tag above.&lt;br /&gt;
&lt;br /&gt;
Each level has two attributes, and between the start and end tags you write the path to the level. The root for the path is in the /Data/Levels/ folder, so leave everything up to the Levels folder out of the path, and make sure the level is stored inside the &amp;lt;code&amp;gt;../Overgrowth/Data/Mods/my_mod/Data/Levels/&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| The name of the level, shown in the menu.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| The path to the image to use for the level in the play menu. This attribute is not required.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Level title=&amp;quot;My Level&amp;quot; thumbnail=&amp;quot;Images/MyMod/my_level_thumb.jpg&amp;quot;&amp;gt;MyMod/my_level.xml&amp;lt;/Level&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== NeedsRestart ===&lt;br /&gt;
&lt;br /&gt;
This tag is used to determine if the game should let the user know that they need to restart the game in order for the mod to function properly.&lt;br /&gt;
&lt;br /&gt;
Can be &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
TODO: For what types of mods is this useful?&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;NeedsRestart&amp;gt;false&amp;lt;/NeedsRestart&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== ModDependency ===&lt;br /&gt;
&lt;br /&gt;
Here is a list of other mods that this mod depends on to work. Has two tags for each mod:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tag !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! Id&lt;br /&gt;
| The unique ID for the other mod.&lt;br /&gt;
|-&lt;br /&gt;
! Version&lt;br /&gt;
| The version of the other mod that this mod requires. Set to &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; to accept any version of the other mod.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;ModDependency&amp;gt;&lt;br /&gt;
        &amp;lt;Id&amp;gt;other-mod&amp;lt;/Id&amp;gt;&lt;br /&gt;
        &amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt; &lt;br /&gt;
    &amp;lt;/ModDependency&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== OverloadFile ===&lt;br /&gt;
&lt;br /&gt;
TODO: Write description&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;OverloadFile&amp;gt;TODO: Write example&amp;lt;/OverloadFile&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Item ===&lt;br /&gt;
&lt;br /&gt;
Allows you to add entries to the &amp;quot;Load Item&amp;quot; list in the editor. This is useful if the mod adds weapons, characters, static objects, decals and similar things.&lt;br /&gt;
&lt;br /&gt;
Has a few attributes for each entry:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! category&lt;br /&gt;
| Name of the sub-menu to add the item to. If the sub-menu does not exist it will automatically be created.&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| Name of the item to display in the list.&lt;br /&gt;
|-&lt;br /&gt;
! path&lt;br /&gt;
| Path to the object file for this item.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| Path to image to use as a preview image for this item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;Item category=&amp;quot;My Mod&amp;quot;&lt;br /&gt;
          title=&amp;quot;My item&amp;quot;&lt;br /&gt;
          path=&amp;quot;Data/Items/MyItem.xml&amp;quot;&lt;br /&gt;
          thumbnail=&amp;quot;Data/UI/spawner/MyItem.png&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Creating_a_new_Mod&amp;diff=4686</id>
		<title>Creating a new Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Creating_a_new_Mod&amp;diff=4686"/>
		<updated>2017-08-14T11:38:26Z</updated>

		<summary type="html">&lt;p&gt;Autious: /* MenuItem */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Folder structure ==&lt;br /&gt;
&lt;br /&gt;
Overgrowth has a powerful and simple to use mod system that allow modders to create mods by both &amp;quot;overshadowing&amp;quot; existing files, and creating new files.&lt;br /&gt;
&lt;br /&gt;
Mods that are installed via the Steam workshop end up in &amp;lt;code&amp;gt;../Steam/steamapps/workshop/content/25000/&amp;lt;/code&amp;gt;. Each folder in there has a number assigned to it, so it can be hard to see which folder belongs to which mod. All other mods, such as manually installed ones, those from SUM Launcher and those you make yourself live in the &amp;lt;code&amp;gt;../Overgrowth/Data/Mods/&amp;lt;/code&amp;gt; folder. There each mod folder has a readable name.&lt;br /&gt;
&lt;br /&gt;
The folder for a mod contains at least a mod.xml file. But usually other data as well, such as scripts, shaders, models, textures or levels. All these folders are contained in a Data folder inside the mods folder, resulting in the following structure&lt;br /&gt;
&lt;br /&gt;
    Overgrowth/Data/Mods/&lt;br /&gt;
    └── my_mod/&lt;br /&gt;
        ├── mod.xml&lt;br /&gt;
        └── Data/&lt;br /&gt;
            ├── Scripts/&lt;br /&gt;
            ├── Shaders/&lt;br /&gt;
            ├── Models/&lt;br /&gt;
            ├── Textures/&lt;br /&gt;
            └── Levels/&lt;br /&gt;
&lt;br /&gt;
The folder called my_mod in the tree structure above is what is compressed into a zip file and distributed when a mod is released. You can also release the mod on Steam Workshop, which is a different process that you can read about [[#Steam_Workshop|a bit further down]].&lt;br /&gt;
&lt;br /&gt;
== The mod.xml file ==&lt;br /&gt;
&lt;br /&gt;
The mod.xml file contains the mods meta data. The game uses this file to understand how to use the mod with the game. Here is a complete example:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;? xml version=&amp;quot;1.0&amp;quot; ?&amp;gt;&lt;br /&gt;
    &amp;lt;Mod&amp;gt;&lt;br /&gt;
        &amp;lt;!-- The ID is necessary and should never change between versions of the same mod --&amp;gt;&lt;br /&gt;
        &amp;lt;Id&amp;gt;unique-name&amp;lt;/Id&amp;gt; &lt;br /&gt;
        &amp;lt;!-- The human readable name is presented in UI&#039;s --&amp;gt;&lt;br /&gt;
        &amp;lt;Name&amp;gt;Human Readable Name&amp;lt;/Name&amp;gt; &lt;br /&gt;
        &amp;lt;!-- Version number, can have any formatting you wish. --&amp;gt;&lt;br /&gt;
        &amp;lt;Version&amp;gt;1.2.5&amp;lt;/Version&amp;gt;&lt;br /&gt;
        &amp;lt;SupportedVersion&amp;gt;b4&amp;lt;/SupportedVersion&amp;gt;&lt;br /&gt;
        &amp;lt;ModDependency&amp;gt;&lt;br /&gt;
            &amp;lt;Id&amp;gt;other-mod2&amp;lt;/Id&amp;gt;&lt;br /&gt;
            &amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt; &lt;br /&gt;
        &amp;lt;/ModDependency&amp;gt;&lt;br /&gt;
    &amp;lt;/Mod&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can find all available tags and their uses under the [[#mod.xml_tags|mod.xml_tags]] heading below.&lt;br /&gt;
&lt;br /&gt;
== Advanced mod menu ==&lt;br /&gt;
&lt;br /&gt;
[[File:Advanced_mod_menu.jpg|200px|thumb|right|The advanced mod menu]]&lt;br /&gt;
&lt;br /&gt;
To help modders validate their mods and upload them to the Steam Workshop there is a tool called the &amp;quot;Advanced mod menu&amp;quot;. Access it by going to the main menu, then in the top menu bar, click &amp;lt;code&amp;gt;Windows -&amp;gt; Mods&amp;lt;/code&amp;gt;. This brings up a simpler version of the mod menu. To activate the advanced mod menu, click &amp;lt;code&amp;gt;Menu -&amp;gt; Advanced&amp;lt;/code&amp;gt;. Make sure to increase the size of the window to see all the new information in the window.&lt;br /&gt;
&lt;br /&gt;
This shows all the available information for the selected mod.&lt;br /&gt;
&lt;br /&gt;
== Steam Workshop ==&lt;br /&gt;
&lt;br /&gt;
[[File:Steamworks_upload.jpg|200px|thumb|right|The Steamworks New Upload menu]]&lt;br /&gt;
&lt;br /&gt;
To release a mod on Steam Workshop, first create your mod and make sure it works as intended. Then open up the [[#Advanced_mod_menu|advanced mod menu]], make sure the &amp;quot;Valid&amp;quot; item says &amp;quot;Yes&amp;quot;, press &amp;quot;Upload To Steamworks...&amp;quot; and follow the instructions at the bottom.&lt;br /&gt;
&lt;br /&gt;
If it says something about needing to accept an agreement when you&#039;ve uploaded a mod, go to http://steamcommunity.com/sharedfiles/workshoplegalagreement, log in, read through and accept the agreement if you do.&lt;br /&gt;
&lt;br /&gt;
Any mod that has just been uploaded will be private. And before you make it public you should brush up the mod&#039;s page a bit. It&#039;s a good idea to add a video, some screenshots, a description that tells the user what makes the mod interesting, how to use it and so on.&lt;br /&gt;
&lt;br /&gt;
If the mod requires some other mod to work, make sure to specify that using the &amp;quot;Add/Remove Required Items&amp;quot; in the &amp;quot;Owner Controls&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Updating a Mod on Steam Workshop ===&lt;br /&gt;
&lt;br /&gt;
TODO: What is the process for updating an already uploaded mod on Steam Workshop?&lt;br /&gt;
&lt;br /&gt;
== mod.xml tags ==&lt;br /&gt;
There are quite a few tags that can be used in the mod.xml file to set up your mod. Here we go through all of those tags.&lt;br /&gt;
&lt;br /&gt;
=== Id ===&lt;br /&gt;
&lt;br /&gt;
The unique ID for this mod that is not allowed to conflict with any other existing mod. One suggestion is to keep it the same as the folder name for the mod. The ID is not shown to the user, but it is used for instance when another mod wants to use this mod as a dependency.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Id&amp;gt;my-mod&amp;lt;/Id&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Name ===&lt;br /&gt;
&lt;br /&gt;
The name of the mod, shown in the mod menu.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Name&amp;gt;My Mod&amp;lt;/Name&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Category ===&lt;br /&gt;
&lt;br /&gt;
TODO: Write description&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Category&amp;gt;Campaign&amp;lt;/Category&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Author ===&lt;br /&gt;
&lt;br /&gt;
Is shown in the user interface to tell the user who made the mod.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Author&amp;gt;John Doe&amp;lt;/Author&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
Is shown in the user interface to tell the user what this mod does.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Description&amp;gt;This is my really cool mod that adds some excellent functionality&amp;lt;/Description&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Version ===&lt;br /&gt;
&lt;br /&gt;
The version of the mod. It is both shown in the user interface, and is used by other mods that depend on this mod to make sure that the user has the right version of your mod installed. Does not need to follow any specific pattern.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Thumbnail ===&lt;br /&gt;
&lt;br /&gt;
The path to an image to show in the user interface for your mod when the user is browsing their installed mods. Make sure you include the supplied image in the mod folder.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Thumbnail&amp;gt;Data/Images/my-mod/thumb.jpg&amp;lt;/Thumbnail&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== PreviewImage ===&lt;br /&gt;
&lt;br /&gt;
This image is used in Steam Workshop to represent the mod in search results, when browsing mods and on the mod&#039;s page.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;PreviewImage&amp;gt;Data/Images/my-mod/preview-image.jpg&amp;lt;/PreviewImage&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tag ===&lt;br /&gt;
&lt;br /&gt;
Once the mod is uploaded to Steam Workshop, you can search for the tags to find the mod. You can have as many tags as you want.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;lt;Tag&amp;gt;Campaign&amp;lt;/Tag&amp;gt;&lt;br /&gt;
 &amp;lt;Tag&amp;gt;Parkour&amp;lt;/Tag&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SupportedVersion ===&lt;br /&gt;
&lt;br /&gt;
Which update of the game this mod can be used in. Can be something like &amp;lt;code&amp;gt;b4&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; to indicate that it can be used with any version. Using &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; is useful for mods that don&#039;t rely on the game code as much, such as assets, levels and so on.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;SupportedVersion&amp;gt;b4&amp;lt;/SupportedVersion&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== LevelHookFile ===&lt;br /&gt;
&lt;br /&gt;
Specifies a path to a script file. Functions in this script are run for every level in the game when the mod is active. Every mod can add their own level hook script. [[LevelScripts#Per-mod_Level_Script|Read this]] for more information.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;LevelHookFile&amp;gt;Scripts/my_mod/level_script.as&amp;lt;/LevelHookFile&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MenuItem ===&lt;br /&gt;
Adds a campaign button to the Play menu running the script from the path attribute. The script type is a [[Scriptable Menu]]. Read [[Custom Menu Bar Items|the tutorial]] for more information.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;MenuItem title=&amp;quot;My Menu&amp;quot; category=&amp;quot;My Category&amp;quot; thumbnail=&amp;quot;Data/Images/my_mod/my_item.png&amp;quot; path=&amp;quot;Data/Scripts/my_menu_script.as&amp;quot;/&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Campaign ===&lt;br /&gt;
&lt;br /&gt;
Describes a set of levels that belong together.&lt;br /&gt;
&lt;br /&gt;
Has a few attributes that describe the campaign:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| The name of the campaign, shown in the menu.&lt;br /&gt;
|-&lt;br /&gt;
! type&lt;br /&gt;
| TODO: Write description&lt;br /&gt;
TODO: What can this be set to? A limited set? Whatever you want?&lt;br /&gt;
|-&lt;br /&gt;
! is_linear&lt;br /&gt;
| Sets if you need to finish the first level to unlock access to the second and so on.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| The path to the image to use for the campaign in the play menu.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Inside the campaign tag there are two or more &amp;quot;Level&amp;quot; tags in the desired order that make up the campaign. For more information about what is included in the &amp;quot;Level&amp;quot; tag, see the &amp;quot;Level&amp;quot; heading just below.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;Campaign title=&amp;quot;My Campaign&amp;quot;&lt;br /&gt;
              type=&amp;quot;general&amp;quot;&lt;br /&gt;
              is_linear=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Intro&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/intro_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/intro.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Big Challenge&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/challenge_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/challenge.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Ending&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/end_cutscene_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/end_cutscene.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
    &amp;lt;/Campaign&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level ===&lt;br /&gt;
&lt;br /&gt;
Can be placed in the root &amp;quot;Mod&amp;quot; tag to make the specified levels show up under the play menu in the game. You can also place them in a &amp;quot;Campaign&amp;quot; tag to put them into a campaign, for more information on that, see the &amp;quot;Campaign&amp;quot; tag above.&lt;br /&gt;
&lt;br /&gt;
Each level has two attributes, and between the start and end tags you write the path to the level. The root for the path is in the /Data/Levels/ folder, so leave everything up to the Levels folder out of the path, and make sure the level is stored inside the &amp;lt;code&amp;gt;../Overgrowth/Data/Mods/my_mod/Data/Levels/&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| The name of the level, shown in the menu.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| The path to the image to use for the level in the play menu. This attribute is not required.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Level title=&amp;quot;My Level&amp;quot; thumbnail=&amp;quot;Images/MyMod/my_level_thumb.jpg&amp;quot;&amp;gt;MyMod/my_level.xml&amp;lt;/Level&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== NeedsRestart ===&lt;br /&gt;
&lt;br /&gt;
This tag is used to determine if the game should let the user know that they need to restart the game in order for the mod to function properly.&lt;br /&gt;
&lt;br /&gt;
Can be &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
TODO: For what types of mods is this useful?&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;NeedsRestart&amp;gt;false&amp;lt;/NeedsRestart&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== ModDependency ===&lt;br /&gt;
&lt;br /&gt;
Here is a list of other mods that this mod depends on to work. Has two tags for each mod:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tag !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! Id&lt;br /&gt;
| The unique ID for the other mod.&lt;br /&gt;
|-&lt;br /&gt;
! Version&lt;br /&gt;
| The version of the other mod that this mod requires. Set to &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; to accept any version of the other mod.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;ModDependency&amp;gt;&lt;br /&gt;
        &amp;lt;Id&amp;gt;other-mod&amp;lt;/Id&amp;gt;&lt;br /&gt;
        &amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt; &lt;br /&gt;
    &amp;lt;/ModDependency&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== OverloadFile ===&lt;br /&gt;
&lt;br /&gt;
TODO: Write description&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;OverloadFile&amp;gt;TODO: Write example&amp;lt;/OverloadFile&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Item ===&lt;br /&gt;
&lt;br /&gt;
Allows you to add entries to the &amp;quot;Load Item&amp;quot; list in the editor. This is useful if the mod adds weapons, characters, static objects, decals and similar things.&lt;br /&gt;
&lt;br /&gt;
Has a few attributes for each entry:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! category&lt;br /&gt;
| Name of the sub-menu to add the item to. If the sub-menu does not exist it will automatically be created.&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| Name of the item to display in the list.&lt;br /&gt;
|-&lt;br /&gt;
! path&lt;br /&gt;
| Path to the object file for this item.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| Path to image to use as a preview image for this item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;Item category=&amp;quot;My Mod&amp;quot;&lt;br /&gt;
          title=&amp;quot;My item&amp;quot;&lt;br /&gt;
          path=&amp;quot;Data/Items/MyItem.xml&amp;quot;&lt;br /&gt;
          thumbnail=&amp;quot;Data/UI/spawner/MyItem.png&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Creating_a_new_Mod&amp;diff=4685</id>
		<title>Creating a new Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Creating_a_new_Mod&amp;diff=4685"/>
		<updated>2017-08-14T11:38:08Z</updated>

		<summary type="html">&lt;p&gt;Autious: /* MenuItem */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Folder structure ==&lt;br /&gt;
&lt;br /&gt;
Overgrowth has a powerful and simple to use mod system that allow modders to create mods by both &amp;quot;overshadowing&amp;quot; existing files, and creating new files.&lt;br /&gt;
&lt;br /&gt;
Mods that are installed via the Steam workshop end up in &amp;lt;code&amp;gt;../Steam/steamapps/workshop/content/25000/&amp;lt;/code&amp;gt;. Each folder in there has a number assigned to it, so it can be hard to see which folder belongs to which mod. All other mods, such as manually installed ones, those from SUM Launcher and those you make yourself live in the &amp;lt;code&amp;gt;../Overgrowth/Data/Mods/&amp;lt;/code&amp;gt; folder. There each mod folder has a readable name.&lt;br /&gt;
&lt;br /&gt;
The folder for a mod contains at least a mod.xml file. But usually other data as well, such as scripts, shaders, models, textures or levels. All these folders are contained in a Data folder inside the mods folder, resulting in the following structure&lt;br /&gt;
&lt;br /&gt;
    Overgrowth/Data/Mods/&lt;br /&gt;
    └── my_mod/&lt;br /&gt;
        ├── mod.xml&lt;br /&gt;
        └── Data/&lt;br /&gt;
            ├── Scripts/&lt;br /&gt;
            ├── Shaders/&lt;br /&gt;
            ├── Models/&lt;br /&gt;
            ├── Textures/&lt;br /&gt;
            └── Levels/&lt;br /&gt;
&lt;br /&gt;
The folder called my_mod in the tree structure above is what is compressed into a zip file and distributed when a mod is released. You can also release the mod on Steam Workshop, which is a different process that you can read about [[#Steam_Workshop|a bit further down]].&lt;br /&gt;
&lt;br /&gt;
== The mod.xml file ==&lt;br /&gt;
&lt;br /&gt;
The mod.xml file contains the mods meta data. The game uses this file to understand how to use the mod with the game. Here is a complete example:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;? xml version=&amp;quot;1.0&amp;quot; ?&amp;gt;&lt;br /&gt;
    &amp;lt;Mod&amp;gt;&lt;br /&gt;
        &amp;lt;!-- The ID is necessary and should never change between versions of the same mod --&amp;gt;&lt;br /&gt;
        &amp;lt;Id&amp;gt;unique-name&amp;lt;/Id&amp;gt; &lt;br /&gt;
        &amp;lt;!-- The human readable name is presented in UI&#039;s --&amp;gt;&lt;br /&gt;
        &amp;lt;Name&amp;gt;Human Readable Name&amp;lt;/Name&amp;gt; &lt;br /&gt;
        &amp;lt;!-- Version number, can have any formatting you wish. --&amp;gt;&lt;br /&gt;
        &amp;lt;Version&amp;gt;1.2.5&amp;lt;/Version&amp;gt;&lt;br /&gt;
        &amp;lt;SupportedVersion&amp;gt;b4&amp;lt;/SupportedVersion&amp;gt;&lt;br /&gt;
        &amp;lt;ModDependency&amp;gt;&lt;br /&gt;
            &amp;lt;Id&amp;gt;other-mod2&amp;lt;/Id&amp;gt;&lt;br /&gt;
            &amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt; &lt;br /&gt;
        &amp;lt;/ModDependency&amp;gt;&lt;br /&gt;
    &amp;lt;/Mod&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can find all available tags and their uses under the [[#mod.xml_tags|mod.xml_tags]] heading below.&lt;br /&gt;
&lt;br /&gt;
== Advanced mod menu ==&lt;br /&gt;
&lt;br /&gt;
[[File:Advanced_mod_menu.jpg|200px|thumb|right|The advanced mod menu]]&lt;br /&gt;
&lt;br /&gt;
To help modders validate their mods and upload them to the Steam Workshop there is a tool called the &amp;quot;Advanced mod menu&amp;quot;. Access it by going to the main menu, then in the top menu bar, click &amp;lt;code&amp;gt;Windows -&amp;gt; Mods&amp;lt;/code&amp;gt;. This brings up a simpler version of the mod menu. To activate the advanced mod menu, click &amp;lt;code&amp;gt;Menu -&amp;gt; Advanced&amp;lt;/code&amp;gt;. Make sure to increase the size of the window to see all the new information in the window.&lt;br /&gt;
&lt;br /&gt;
This shows all the available information for the selected mod.&lt;br /&gt;
&lt;br /&gt;
== Steam Workshop ==&lt;br /&gt;
&lt;br /&gt;
[[File:Steamworks_upload.jpg|200px|thumb|right|The Steamworks New Upload menu]]&lt;br /&gt;
&lt;br /&gt;
To release a mod on Steam Workshop, first create your mod and make sure it works as intended. Then open up the [[#Advanced_mod_menu|advanced mod menu]], make sure the &amp;quot;Valid&amp;quot; item says &amp;quot;Yes&amp;quot;, press &amp;quot;Upload To Steamworks...&amp;quot; and follow the instructions at the bottom.&lt;br /&gt;
&lt;br /&gt;
If it says something about needing to accept an agreement when you&#039;ve uploaded a mod, go to http://steamcommunity.com/sharedfiles/workshoplegalagreement, log in, read through and accept the agreement if you do.&lt;br /&gt;
&lt;br /&gt;
Any mod that has just been uploaded will be private. And before you make it public you should brush up the mod&#039;s page a bit. It&#039;s a good idea to add a video, some screenshots, a description that tells the user what makes the mod interesting, how to use it and so on.&lt;br /&gt;
&lt;br /&gt;
If the mod requires some other mod to work, make sure to specify that using the &amp;quot;Add/Remove Required Items&amp;quot; in the &amp;quot;Owner Controls&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Updating a Mod on Steam Workshop ===&lt;br /&gt;
&lt;br /&gt;
TODO: What is the process for updating an already uploaded mod on Steam Workshop?&lt;br /&gt;
&lt;br /&gt;
== mod.xml tags ==&lt;br /&gt;
There are quite a few tags that can be used in the mod.xml file to set up your mod. Here we go through all of those tags.&lt;br /&gt;
&lt;br /&gt;
=== Id ===&lt;br /&gt;
&lt;br /&gt;
The unique ID for this mod that is not allowed to conflict with any other existing mod. One suggestion is to keep it the same as the folder name for the mod. The ID is not shown to the user, but it is used for instance when another mod wants to use this mod as a dependency.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Id&amp;gt;my-mod&amp;lt;/Id&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Name ===&lt;br /&gt;
&lt;br /&gt;
The name of the mod, shown in the mod menu.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Name&amp;gt;My Mod&amp;lt;/Name&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Category ===&lt;br /&gt;
&lt;br /&gt;
TODO: Write description&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Category&amp;gt;Campaign&amp;lt;/Category&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Author ===&lt;br /&gt;
&lt;br /&gt;
Is shown in the user interface to tell the user who made the mod.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Author&amp;gt;John Doe&amp;lt;/Author&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
Is shown in the user interface to tell the user what this mod does.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Description&amp;gt;This is my really cool mod that adds some excellent functionality&amp;lt;/Description&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Version ===&lt;br /&gt;
&lt;br /&gt;
The version of the mod. It is both shown in the user interface, and is used by other mods that depend on this mod to make sure that the user has the right version of your mod installed. Does not need to follow any specific pattern.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Thumbnail ===&lt;br /&gt;
&lt;br /&gt;
The path to an image to show in the user interface for your mod when the user is browsing their installed mods. Make sure you include the supplied image in the mod folder.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Thumbnail&amp;gt;Data/Images/my-mod/thumb.jpg&amp;lt;/Thumbnail&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== PreviewImage ===&lt;br /&gt;
&lt;br /&gt;
This image is used in Steam Workshop to represent the mod in search results, when browsing mods and on the mod&#039;s page.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;PreviewImage&amp;gt;Data/Images/my-mod/preview-image.jpg&amp;lt;/PreviewImage&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tag ===&lt;br /&gt;
&lt;br /&gt;
Once the mod is uploaded to Steam Workshop, you can search for the tags to find the mod. You can have as many tags as you want.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;lt;Tag&amp;gt;Campaign&amp;lt;/Tag&amp;gt;&lt;br /&gt;
 &amp;lt;Tag&amp;gt;Parkour&amp;lt;/Tag&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SupportedVersion ===&lt;br /&gt;
&lt;br /&gt;
Which update of the game this mod can be used in. Can be something like &amp;lt;code&amp;gt;b4&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; to indicate that it can be used with any version. Using &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; is useful for mods that don&#039;t rely on the game code as much, such as assets, levels and so on.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;SupportedVersion&amp;gt;b4&amp;lt;/SupportedVersion&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== LevelHookFile ===&lt;br /&gt;
&lt;br /&gt;
Specifies a path to a script file. Functions in this script are run for every level in the game when the mod is active. Every mod can add their own level hook script. [[LevelScripts#Per-mod_Level_Script|Read this]] for more information.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;LevelHookFile&amp;gt;Scripts/my_mod/level_script.as&amp;lt;/LevelHookFile&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MenuItem ===&lt;br /&gt;
Adds a campaign button to the Play menu running the script menu in the path attribute. The script type is a [[Scriptable Menu]]. Read [[Custom Menu Bar Items|the tutorial]] for more information.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;MenuItem title=&amp;quot;My Menu&amp;quot; category=&amp;quot;My Category&amp;quot; thumbnail=&amp;quot;Data/Images/my_mod/my_item.png&amp;quot; path=&amp;quot;Data/Scripts/my_menu_script.as&amp;quot;/&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Campaign ===&lt;br /&gt;
&lt;br /&gt;
Describes a set of levels that belong together.&lt;br /&gt;
&lt;br /&gt;
Has a few attributes that describe the campaign:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| The name of the campaign, shown in the menu.&lt;br /&gt;
|-&lt;br /&gt;
! type&lt;br /&gt;
| TODO: Write description&lt;br /&gt;
TODO: What can this be set to? A limited set? Whatever you want?&lt;br /&gt;
|-&lt;br /&gt;
! is_linear&lt;br /&gt;
| Sets if you need to finish the first level to unlock access to the second and so on.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| The path to the image to use for the campaign in the play menu.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Inside the campaign tag there are two or more &amp;quot;Level&amp;quot; tags in the desired order that make up the campaign. For more information about what is included in the &amp;quot;Level&amp;quot; tag, see the &amp;quot;Level&amp;quot; heading just below.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;Campaign title=&amp;quot;My Campaign&amp;quot;&lt;br /&gt;
              type=&amp;quot;general&amp;quot;&lt;br /&gt;
              is_linear=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Intro&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/intro_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/intro.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Big Challenge&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/challenge_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/challenge.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Ending&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/end_cutscene_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/end_cutscene.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
    &amp;lt;/Campaign&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level ===&lt;br /&gt;
&lt;br /&gt;
Can be placed in the root &amp;quot;Mod&amp;quot; tag to make the specified levels show up under the play menu in the game. You can also place them in a &amp;quot;Campaign&amp;quot; tag to put them into a campaign, for more information on that, see the &amp;quot;Campaign&amp;quot; tag above.&lt;br /&gt;
&lt;br /&gt;
Each level has two attributes, and between the start and end tags you write the path to the level. The root for the path is in the /Data/Levels/ folder, so leave everything up to the Levels folder out of the path, and make sure the level is stored inside the &amp;lt;code&amp;gt;../Overgrowth/Data/Mods/my_mod/Data/Levels/&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| The name of the level, shown in the menu.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| The path to the image to use for the level in the play menu. This attribute is not required.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Level title=&amp;quot;My Level&amp;quot; thumbnail=&amp;quot;Images/MyMod/my_level_thumb.jpg&amp;quot;&amp;gt;MyMod/my_level.xml&amp;lt;/Level&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== NeedsRestart ===&lt;br /&gt;
&lt;br /&gt;
This tag is used to determine if the game should let the user know that they need to restart the game in order for the mod to function properly.&lt;br /&gt;
&lt;br /&gt;
Can be &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
TODO: For what types of mods is this useful?&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;NeedsRestart&amp;gt;false&amp;lt;/NeedsRestart&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== ModDependency ===&lt;br /&gt;
&lt;br /&gt;
Here is a list of other mods that this mod depends on to work. Has two tags for each mod:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tag !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! Id&lt;br /&gt;
| The unique ID for the other mod.&lt;br /&gt;
|-&lt;br /&gt;
! Version&lt;br /&gt;
| The version of the other mod that this mod requires. Set to &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; to accept any version of the other mod.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;ModDependency&amp;gt;&lt;br /&gt;
        &amp;lt;Id&amp;gt;other-mod&amp;lt;/Id&amp;gt;&lt;br /&gt;
        &amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt; &lt;br /&gt;
    &amp;lt;/ModDependency&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== OverloadFile ===&lt;br /&gt;
&lt;br /&gt;
TODO: Write description&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;OverloadFile&amp;gt;TODO: Write example&amp;lt;/OverloadFile&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Item ===&lt;br /&gt;
&lt;br /&gt;
Allows you to add entries to the &amp;quot;Load Item&amp;quot; list in the editor. This is useful if the mod adds weapons, characters, static objects, decals and similar things.&lt;br /&gt;
&lt;br /&gt;
Has a few attributes for each entry:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! category&lt;br /&gt;
| Name of the sub-menu to add the item to. If the sub-menu does not exist it will automatically be created.&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| Name of the item to display in the list.&lt;br /&gt;
|-&lt;br /&gt;
! path&lt;br /&gt;
| Path to the object file for this item.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| Path to image to use as a preview image for this item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;Item category=&amp;quot;My Mod&amp;quot;&lt;br /&gt;
          title=&amp;quot;My item&amp;quot;&lt;br /&gt;
          path=&amp;quot;Data/Items/MyItem.xml&amp;quot;&lt;br /&gt;
          thumbnail=&amp;quot;Data/UI/spawner/MyItem.png&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Creating_a_new_Mod&amp;diff=4684</id>
		<title>Creating a new Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Creating_a_new_Mod&amp;diff=4684"/>
		<updated>2017-08-14T11:37:31Z</updated>

		<summary type="html">&lt;p&gt;Autious: /* MenuItem */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Folder structure ==&lt;br /&gt;
&lt;br /&gt;
Overgrowth has a powerful and simple to use mod system that allow modders to create mods by both &amp;quot;overshadowing&amp;quot; existing files, and creating new files.&lt;br /&gt;
&lt;br /&gt;
Mods that are installed via the Steam workshop end up in &amp;lt;code&amp;gt;../Steam/steamapps/workshop/content/25000/&amp;lt;/code&amp;gt;. Each folder in there has a number assigned to it, so it can be hard to see which folder belongs to which mod. All other mods, such as manually installed ones, those from SUM Launcher and those you make yourself live in the &amp;lt;code&amp;gt;../Overgrowth/Data/Mods/&amp;lt;/code&amp;gt; folder. There each mod folder has a readable name.&lt;br /&gt;
&lt;br /&gt;
The folder for a mod contains at least a mod.xml file. But usually other data as well, such as scripts, shaders, models, textures or levels. All these folders are contained in a Data folder inside the mods folder, resulting in the following structure&lt;br /&gt;
&lt;br /&gt;
    Overgrowth/Data/Mods/&lt;br /&gt;
    └── my_mod/&lt;br /&gt;
        ├── mod.xml&lt;br /&gt;
        └── Data/&lt;br /&gt;
            ├── Scripts/&lt;br /&gt;
            ├── Shaders/&lt;br /&gt;
            ├── Models/&lt;br /&gt;
            ├── Textures/&lt;br /&gt;
            └── Levels/&lt;br /&gt;
&lt;br /&gt;
The folder called my_mod in the tree structure above is what is compressed into a zip file and distributed when a mod is released. You can also release the mod on Steam Workshop, which is a different process that you can read about [[#Steam_Workshop|a bit further down]].&lt;br /&gt;
&lt;br /&gt;
== The mod.xml file ==&lt;br /&gt;
&lt;br /&gt;
The mod.xml file contains the mods meta data. The game uses this file to understand how to use the mod with the game. Here is a complete example:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;? xml version=&amp;quot;1.0&amp;quot; ?&amp;gt;&lt;br /&gt;
    &amp;lt;Mod&amp;gt;&lt;br /&gt;
        &amp;lt;!-- The ID is necessary and should never change between versions of the same mod --&amp;gt;&lt;br /&gt;
        &amp;lt;Id&amp;gt;unique-name&amp;lt;/Id&amp;gt; &lt;br /&gt;
        &amp;lt;!-- The human readable name is presented in UI&#039;s --&amp;gt;&lt;br /&gt;
        &amp;lt;Name&amp;gt;Human Readable Name&amp;lt;/Name&amp;gt; &lt;br /&gt;
        &amp;lt;!-- Version number, can have any formatting you wish. --&amp;gt;&lt;br /&gt;
        &amp;lt;Version&amp;gt;1.2.5&amp;lt;/Version&amp;gt;&lt;br /&gt;
        &amp;lt;SupportedVersion&amp;gt;b4&amp;lt;/SupportedVersion&amp;gt;&lt;br /&gt;
        &amp;lt;ModDependency&amp;gt;&lt;br /&gt;
            &amp;lt;Id&amp;gt;other-mod2&amp;lt;/Id&amp;gt;&lt;br /&gt;
            &amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt; &lt;br /&gt;
        &amp;lt;/ModDependency&amp;gt;&lt;br /&gt;
    &amp;lt;/Mod&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can find all available tags and their uses under the [[#mod.xml_tags|mod.xml_tags]] heading below.&lt;br /&gt;
&lt;br /&gt;
== Advanced mod menu ==&lt;br /&gt;
&lt;br /&gt;
[[File:Advanced_mod_menu.jpg|200px|thumb|right|The advanced mod menu]]&lt;br /&gt;
&lt;br /&gt;
To help modders validate their mods and upload them to the Steam Workshop there is a tool called the &amp;quot;Advanced mod menu&amp;quot;. Access it by going to the main menu, then in the top menu bar, click &amp;lt;code&amp;gt;Windows -&amp;gt; Mods&amp;lt;/code&amp;gt;. This brings up a simpler version of the mod menu. To activate the advanced mod menu, click &amp;lt;code&amp;gt;Menu -&amp;gt; Advanced&amp;lt;/code&amp;gt;. Make sure to increase the size of the window to see all the new information in the window.&lt;br /&gt;
&lt;br /&gt;
This shows all the available information for the selected mod.&lt;br /&gt;
&lt;br /&gt;
== Steam Workshop ==&lt;br /&gt;
&lt;br /&gt;
[[File:Steamworks_upload.jpg|200px|thumb|right|The Steamworks New Upload menu]]&lt;br /&gt;
&lt;br /&gt;
To release a mod on Steam Workshop, first create your mod and make sure it works as intended. Then open up the [[#Advanced_mod_menu|advanced mod menu]], make sure the &amp;quot;Valid&amp;quot; item says &amp;quot;Yes&amp;quot;, press &amp;quot;Upload To Steamworks...&amp;quot; and follow the instructions at the bottom.&lt;br /&gt;
&lt;br /&gt;
If it says something about needing to accept an agreement when you&#039;ve uploaded a mod, go to http://steamcommunity.com/sharedfiles/workshoplegalagreement, log in, read through and accept the agreement if you do.&lt;br /&gt;
&lt;br /&gt;
Any mod that has just been uploaded will be private. And before you make it public you should brush up the mod&#039;s page a bit. It&#039;s a good idea to add a video, some screenshots, a description that tells the user what makes the mod interesting, how to use it and so on.&lt;br /&gt;
&lt;br /&gt;
If the mod requires some other mod to work, make sure to specify that using the &amp;quot;Add/Remove Required Items&amp;quot; in the &amp;quot;Owner Controls&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Updating a Mod on Steam Workshop ===&lt;br /&gt;
&lt;br /&gt;
TODO: What is the process for updating an already uploaded mod on Steam Workshop?&lt;br /&gt;
&lt;br /&gt;
== mod.xml tags ==&lt;br /&gt;
There are quite a few tags that can be used in the mod.xml file to set up your mod. Here we go through all of those tags.&lt;br /&gt;
&lt;br /&gt;
=== Id ===&lt;br /&gt;
&lt;br /&gt;
The unique ID for this mod that is not allowed to conflict with any other existing mod. One suggestion is to keep it the same as the folder name for the mod. The ID is not shown to the user, but it is used for instance when another mod wants to use this mod as a dependency.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Id&amp;gt;my-mod&amp;lt;/Id&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Name ===&lt;br /&gt;
&lt;br /&gt;
The name of the mod, shown in the mod menu.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Name&amp;gt;My Mod&amp;lt;/Name&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Category ===&lt;br /&gt;
&lt;br /&gt;
TODO: Write description&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Category&amp;gt;Campaign&amp;lt;/Category&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Author ===&lt;br /&gt;
&lt;br /&gt;
Is shown in the user interface to tell the user who made the mod.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Author&amp;gt;John Doe&amp;lt;/Author&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
Is shown in the user interface to tell the user what this mod does.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Description&amp;gt;This is my really cool mod that adds some excellent functionality&amp;lt;/Description&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Version ===&lt;br /&gt;
&lt;br /&gt;
The version of the mod. It is both shown in the user interface, and is used by other mods that depend on this mod to make sure that the user has the right version of your mod installed. Does not need to follow any specific pattern.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Thumbnail ===&lt;br /&gt;
&lt;br /&gt;
The path to an image to show in the user interface for your mod when the user is browsing their installed mods. Make sure you include the supplied image in the mod folder.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Thumbnail&amp;gt;Data/Images/my-mod/thumb.jpg&amp;lt;/Thumbnail&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== PreviewImage ===&lt;br /&gt;
&lt;br /&gt;
This image is used in Steam Workshop to represent the mod in search results, when browsing mods and on the mod&#039;s page.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;PreviewImage&amp;gt;Data/Images/my-mod/preview-image.jpg&amp;lt;/PreviewImage&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tag ===&lt;br /&gt;
&lt;br /&gt;
Once the mod is uploaded to Steam Workshop, you can search for the tags to find the mod. You can have as many tags as you want.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;lt;Tag&amp;gt;Campaign&amp;lt;/Tag&amp;gt;&lt;br /&gt;
 &amp;lt;Tag&amp;gt;Parkour&amp;lt;/Tag&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SupportedVersion ===&lt;br /&gt;
&lt;br /&gt;
Which update of the game this mod can be used in. Can be something like &amp;lt;code&amp;gt;b4&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; to indicate that it can be used with any version. Using &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; is useful for mods that don&#039;t rely on the game code as much, such as assets, levels and so on.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;SupportedVersion&amp;gt;b4&amp;lt;/SupportedVersion&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== LevelHookFile ===&lt;br /&gt;
&lt;br /&gt;
Specifies a path to a script file. Functions in this script are run for every level in the game when the mod is active. Every mod can add their own level hook script. [[LevelScripts#Per-mod_Level_Script|Read this]] for more information.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;LevelHookFile&amp;gt;Scripts/my_mod/level_script.as&amp;lt;/LevelHookFile&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MenuItem ===&lt;br /&gt;
&lt;br /&gt;
TODO: Verify that this is correct&lt;br /&gt;
&lt;br /&gt;
Adds a campaign button to the Play menu running the scriptable menu in the path attribute. Read [[Custom Menu Bar Items|the tutorial]] for more information.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;MenuItem title=&amp;quot;My Menu&amp;quot; category=&amp;quot;My Category&amp;quot; thumbnail=&amp;quot;Data/Images/my_mod/my_item.png&amp;quot; path=&amp;quot;Data/Scripts/my_menu_script.as&amp;quot;/&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Campaign ===&lt;br /&gt;
&lt;br /&gt;
Describes a set of levels that belong together.&lt;br /&gt;
&lt;br /&gt;
Has a few attributes that describe the campaign:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| The name of the campaign, shown in the menu.&lt;br /&gt;
|-&lt;br /&gt;
! type&lt;br /&gt;
| TODO: Write description&lt;br /&gt;
TODO: What can this be set to? A limited set? Whatever you want?&lt;br /&gt;
|-&lt;br /&gt;
! is_linear&lt;br /&gt;
| Sets if you need to finish the first level to unlock access to the second and so on.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| The path to the image to use for the campaign in the play menu.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Inside the campaign tag there are two or more &amp;quot;Level&amp;quot; tags in the desired order that make up the campaign. For more information about what is included in the &amp;quot;Level&amp;quot; tag, see the &amp;quot;Level&amp;quot; heading just below.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;Campaign title=&amp;quot;My Campaign&amp;quot;&lt;br /&gt;
              type=&amp;quot;general&amp;quot;&lt;br /&gt;
              is_linear=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Intro&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/intro_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/intro.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Big Challenge&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/challenge_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/challenge.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Ending&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/end_cutscene_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/end_cutscene.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
    &amp;lt;/Campaign&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level ===&lt;br /&gt;
&lt;br /&gt;
Can be placed in the root &amp;quot;Mod&amp;quot; tag to make the specified levels show up under the play menu in the game. You can also place them in a &amp;quot;Campaign&amp;quot; tag to put them into a campaign, for more information on that, see the &amp;quot;Campaign&amp;quot; tag above.&lt;br /&gt;
&lt;br /&gt;
Each level has two attributes, and between the start and end tags you write the path to the level. The root for the path is in the /Data/Levels/ folder, so leave everything up to the Levels folder out of the path, and make sure the level is stored inside the &amp;lt;code&amp;gt;../Overgrowth/Data/Mods/my_mod/Data/Levels/&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| The name of the level, shown in the menu.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| The path to the image to use for the level in the play menu. This attribute is not required.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Level title=&amp;quot;My Level&amp;quot; thumbnail=&amp;quot;Images/MyMod/my_level_thumb.jpg&amp;quot;&amp;gt;MyMod/my_level.xml&amp;lt;/Level&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== NeedsRestart ===&lt;br /&gt;
&lt;br /&gt;
This tag is used to determine if the game should let the user know that they need to restart the game in order for the mod to function properly.&lt;br /&gt;
&lt;br /&gt;
Can be &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
TODO: For what types of mods is this useful?&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;NeedsRestart&amp;gt;false&amp;lt;/NeedsRestart&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== ModDependency ===&lt;br /&gt;
&lt;br /&gt;
Here is a list of other mods that this mod depends on to work. Has two tags for each mod:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tag !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! Id&lt;br /&gt;
| The unique ID for the other mod.&lt;br /&gt;
|-&lt;br /&gt;
! Version&lt;br /&gt;
| The version of the other mod that this mod requires. Set to &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; to accept any version of the other mod.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;ModDependency&amp;gt;&lt;br /&gt;
        &amp;lt;Id&amp;gt;other-mod&amp;lt;/Id&amp;gt;&lt;br /&gt;
        &amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt; &lt;br /&gt;
    &amp;lt;/ModDependency&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== OverloadFile ===&lt;br /&gt;
&lt;br /&gt;
TODO: Write description&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;OverloadFile&amp;gt;TODO: Write example&amp;lt;/OverloadFile&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Item ===&lt;br /&gt;
&lt;br /&gt;
Allows you to add entries to the &amp;quot;Load Item&amp;quot; list in the editor. This is useful if the mod adds weapons, characters, static objects, decals and similar things.&lt;br /&gt;
&lt;br /&gt;
Has a few attributes for each entry:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! category&lt;br /&gt;
| Name of the sub-menu to add the item to. If the sub-menu does not exist it will automatically be created.&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| Name of the item to display in the list.&lt;br /&gt;
|-&lt;br /&gt;
! path&lt;br /&gt;
| Path to the object file for this item.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| Path to image to use as a preview image for this item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;Item category=&amp;quot;My Mod&amp;quot;&lt;br /&gt;
          title=&amp;quot;My item&amp;quot;&lt;br /&gt;
          path=&amp;quot;Data/Items/MyItem.xml&amp;quot;&lt;br /&gt;
          thumbnail=&amp;quot;Data/UI/spawner/MyItem.png&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Creating_a_new_Mod&amp;diff=4683</id>
		<title>Creating a new Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Creating_a_new_Mod&amp;diff=4683"/>
		<updated>2017-08-14T11:36:42Z</updated>

		<summary type="html">&lt;p&gt;Autious: /* MenuItem */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Folder structure ==&lt;br /&gt;
&lt;br /&gt;
Overgrowth has a powerful and simple to use mod system that allow modders to create mods by both &amp;quot;overshadowing&amp;quot; existing files, and creating new files.&lt;br /&gt;
&lt;br /&gt;
Mods that are installed via the Steam workshop end up in &amp;lt;code&amp;gt;../Steam/steamapps/workshop/content/25000/&amp;lt;/code&amp;gt;. Each folder in there has a number assigned to it, so it can be hard to see which folder belongs to which mod. All other mods, such as manually installed ones, those from SUM Launcher and those you make yourself live in the &amp;lt;code&amp;gt;../Overgrowth/Data/Mods/&amp;lt;/code&amp;gt; folder. There each mod folder has a readable name.&lt;br /&gt;
&lt;br /&gt;
The folder for a mod contains at least a mod.xml file. But usually other data as well, such as scripts, shaders, models, textures or levels. All these folders are contained in a Data folder inside the mods folder, resulting in the following structure&lt;br /&gt;
&lt;br /&gt;
    Overgrowth/Data/Mods/&lt;br /&gt;
    └── my_mod/&lt;br /&gt;
        ├── mod.xml&lt;br /&gt;
        └── Data/&lt;br /&gt;
            ├── Scripts/&lt;br /&gt;
            ├── Shaders/&lt;br /&gt;
            ├── Models/&lt;br /&gt;
            ├── Textures/&lt;br /&gt;
            └── Levels/&lt;br /&gt;
&lt;br /&gt;
The folder called my_mod in the tree structure above is what is compressed into a zip file and distributed when a mod is released. You can also release the mod on Steam Workshop, which is a different process that you can read about [[#Steam_Workshop|a bit further down]].&lt;br /&gt;
&lt;br /&gt;
== The mod.xml file ==&lt;br /&gt;
&lt;br /&gt;
The mod.xml file contains the mods meta data. The game uses this file to understand how to use the mod with the game. Here is a complete example:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;? xml version=&amp;quot;1.0&amp;quot; ?&amp;gt;&lt;br /&gt;
    &amp;lt;Mod&amp;gt;&lt;br /&gt;
        &amp;lt;!-- The ID is necessary and should never change between versions of the same mod --&amp;gt;&lt;br /&gt;
        &amp;lt;Id&amp;gt;unique-name&amp;lt;/Id&amp;gt; &lt;br /&gt;
        &amp;lt;!-- The human readable name is presented in UI&#039;s --&amp;gt;&lt;br /&gt;
        &amp;lt;Name&amp;gt;Human Readable Name&amp;lt;/Name&amp;gt; &lt;br /&gt;
        &amp;lt;!-- Version number, can have any formatting you wish. --&amp;gt;&lt;br /&gt;
        &amp;lt;Version&amp;gt;1.2.5&amp;lt;/Version&amp;gt;&lt;br /&gt;
        &amp;lt;SupportedVersion&amp;gt;b4&amp;lt;/SupportedVersion&amp;gt;&lt;br /&gt;
        &amp;lt;ModDependency&amp;gt;&lt;br /&gt;
            &amp;lt;Id&amp;gt;other-mod2&amp;lt;/Id&amp;gt;&lt;br /&gt;
            &amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt; &lt;br /&gt;
        &amp;lt;/ModDependency&amp;gt;&lt;br /&gt;
    &amp;lt;/Mod&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can find all available tags and their uses under the [[#mod.xml_tags|mod.xml_tags]] heading below.&lt;br /&gt;
&lt;br /&gt;
== Advanced mod menu ==&lt;br /&gt;
&lt;br /&gt;
[[File:Advanced_mod_menu.jpg|200px|thumb|right|The advanced mod menu]]&lt;br /&gt;
&lt;br /&gt;
To help modders validate their mods and upload them to the Steam Workshop there is a tool called the &amp;quot;Advanced mod menu&amp;quot;. Access it by going to the main menu, then in the top menu bar, click &amp;lt;code&amp;gt;Windows -&amp;gt; Mods&amp;lt;/code&amp;gt;. This brings up a simpler version of the mod menu. To activate the advanced mod menu, click &amp;lt;code&amp;gt;Menu -&amp;gt; Advanced&amp;lt;/code&amp;gt;. Make sure to increase the size of the window to see all the new information in the window.&lt;br /&gt;
&lt;br /&gt;
This shows all the available information for the selected mod.&lt;br /&gt;
&lt;br /&gt;
== Steam Workshop ==&lt;br /&gt;
&lt;br /&gt;
[[File:Steamworks_upload.jpg|200px|thumb|right|The Steamworks New Upload menu]]&lt;br /&gt;
&lt;br /&gt;
To release a mod on Steam Workshop, first create your mod and make sure it works as intended. Then open up the [[#Advanced_mod_menu|advanced mod menu]], make sure the &amp;quot;Valid&amp;quot; item says &amp;quot;Yes&amp;quot;, press &amp;quot;Upload To Steamworks...&amp;quot; and follow the instructions at the bottom.&lt;br /&gt;
&lt;br /&gt;
If it says something about needing to accept an agreement when you&#039;ve uploaded a mod, go to http://steamcommunity.com/sharedfiles/workshoplegalagreement, log in, read through and accept the agreement if you do.&lt;br /&gt;
&lt;br /&gt;
Any mod that has just been uploaded will be private. And before you make it public you should brush up the mod&#039;s page a bit. It&#039;s a good idea to add a video, some screenshots, a description that tells the user what makes the mod interesting, how to use it and so on.&lt;br /&gt;
&lt;br /&gt;
If the mod requires some other mod to work, make sure to specify that using the &amp;quot;Add/Remove Required Items&amp;quot; in the &amp;quot;Owner Controls&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Updating a Mod on Steam Workshop ===&lt;br /&gt;
&lt;br /&gt;
TODO: What is the process for updating an already uploaded mod on Steam Workshop?&lt;br /&gt;
&lt;br /&gt;
== mod.xml tags ==&lt;br /&gt;
There are quite a few tags that can be used in the mod.xml file to set up your mod. Here we go through all of those tags.&lt;br /&gt;
&lt;br /&gt;
=== Id ===&lt;br /&gt;
&lt;br /&gt;
The unique ID for this mod that is not allowed to conflict with any other existing mod. One suggestion is to keep it the same as the folder name for the mod. The ID is not shown to the user, but it is used for instance when another mod wants to use this mod as a dependency.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Id&amp;gt;my-mod&amp;lt;/Id&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Name ===&lt;br /&gt;
&lt;br /&gt;
The name of the mod, shown in the mod menu.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Name&amp;gt;My Mod&amp;lt;/Name&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Category ===&lt;br /&gt;
&lt;br /&gt;
TODO: Write description&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Category&amp;gt;Campaign&amp;lt;/Category&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Author ===&lt;br /&gt;
&lt;br /&gt;
Is shown in the user interface to tell the user who made the mod.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Author&amp;gt;John Doe&amp;lt;/Author&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
Is shown in the user interface to tell the user what this mod does.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Description&amp;gt;This is my really cool mod that adds some excellent functionality&amp;lt;/Description&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Version ===&lt;br /&gt;
&lt;br /&gt;
The version of the mod. It is both shown in the user interface, and is used by other mods that depend on this mod to make sure that the user has the right version of your mod installed. Does not need to follow any specific pattern.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Thumbnail ===&lt;br /&gt;
&lt;br /&gt;
The path to an image to show in the user interface for your mod when the user is browsing their installed mods. Make sure you include the supplied image in the mod folder.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Thumbnail&amp;gt;Data/Images/my-mod/thumb.jpg&amp;lt;/Thumbnail&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== PreviewImage ===&lt;br /&gt;
&lt;br /&gt;
This image is used in Steam Workshop to represent the mod in search results, when browsing mods and on the mod&#039;s page.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;PreviewImage&amp;gt;Data/Images/my-mod/preview-image.jpg&amp;lt;/PreviewImage&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tag ===&lt;br /&gt;
&lt;br /&gt;
Once the mod is uploaded to Steam Workshop, you can search for the tags to find the mod. You can have as many tags as you want.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;lt;Tag&amp;gt;Campaign&amp;lt;/Tag&amp;gt;&lt;br /&gt;
 &amp;lt;Tag&amp;gt;Parkour&amp;lt;/Tag&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SupportedVersion ===&lt;br /&gt;
&lt;br /&gt;
Which update of the game this mod can be used in. Can be something like &amp;lt;code&amp;gt;b4&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; to indicate that it can be used with any version. Using &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; is useful for mods that don&#039;t rely on the game code as much, such as assets, levels and so on.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;SupportedVersion&amp;gt;b4&amp;lt;/SupportedVersion&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== LevelHookFile ===&lt;br /&gt;
&lt;br /&gt;
Specifies a path to a script file. Functions in this script are run for every level in the game when the mod is active. Every mod can add their own level hook script. [[LevelScripts#Per-mod_Level_Script|Read this]] for more information.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;LevelHookFile&amp;gt;Scripts/my_mod/level_script.as&amp;lt;/LevelHookFile&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== MenuItem ===&lt;br /&gt;
&lt;br /&gt;
TODO: Verify that this is correct&lt;br /&gt;
&lt;br /&gt;
Adds a campaign menu item to the Play menu. Clicking the menu item will open  a new scriptable menu from the script given in the path attribute. Read [[Custom Menu Bar Items|the tutorial]] for more information.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;MenuItem title=&amp;quot;My Menu&amp;quot; category=&amp;quot;My Category&amp;quot; thumbnail=&amp;quot;Data/Images/my_mod/my_item.png&amp;quot; path=&amp;quot;Data/Scripts/my_menu_script.as&amp;quot;/&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Campaign ===&lt;br /&gt;
&lt;br /&gt;
Describes a set of levels that belong together.&lt;br /&gt;
&lt;br /&gt;
Has a few attributes that describe the campaign:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| The name of the campaign, shown in the menu.&lt;br /&gt;
|-&lt;br /&gt;
! type&lt;br /&gt;
| TODO: Write description&lt;br /&gt;
TODO: What can this be set to? A limited set? Whatever you want?&lt;br /&gt;
|-&lt;br /&gt;
! is_linear&lt;br /&gt;
| Sets if you need to finish the first level to unlock access to the second and so on.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| The path to the image to use for the campaign in the play menu.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Inside the campaign tag there are two or more &amp;quot;Level&amp;quot; tags in the desired order that make up the campaign. For more information about what is included in the &amp;quot;Level&amp;quot; tag, see the &amp;quot;Level&amp;quot; heading just below.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;Campaign title=&amp;quot;My Campaign&amp;quot;&lt;br /&gt;
              type=&amp;quot;general&amp;quot;&lt;br /&gt;
              is_linear=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Intro&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/intro_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/intro.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Big Challenge&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/challenge_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/challenge.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
        &amp;lt;Level title=&amp;quot;Ending&amp;quot; &lt;br /&gt;
               thumbnail=&amp;quot;Images/MyMod/end_cutscene_thumb.jpg&amp;quot;&amp;gt;&lt;br /&gt;
               MyMod/end_cutscene.xml&lt;br /&gt;
        &amp;lt;/Level&amp;gt;&lt;br /&gt;
    &amp;lt;/Campaign&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level ===&lt;br /&gt;
&lt;br /&gt;
Can be placed in the root &amp;quot;Mod&amp;quot; tag to make the specified levels show up under the play menu in the game. You can also place them in a &amp;quot;Campaign&amp;quot; tag to put them into a campaign, for more information on that, see the &amp;quot;Campaign&amp;quot; tag above.&lt;br /&gt;
&lt;br /&gt;
Each level has two attributes, and between the start and end tags you write the path to the level. The root for the path is in the /Data/Levels/ folder, so leave everything up to the Levels folder out of the path, and make sure the level is stored inside the &amp;lt;code&amp;gt;../Overgrowth/Data/Mods/my_mod/Data/Levels/&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| The name of the level, shown in the menu.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| The path to the image to use for the level in the play menu. This attribute is not required.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;Level title=&amp;quot;My Level&amp;quot; thumbnail=&amp;quot;Images/MyMod/my_level_thumb.jpg&amp;quot;&amp;gt;MyMod/my_level.xml&amp;lt;/Level&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== NeedsRestart ===&lt;br /&gt;
&lt;br /&gt;
This tag is used to determine if the game should let the user know that they need to restart the game in order for the mod to function properly.&lt;br /&gt;
&lt;br /&gt;
Can be &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
TODO: For what types of mods is this useful?&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;NeedsRestart&amp;gt;false&amp;lt;/NeedsRestart&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== ModDependency ===&lt;br /&gt;
&lt;br /&gt;
Here is a list of other mods that this mod depends on to work. Has two tags for each mod:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tag !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! Id&lt;br /&gt;
| The unique ID for the other mod.&lt;br /&gt;
|-&lt;br /&gt;
! Version&lt;br /&gt;
| The version of the other mod that this mod requires. Set to &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; to accept any version of the other mod.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;ModDependency&amp;gt;&lt;br /&gt;
        &amp;lt;Id&amp;gt;other-mod&amp;lt;/Id&amp;gt;&lt;br /&gt;
        &amp;lt;Version&amp;gt;1.0.0&amp;lt;/Version&amp;gt; &lt;br /&gt;
    &amp;lt;/ModDependency&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== OverloadFile ===&lt;br /&gt;
&lt;br /&gt;
TODO: Write description&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;OverloadFile&amp;gt;TODO: Write example&amp;lt;/OverloadFile&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Item ===&lt;br /&gt;
&lt;br /&gt;
Allows you to add entries to the &amp;quot;Load Item&amp;quot; list in the editor. This is useful if the mod adds weapons, characters, static objects, decals and similar things.&lt;br /&gt;
&lt;br /&gt;
Has a few attributes for each entry:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
! category&lt;br /&gt;
| Name of the sub-menu to add the item to. If the sub-menu does not exist it will automatically be created.&lt;br /&gt;
|-&lt;br /&gt;
! title&lt;br /&gt;
| Name of the item to display in the list.&lt;br /&gt;
|-&lt;br /&gt;
! path&lt;br /&gt;
| Path to the object file for this item.&lt;br /&gt;
|-&lt;br /&gt;
! thumbnail&lt;br /&gt;
| Path to image to use as a preview image for this item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
    &amp;lt;Item category=&amp;quot;My Mod&amp;quot;&lt;br /&gt;
          title=&amp;quot;My item&amp;quot;&lt;br /&gt;
          path=&amp;quot;Data/Items/MyItem.xml&amp;quot;&lt;br /&gt;
          thumbnail=&amp;quot;Data/UI/spawner/MyItem.png&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Overgrowth_Alpha_FAQ&amp;diff=4598</id>
		<title>Overgrowth Alpha FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Overgrowth_Alpha_FAQ&amp;diff=4598"/>
		<updated>2017-04-18T08:39:46Z</updated>

		<summary type="html">&lt;p&gt;Autious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Overgrowth Alpha FAQ.&lt;br /&gt;
&lt;br /&gt;
* This FAQ is intended for useful tips for new users as well as answer common bug-related questions.&lt;br /&gt;
* If you wish to report a bug, email it to [mailto:bugs@wolfire.com bugs@wolfire.com].&lt;br /&gt;
&lt;br /&gt;
Please feel free to contribute to this FAQ, and the wiki as a whole!&lt;br /&gt;
&lt;br /&gt;
== I just pre-ordered the game, what&#039;s next?==&lt;br /&gt;
&lt;br /&gt;
By pre-ordering Overgrowth, you can do two things:&lt;br /&gt;
&lt;br /&gt;
* Access the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forums] (referred to as SPF)&lt;br /&gt;
* Check out the latest alphas&lt;br /&gt;
&lt;br /&gt;
First of all, you need an account on the forum. If you don&#039;t have one already, [http://forums.wolfire.com/ucp.php?mode=register register there]. Then follow the link given in your pre-order email, and type your nickname to get access to the SPF.&lt;br /&gt;
&lt;br /&gt;
In the SPF, you&#039;ll find a sticky named &amp;quot;Unofficial alpha XX, weekly build&amp;quot;. You can check that post out to get the link to download the latest Overgrowth alpha.&lt;br /&gt;
&lt;br /&gt;
The SPF is also a place where all the preorderers discuss about the alpha, speculate about Overgrowth and ask questions to the Wolfire team. Participate and join us in the discussions!&lt;br /&gt;
&lt;br /&gt;
== What is an alpha exactly, and what can I do with it?==&lt;br /&gt;
&lt;br /&gt;
The Overgrowth alphas are very early stage &amp;quot;leaks&amp;quot; of the development progress. You are free to play around with them, but they should be not be held to the standards of a completed game.&lt;br /&gt;
&lt;br /&gt;
== How do I create content for Overgrowth?==&lt;br /&gt;
&lt;br /&gt;
Overgrowth Alphas come with a level-editor. For more info about modding, check out the rest of this wiki, and go to the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forum]. For installing community-created content, you can check out [http://blog.wolfire.com/2013/04/Introducing-SUMLauncher-3 SUMLauncher].&lt;br /&gt;
&lt;br /&gt;
==What do I do if I encounter a Bug?==&lt;br /&gt;
If you wish to report a bug, email it to [mailto:bugs@wolfire.com bugs@wolfire.com].&lt;br /&gt;
Please follow the instructions [[How To Report a Bug in Overgrowth]], it increases the chances that we will be able to find and fix it.&lt;br /&gt;
&lt;br /&gt;
Your email should contain the following:&lt;br /&gt;
* The Alpha Version in which the problem was encountered&lt;br /&gt;
* Your system setup (Hardware, OS, etc.)&lt;br /&gt;
* A Brief explanation of the problem&lt;br /&gt;
* Actions performed, step by step, which led up to encountering the problem&lt;br /&gt;
* Expected and Actual Results&lt;br /&gt;
* Attachments (screenshots, crash reports, etc.)&lt;br /&gt;
&lt;br /&gt;
Refer to [http://university.utest.com/writing-quality-bug-reports-and-utest-etiquette/ this webpage] for tips on how to write a quality bug report.&lt;br /&gt;
&lt;br /&gt;
Here are additional steps you can take:&lt;br /&gt;
* Check the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forum] and look for posts that describe similar problems.&lt;br /&gt;
* Ask on Wolfire&#039;s [http://www.wolfire.com/irc IRC channel]. Many users are long time Alpha testers and will be happy to help you.&lt;br /&gt;
&lt;br /&gt;
== What can I do if Overgrowth is running slow on my computer?==&lt;br /&gt;
&lt;br /&gt;
The Overgrowth alpha is currently set to use the maximum graphics settings, even if this is grossly inappropriate for your computer.  There is not currently any UI available to change this, so you will need to edit the config.txt file.  On Windows, this is located in %USERPROFILE%\Documents\Wolfire\Overgrowth\Data where %USERPROFILE% is often C:\Users\YOUR_USERNAME and YOUR_USERNAME is your Windows account name.  On Mac, you will need to right click the Overgrowth application and choose show package contents.  It is then located in the Data folder found in the Contents/Mac OS folder.&lt;br /&gt;
&lt;br /&gt;
Change the following values to these new ones:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;screenwidth:	800&lt;br /&gt;
screenheight:	600&lt;br /&gt;
multisample:	4&lt;br /&gt;
anisotropy:	4&lt;br /&gt;
texture_reduce:	1&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If it&#039;s still running slow, try this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;screenwidth:	640&lt;br /&gt;
screenheight:	480&lt;br /&gt;
multisample:	0&lt;br /&gt;
anisotropy:	0&lt;br /&gt;
texture_reduce:	2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I can&#039;t access all of the GUI. The window crops important parts of the screen. What do I do?==&lt;br /&gt;
This turned up, when the default resolution was lowered from 1024x768 to 800x600. You can resolve this issue by changing the settings, either to a higher resolution or to full screen mode. Changing display settings is done in the &#039;config.txt&#039;-file. &lt;br /&gt;
You can find it on computer with Windows system at:&lt;br /&gt;
C:\Documents and Settings\Username\My Documents\Wolfire\Overgrowth\Data\config.txt&lt;br /&gt;
or a computer with Mac system at:&lt;br /&gt;
/Users/Username/Library/Application Support/Lugaru 2/Data/config.txt&lt;br /&gt;
&lt;br /&gt;
The first lines of the default config file should look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
screenwidth:	800&lt;br /&gt;
screenheight:	600&lt;br /&gt;
fullscreen:	false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
You can change the resolution by changing the values for screenwidth/screenheight and go to fullscreen mode by changing the &#039;false&#039; to &#039;true&#039;.&lt;br /&gt;
&lt;br /&gt;
== How do I load a model into the game? ==&lt;br /&gt;
You need to make sure that you&#039;re not loading the model file, but the object file.&lt;br /&gt;
* A Model file is a 3d mesh saved as a *.obj file. this file contains no textures or shader data and so cannot be loaded by itself.&lt;br /&gt;
* An Object file is an XML that stores the filepaths for all the relevant data of an object, including the Model file as well as the textures and shader.&lt;br /&gt;
For example if you are trying to load a file located in Data/Models/example.obj you should really be opening Data/Objects/example.xml&lt;br /&gt;
&lt;br /&gt;
== How do I load my custom level in the main menu?==&lt;br /&gt;
# Make sure that you typed the name correctly, including the *.xml ending&lt;br /&gt;
# Make sure that it exists in Data/Levels/&lt;br /&gt;
&lt;br /&gt;
* Recently (as at alpha 65) there have been some issues with loading custom maps from the main menu. to make sure this isn&#039;t the case:&lt;br /&gt;
# Back up the map &#039;DesertFort_IGF.xml&#039; (for example add &amp;quot;backup&amp;quot; to the name)&lt;br /&gt;
# Rename your map as &#039;DesertFort_IGF.xml&#039;&lt;br /&gt;
# Attempt to load it by clicking the Desert map in the main menu.&lt;br /&gt;
&lt;br /&gt;
== How do i clear my game cache? ==&lt;br /&gt;
&lt;br /&gt;
http://wiki.wolfire.com/index.php/How_to_clear_the_game%27s_cache&lt;br /&gt;
&lt;br /&gt;
=Common Platform-Specific Problems=&lt;br /&gt;
==Windows==&lt;br /&gt;
=== I get the following error on startup on Windows ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;The application has failed to start because its side-by-side configuration is incorrect. Please see the application event&lt;br /&gt;
log or use the command-line sxstrace.exe tool for more detail.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please install the Visual Studio 2005 C++ runtime.  You can get it from this URL:&lt;br /&gt;
http://www.microsoft.com/downloads/details.aspx?familyid=200b2fd9-ae1a-4a14-984d-389c36f85647&amp;amp;displaylang=en&lt;br /&gt;
&lt;br /&gt;
===Error: cannot create the C:\program files\Overgrowth\Data\config.txt file. ... ===&lt;br /&gt;
This error applies to both Lugaru and Overgrowth.&lt;br /&gt;
&lt;br /&gt;
Symptom: When attempting to edit the config.txt file the following error message is displayed:&lt;br /&gt;
 cannot create the C:\program files\Overgrowth\Data\config.txt file. Make sure the path and file name are correct.&lt;br /&gt;
&lt;br /&gt;
Explanation: Windows Vista &amp;amp; 7 like to save the config file in a different location to the actual directory. As discussed in a thread on the forums[http://forums.wolfire.com/viewtopic.php?f=7&amp;amp;t=4890&amp;amp;p=78033#p78033], The file is actually stored in: C:\Users\USERNAME\Application Data\Local Virtual Store\Program Files/Overgrowth/config.txt&lt;br /&gt;
&lt;br /&gt;
==Mac==&lt;br /&gt;
===Where is the Data folder?===&lt;br /&gt;
With the Mac version of Overgrowth, the Data folder is located within the application package.&lt;br /&gt;
You can access it by right clicking the &amp;quot;Overgrowth&amp;quot; application and choosing &#039;Show Contents&amp;quot;, and then browsing to Contents/MacOS/Data&lt;br /&gt;
*Note - For some users, &amp;quot;Show Package Contents&amp;quot; may not appear in the right-click menu.  A workaround should be posted as soon as a more Mac-savvy user edits this entry.&lt;br /&gt;
&lt;br /&gt;
To make future access easier right click &#039;Data&#039; and choose &#039;Make Alias&#039;. Now drag this alias out of the application, somewhere easy to find, on your Desktop for example.&lt;br /&gt;
&lt;br /&gt;
Then, next time you need to open a file from within the Overgrowth package, simply navigate to the alias and you should have access to the Contents of the Data folder.&lt;br /&gt;
&lt;br /&gt;
===It says on the forums/blog that you can right click with command+click, but it won&#039;t work!===&lt;br /&gt;
Unfortunately in recent alphas this functionality has been broken.&lt;br /&gt;
Right clicking is possible with an external mouse, or on a trackpad with enabled two-finger right click.&lt;br /&gt;
&lt;br /&gt;
Since alpha 67 you can set a keyboard button equivalent to right click. To do so find the &amp;quot;config.txt&amp;quot; file in the Data folder, and add a line for &amp;quot;key[rclick]&amp;quot; if it doesn&#039;t exist already. then set that equal to whatever button you want to act as right click.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===I want to see live console output, but the console doesn&#039;t show it until after the program closes===&lt;br /&gt;
If you want to see the console output live you will need to run Overgrowth from the Terminal.&lt;br /&gt;
&lt;br /&gt;
To do so right click the Overgrowth alpha, choose &#039;Show Package Contents&#039;, then navigate to /Contents/MacOS/ and double click &#039;lugaru2&#039;. This will open Overgrowth along with a new terminal window that displays all the data written to the console but in real time.&lt;br /&gt;
&lt;br /&gt;
To make accessing this file easier in the future right click the &#039;lugaru 2&#039; file, choose &#039;Make Alias&#039; and drag the resulting file to a more convenient location.&lt;br /&gt;
&lt;br /&gt;
==Linux==&lt;br /&gt;
===Running Overgrowth on Linux===&lt;br /&gt;
Overgrowth&#039;s Linux port was introduced in Alpha Build 180.  For installation instructions, see  the [[Linux]] page.&lt;br /&gt;
&lt;br /&gt;
=Accessing internal_testing on Steam=&lt;br /&gt;
&lt;br /&gt;
The development of Overgrowth is quite transparent, as such we allow our players to access the latest nightly build of our games, containing the latest changes.&lt;br /&gt;
This build is often unstable and breaks all the time, but can be useful in sneak peaking at new content and features or for verifying if a patch fixed your problem.&lt;br /&gt;
&lt;br /&gt;
This build is available via Steam.&lt;br /&gt;
&lt;br /&gt;
Sometimes you&#039;ll be directed by bugs@wolfire.com to &amp;quot;Test internal_testing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
To access the build, do the following.&lt;br /&gt;
&lt;br /&gt;
1. Locate Overgrowth in your games list&lt;br /&gt;
2. Right click on Overgrowth and select properties&lt;br /&gt;
3. Go into tab reading &amp;quot;BETA&amp;quot; or similar (locale variations apply)&lt;br /&gt;
4. Click the drop-down list and select internal_testing&lt;br /&gt;
5. Press Ok to close the properties window&lt;br /&gt;
&lt;br /&gt;
After making this change, steam should immediately update the game. To switch back to the latest released version, just go back into the same menu and switch back to default.&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQs]]&lt;br /&gt;
[[Category:Overgrowth]]&lt;br /&gt;
[[Category:SPF]]&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Overgrowth_Alpha_FAQ&amp;diff=4597</id>
		<title>Overgrowth Alpha FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Overgrowth_Alpha_FAQ&amp;diff=4597"/>
		<updated>2017-04-18T08:39:10Z</updated>

		<summary type="html">&lt;p&gt;Autious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Overgrowth Alpha FAQ.&lt;br /&gt;
&lt;br /&gt;
* This FAQ is intended for useful tips for new users as well as answer common bug-related questions.&lt;br /&gt;
* If you wish to report a bug, email it to [mailto:bugs@wolfire.com bugs@wolfire.com].&lt;br /&gt;
&lt;br /&gt;
Please feel free to contribute to this FAQ, and the wiki as a whole!&lt;br /&gt;
&lt;br /&gt;
== I just pre-ordered the game, what&#039;s next?==&lt;br /&gt;
&lt;br /&gt;
By pre-ordering Overgrowth, you can do two things:&lt;br /&gt;
&lt;br /&gt;
* Access the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forums] (referred to as SPF)&lt;br /&gt;
* Check out the latest alphas&lt;br /&gt;
&lt;br /&gt;
First of all, you need an account on the forum. If you don&#039;t have one already, [http://forums.wolfire.com/ucp.php?mode=register register there]. Then follow the link given in your pre-order email, and type your nickname to get access to the SPF.&lt;br /&gt;
&lt;br /&gt;
In the SPF, you&#039;ll find a sticky named &amp;quot;Unofficial alpha XX, weekly build&amp;quot;. You can check that post out to get the link to download the latest Overgrowth alpha.&lt;br /&gt;
&lt;br /&gt;
The SPF is also a place where all the preorderers discuss about the alpha, speculate about Overgrowth and ask questions to the Wolfire team. Participate and join us in the discussions!&lt;br /&gt;
&lt;br /&gt;
== What is an alpha exactly, and what can I do with it?==&lt;br /&gt;
&lt;br /&gt;
The Overgrowth alphas are very early stage &amp;quot;leaks&amp;quot; of the development progress. You are free to play around with them, but they should be not be held to the standards of a completed game.&lt;br /&gt;
&lt;br /&gt;
== How do I create content for Overgrowth?==&lt;br /&gt;
&lt;br /&gt;
Overgrowth Alphas come with a level-editor. For more info about modding, check out the rest of this wiki, and go to the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forum]. For installing community-created content, you can check out [http://blog.wolfire.com/2013/04/Introducing-SUMLauncher-3 SUMLauncher].&lt;br /&gt;
&lt;br /&gt;
==What do I do if I encounter a Bug?==&lt;br /&gt;
If you wish to report a bug, email it to [mailto:bugs@wolfire.com bugs@wolfire.com].&lt;br /&gt;
Please follow the instructions [[How To Report a Bug in Overgrowth]], it increases the chances that we will be able to find and fix it.&lt;br /&gt;
&lt;br /&gt;
Your email should contain the following:&lt;br /&gt;
* The Alpha Version in which the problem was encountered&lt;br /&gt;
* Your system setup (Hardware, OS, etc.)&lt;br /&gt;
* A Brief explanation of the problem&lt;br /&gt;
* Actions performed, step by step, which led up to encountering the problem&lt;br /&gt;
* Expected and Actual Results&lt;br /&gt;
* Attachments (screenshots, crash reports, etc.)&lt;br /&gt;
&lt;br /&gt;
Refer to [http://university.utest.com/writing-quality-bug-reports-and-utest-etiquette/ this webpage] for tips on how to write a quality bug report.&lt;br /&gt;
&lt;br /&gt;
Here are additional steps you can take:&lt;br /&gt;
* Check the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forum] and look for posts that describe similar problems.&lt;br /&gt;
* Ask on Wolfire&#039;s [http://www.wolfire.com/irc IRC channel]. Many users are long time Alpha testers and will be happy to help you.&lt;br /&gt;
&lt;br /&gt;
== What can I do if Overgrowth is running slow on my computer?==&lt;br /&gt;
&lt;br /&gt;
The Overgrowth alpha is currently set to use the maximum graphics settings, even if this is grossly inappropriate for your computer.  There is not currently any UI available to change this, so you will need to edit the config.txt file.  On Windows, this is located in %USERPROFILE%\Documents\Wolfire\Overgrowth\Data where %USERPROFILE% is often C:\Users\YOUR_USERNAME and YOUR_USERNAME is your Windows account name.  On Mac, you will need to right click the Overgrowth application and choose show package contents.  It is then located in the Data folder found in the Contents/Mac OS folder.&lt;br /&gt;
&lt;br /&gt;
Change the following values to these new ones:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;screenwidth:	800&lt;br /&gt;
screenheight:	600&lt;br /&gt;
multisample:	4&lt;br /&gt;
anisotropy:	4&lt;br /&gt;
texture_reduce:	1&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If it&#039;s still running slow, try this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;screenwidth:	640&lt;br /&gt;
screenheight:	480&lt;br /&gt;
multisample:	0&lt;br /&gt;
anisotropy:	0&lt;br /&gt;
texture_reduce:	2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I can&#039;t access all of the GUI. The window crops important parts of the screen. What do I do?==&lt;br /&gt;
This turned up, when the default resolution was lowered from 1024x768 to 800x600. You can resolve this issue by changing the settings, either to a higher resolution or to full screen mode. Changing display settings is done in the &#039;config.txt&#039;-file. &lt;br /&gt;
You can find it on computer with Windows system at:&lt;br /&gt;
C:\Documents and Settings\Username\My Documents\Wolfire\Overgrowth\Data\config.txt&lt;br /&gt;
or a computer with Mac system at:&lt;br /&gt;
/Users/Username/Library/Application Support/Lugaru 2/Data/config.txt&lt;br /&gt;
&lt;br /&gt;
The first lines of the default config file should look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
screenwidth:	800&lt;br /&gt;
screenheight:	600&lt;br /&gt;
fullscreen:	false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
You can change the resolution by changing the values for screenwidth/screenheight and go to fullscreen mode by changing the &#039;false&#039; to &#039;true&#039;.&lt;br /&gt;
&lt;br /&gt;
== How do I load a model into the game? ==&lt;br /&gt;
You need to make sure that you&#039;re not loading the model file, but the object file.&lt;br /&gt;
* A Model file is a 3d mesh saved as a *.obj file. this file contains no textures or shader data and so cannot be loaded by itself.&lt;br /&gt;
* An Object file is an XML that stores the filepaths for all the relevant data of an object, including the Model file as well as the textures and shader.&lt;br /&gt;
For example if you are trying to load a file located in Data/Models/example.obj you should really be opening Data/Objects/example.xml&lt;br /&gt;
&lt;br /&gt;
== How do I load my custom level in the main menu?==&lt;br /&gt;
# Make sure that you typed the name correctly, including the *.xml ending&lt;br /&gt;
# Make sure that it exists in Data/Levels/&lt;br /&gt;
&lt;br /&gt;
* Recently (as at alpha 65) there have been some issues with loading custom maps from the main menu. to make sure this isn&#039;t the case:&lt;br /&gt;
# Back up the map &#039;DesertFort_IGF.xml&#039; (for example add &amp;quot;backup&amp;quot; to the name)&lt;br /&gt;
# Rename your map as &#039;DesertFort_IGF.xml&#039;&lt;br /&gt;
# Attempt to load it by clicking the Desert map in the main menu.&lt;br /&gt;
&lt;br /&gt;
== How do i clear my game cache? ==&lt;br /&gt;
&lt;br /&gt;
http://wiki.wolfire.com/index.php/How_to_clear_the_game%27s_cache&lt;br /&gt;
&lt;br /&gt;
=Common Platform-Specific Problems=&lt;br /&gt;
==Windows==&lt;br /&gt;
=== I get the following error on startup on Windows ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;The application has failed to start because its side-by-side configuration is incorrect. Please see the application event&lt;br /&gt;
log or use the command-line sxstrace.exe tool for more detail.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please install the Visual Studio 2005 C++ runtime.  You can get it from this URL:&lt;br /&gt;
http://www.microsoft.com/downloads/details.aspx?familyid=200b2fd9-ae1a-4a14-984d-389c36f85647&amp;amp;displaylang=en&lt;br /&gt;
&lt;br /&gt;
===Error: cannot create the C:\program files\Overgrowth\Data\config.txt file. ... ===&lt;br /&gt;
This error applies to both Lugaru and Overgrowth.&lt;br /&gt;
&lt;br /&gt;
Symptom: When attempting to edit the config.txt file the following error message is displayed:&lt;br /&gt;
 cannot create the C:\program files\Overgrowth\Data\config.txt file. Make sure the path and file name are correct.&lt;br /&gt;
&lt;br /&gt;
Explanation: Windows Vista &amp;amp; 7 like to save the config file in a different location to the actual directory. As discussed in a thread on the forums[http://forums.wolfire.com/viewtopic.php?f=7&amp;amp;t=4890&amp;amp;p=78033#p78033], The file is actually stored in: C:\Users\USERNAME\Application Data\Local Virtual Store\Program Files/Overgrowth/config.txt&lt;br /&gt;
&lt;br /&gt;
==Mac==&lt;br /&gt;
===Where is the Data folder?===&lt;br /&gt;
With the Mac version of Overgrowth, the Data folder is located within the application package.&lt;br /&gt;
You can access it by right clicking the &amp;quot;Overgrowth&amp;quot; application and choosing &#039;Show Contents&amp;quot;, and then browsing to Contents/MacOS/Data&lt;br /&gt;
*Note - For some users, &amp;quot;Show Package Contents&amp;quot; may not appear in the right-click menu.  A workaround should be posted as soon as a more Mac-savvy user edits this entry.&lt;br /&gt;
&lt;br /&gt;
To make future access easier right click &#039;Data&#039; and choose &#039;Make Alias&#039;. Now drag this alias out of the application, somewhere easy to find, on your Desktop for example.&lt;br /&gt;
&lt;br /&gt;
Then, next time you need to open a file from within the Overgrowth package, simply navigate to the alias and you should have access to the Contents of the Data folder.&lt;br /&gt;
&lt;br /&gt;
===It says on the forums/blog that you can right click with command+click, but it won&#039;t work!===&lt;br /&gt;
Unfortunately in recent alphas this functionality has been broken.&lt;br /&gt;
Right clicking is possible with an external mouse, or on a trackpad with enabled two-finger right click.&lt;br /&gt;
&lt;br /&gt;
Since alpha 67 you can set a keyboard button equivalent to right click. To do so find the &amp;quot;config.txt&amp;quot; file in the Data folder, and add a line for &amp;quot;key[rclick]&amp;quot; if it doesn&#039;t exist already. then set that equal to whatever button you want to act as right click.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===I want to see live console output, but the console doesn&#039;t show it until after the program closes===&lt;br /&gt;
If you want to see the console output live you will need to run Overgrowth from the Terminal.&lt;br /&gt;
&lt;br /&gt;
To do so right click the Overgrowth alpha, choose &#039;Show Package Contents&#039;, then navigate to /Contents/MacOS/ and double click &#039;lugaru2&#039;. This will open Overgrowth along with a new terminal window that displays all the data written to the console but in real time.&lt;br /&gt;
&lt;br /&gt;
To make accessing this file easier in the future right click the &#039;lugaru 2&#039; file, choose &#039;Make Alias&#039; and drag the resulting file to a more convenient location.&lt;br /&gt;
&lt;br /&gt;
==Linux==&lt;br /&gt;
===Running Overgrowth on Linux===&lt;br /&gt;
Overgrowth&#039;s Linux port was introduced in Alpha Build 180.  For installation instructions, see  the [[Linux]] page.&lt;br /&gt;
&lt;br /&gt;
==Accessing internal_testing on Steam==&lt;br /&gt;
&lt;br /&gt;
The development of Overgrowth is quite transparent, as such we allow our players to access the latest nightly build of our games, containing the latest changes.&lt;br /&gt;
This build is often unstable and breaks all the time, but can be useful in sneak peaking at new content and features or for verifying if a patch fixed your problem.&lt;br /&gt;
&lt;br /&gt;
This build is available via Steam.&lt;br /&gt;
&lt;br /&gt;
Sometimes you&#039;ll be directed by bugs@wolfire.com to &amp;quot;Test internal_testing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
To access the build, do the following.&lt;br /&gt;
&lt;br /&gt;
1. Locate Overgrowth in your games list&lt;br /&gt;
2. Right click on Overgrowth and select properties&lt;br /&gt;
3. Go into tab reading &amp;quot;BETA&amp;quot; or similar (locale variations apply)&lt;br /&gt;
4. Click the drop-down list and select internal_testing&lt;br /&gt;
5. Press Ok to close the properties window&lt;br /&gt;
&lt;br /&gt;
After making this change, steam should immediately update the game. To switch back to the latest released version, just go back into the same menu and switch back to default.&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQs]]&lt;br /&gt;
[[Category:Overgrowth]]&lt;br /&gt;
[[Category:SPF]]&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Overgrowth_Linux&amp;diff=4596</id>
		<title>Overgrowth Linux</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Overgrowth_Linux&amp;diff=4596"/>
		<updated>2017-03-30T10:51:40Z</updated>

		<summary type="html">&lt;p&gt;Autious: /* LaunchApp: failed to execvp: [...]/AwesomiumProcess */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Linux version of Overgrowth has different dependencies which need to be fulfilled, otherwise the game won&#039;t run. Those dependencies can vary from distribution to distribution.&lt;br /&gt;
&lt;br /&gt;
=Installer=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We currently don&#039;t ship an installer anymore, but we intend to do this in the future.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Linux installer is a Bash script which loads a graphical installer. The shebang points to &#039;&#039;/bin/sh&#039;&#039;, but it will not work with every shell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# readlink -f /bin/sh&lt;br /&gt;
/bin/bash&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the installer won&#039;t load and &#039;&#039;/bin/sh&#039;&#039; doesn&#039;t point to bash try to force using bash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# bash overgrowth-xxx-linux.sh&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;root&#039;&#039; rights are not necessarily required to install Overgrowth. If you only have a single user on your system (that wants to play Overgrowth) it is not a bad idea to install it to your home directory, because then you do not have to start SUMLauncher as root user.&lt;br /&gt;
&lt;br /&gt;
=Distributions=&lt;br /&gt;
==Debian==&lt;br /&gt;
This also includes Ubuntu, Mint etc.&lt;br /&gt;
&lt;br /&gt;
===Libraries===&lt;br /&gt;
&amp;lt;pre&amp;gt;# apt-get install libfreeimage3&lt;br /&gt;
# apt-get install libalut0&lt;br /&gt;
# apt-get install libsdl-net1.2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===64-bit systems===&lt;br /&gt;
&#039;&#039;The following is no longer necessary as we build and deliver a 64 bit binary package, but is still necessary if you wish to run the 32 bit version.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Overgrowth tries to access the 32-bit (i386) version of many libraries whose 64-bit version (amd64) might already be installed in your system. In order to install the 32-bit version of these libraries, append &#039;&#039;:i386&#039;&#039; at the end of the package name when using apt-get. For example, when running Overgrowth Alpha 208 on a 64-bit Ubuntu 14.04, the following 32-bit libraries must be installed, despite its 64-bit versions already being installed:&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo apt-get install libgconf2-4:i386 libnss3:i386 libgtk2.0-0:i386 libglu1-mesa:i386 libxft2:i386&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gentoo==&lt;br /&gt;
===Libraries===&lt;br /&gt;
Overgrowth needs different libraries in order to work. This list might not be complete.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# emerge -av gnome-base/gconf&lt;br /&gt;
# emerge -av media-libs/freeimage&lt;br /&gt;
# emerge -av media-libs/freealut&lt;br /&gt;
# emerge -av media-libs/libpng:1.2&lt;br /&gt;
# emerge -av media-libs/libsdl-net:1.2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Groups===&lt;br /&gt;
If your user is not already in this groups you have to add him. Otherwise the game may not start and it is even possible that X will completely crash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# gpasswd -a your_user audio&lt;br /&gt;
# gpasswd -a your_user video&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SUMLauncher===&lt;br /&gt;
SUMLauncher does not work with &#039;&#039;dev-java/sun-jdk&#039;&#039;, you will need &#039;&#039;dev-java/icedtea-bin&#039;&#039; to use it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# emerge -av dev-java/icedtea-bin&lt;br /&gt;
# eselect java-vm list&lt;br /&gt;
Available Java Virtual Machines:&lt;br /&gt;
  [1]   icedtea-bin-6 &lt;br /&gt;
  [2]   sun-jre-bin-1.6  system-vm&lt;br /&gt;
# eselect java-vm user set 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Arch==&lt;br /&gt;
You can install the package [https://aur.archlinux.org/packages/overgrowth/ overgrowth] from the AUR.&lt;br /&gt;
===Libraries===&lt;br /&gt;
If you install the AUR package all required libraries should be pulled in automatically. If you install Overgrowth manually or using SUMLauncher you will need to acquire the dependencies manually. The following should provide a good starting point:&lt;br /&gt;
&amp;lt;pre&amp;gt;# pacman -S --needed freeimage freealut sdl sdlnet&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SUMLauncher===&lt;br /&gt;
You can install the package [https://aur.archlinux.org/packages/sumlauncher/ sumlauncher] from the AUR.&lt;br /&gt;
&lt;br /&gt;
=Problems and solutions=&lt;br /&gt;
Overgrowth currently has many severe bugs and issues on Linux. Luckily, there are fixes or workarounds for most of them. The below specifically assumes a199, so please upgrade before trying the suggestions here.&lt;br /&gt;
&lt;br /&gt;
==Errors about GLSL appear, mentioning GLSL versions.==&lt;br /&gt;
&lt;br /&gt;
This is another one that happens with Intel graphics on Linux.  Add #version 130 to the tops of all files that end with .vert or .frag, but &#039;&#039;not&#039;&#039; any of the files that end with .glsl, in the Overgrowth/Data/GLSL directory.  If you install mods that provide new shaders you may need to fix them as well.&lt;br /&gt;
&lt;br /&gt;
You can use BASH code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# cd to your Overgrowth/Data/GLSL&lt;br /&gt;
cd /usr/local/games/Overgrowth/Data/GLSL&lt;br /&gt;
# adds #version 130 to files&lt;br /&gt;
for f in $(ls *.vert *.frag); do echo -e &amp;quot;#version 130\n$(cat $f)&amp;quot; &amp;gt; $f; done&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Textures are missing.  Loading screen shows a white box and the game appears in black and white==&lt;br /&gt;
&lt;br /&gt;
Overgrowth requires S3TC texture support, which is not enabled by default in open source graphics drivers.  If you have this issue, you need to set up S3TC texture support.  You can probably find out how by googling&lt;br /&gt;
&lt;br /&gt;
S3TC &amp;lt;your distro here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, you may need to start with &amp;quot;LC_ALL=en_US&amp;quot; parameter e.g.:&lt;br /&gt;
&amp;lt;pre&amp;gt;LC_ALL=en_US ./Overgrowth.bin.x86_64 &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Could not find &amp;quot;Data&amp;quot; folder==&lt;br /&gt;
&lt;br /&gt;
Unlike Windows systems, Unix-based systems are mostly case-sensitive in its directory paths. This reflects when, after starting Overgrowth, the system tries to find a &amp;quot;Data&amp;quot; folder, when the folder that is provided is actually called &amp;quot;data&amp;quot;, without the capital D. Changing the lowercase D to uppercase should fix this issue.&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Overgrowth_Linux&amp;diff=4595</id>
		<title>Overgrowth Linux</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Overgrowth_Linux&amp;diff=4595"/>
		<updated>2017-03-30T10:51:02Z</updated>

		<summary type="html">&lt;p&gt;Autious: /* Libraries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Linux version of Overgrowth has different dependencies which need to be fulfilled, otherwise the game won&#039;t run. Those dependencies can vary from distribution to distribution.&lt;br /&gt;
&lt;br /&gt;
=Installer=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We currently don&#039;t ship an installer anymore, but we intend to do this in the future.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Linux installer is a Bash script which loads a graphical installer. The shebang points to &#039;&#039;/bin/sh&#039;&#039;, but it will not work with every shell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# readlink -f /bin/sh&lt;br /&gt;
/bin/bash&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the installer won&#039;t load and &#039;&#039;/bin/sh&#039;&#039; doesn&#039;t point to bash try to force using bash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# bash overgrowth-xxx-linux.sh&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;root&#039;&#039; rights are not necessarily required to install Overgrowth. If you only have a single user on your system (that wants to play Overgrowth) it is not a bad idea to install it to your home directory, because then you do not have to start SUMLauncher as root user.&lt;br /&gt;
&lt;br /&gt;
=Distributions=&lt;br /&gt;
==Debian==&lt;br /&gt;
This also includes Ubuntu, Mint etc.&lt;br /&gt;
&lt;br /&gt;
===Libraries===&lt;br /&gt;
&amp;lt;pre&amp;gt;# apt-get install libfreeimage3&lt;br /&gt;
# apt-get install libalut0&lt;br /&gt;
# apt-get install libsdl-net1.2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===64-bit systems===&lt;br /&gt;
&#039;&#039;The following is no longer necessary as we build and deliver a 64 bit binary package, but is still necessary if you wish to run the 32 bit version.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Overgrowth tries to access the 32-bit (i386) version of many libraries whose 64-bit version (amd64) might already be installed in your system. In order to install the 32-bit version of these libraries, append &#039;&#039;:i386&#039;&#039; at the end of the package name when using apt-get. For example, when running Overgrowth Alpha 208 on a 64-bit Ubuntu 14.04, the following 32-bit libraries must be installed, despite its 64-bit versions already being installed:&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo apt-get install libgconf2-4:i386 libnss3:i386 libgtk2.0-0:i386 libglu1-mesa:i386 libxft2:i386&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gentoo==&lt;br /&gt;
===Libraries===&lt;br /&gt;
Overgrowth needs different libraries in order to work. This list might not be complete.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# emerge -av gnome-base/gconf&lt;br /&gt;
# emerge -av media-libs/freeimage&lt;br /&gt;
# emerge -av media-libs/freealut&lt;br /&gt;
# emerge -av media-libs/libpng:1.2&lt;br /&gt;
# emerge -av media-libs/libsdl-net:1.2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Groups===&lt;br /&gt;
If your user is not already in this groups you have to add him. Otherwise the game may not start and it is even possible that X will completely crash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# gpasswd -a your_user audio&lt;br /&gt;
# gpasswd -a your_user video&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SUMLauncher===&lt;br /&gt;
SUMLauncher does not work with &#039;&#039;dev-java/sun-jdk&#039;&#039;, you will need &#039;&#039;dev-java/icedtea-bin&#039;&#039; to use it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# emerge -av dev-java/icedtea-bin&lt;br /&gt;
# eselect java-vm list&lt;br /&gt;
Available Java Virtual Machines:&lt;br /&gt;
  [1]   icedtea-bin-6 &lt;br /&gt;
  [2]   sun-jre-bin-1.6  system-vm&lt;br /&gt;
# eselect java-vm user set 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Arch==&lt;br /&gt;
You can install the package [https://aur.archlinux.org/packages/overgrowth/ overgrowth] from the AUR.&lt;br /&gt;
===Libraries===&lt;br /&gt;
If you install the AUR package all required libraries should be pulled in automatically. If you install Overgrowth manually or using SUMLauncher you will need to acquire the dependencies manually. The following should provide a good starting point:&lt;br /&gt;
&amp;lt;pre&amp;gt;# pacman -S --needed freeimage freealut sdl sdlnet&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SUMLauncher===&lt;br /&gt;
You can install the package [https://aur.archlinux.org/packages/sumlauncher/ sumlauncher] from the AUR.&lt;br /&gt;
&lt;br /&gt;
=Problems and solutions=&lt;br /&gt;
Overgrowth currently has many severe bugs and issues on Linux. Luckily, there are fixes or workarounds for most of them. The below specifically assumes a199, so please upgrade before trying the suggestions here.&lt;br /&gt;
&lt;br /&gt;
==Errors about GLSL appear, mentioning GLSL versions.==&lt;br /&gt;
&lt;br /&gt;
This is another one that happens with Intel graphics on Linux.  Add #version 130 to the tops of all files that end with .vert or .frag, but &#039;&#039;not&#039;&#039; any of the files that end with .glsl, in the Overgrowth/Data/GLSL directory.  If you install mods that provide new shaders you may need to fix them as well.&lt;br /&gt;
&lt;br /&gt;
You can use BASH code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# cd to your Overgrowth/Data/GLSL&lt;br /&gt;
cd /usr/local/games/Overgrowth/Data/GLSL&lt;br /&gt;
# adds #version 130 to files&lt;br /&gt;
for f in $(ls *.vert *.frag); do echo -e &amp;quot;#version 130\n$(cat $f)&amp;quot; &amp;gt; $f; done&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Textures are missing.  Loading screen shows a white box and the game appears in black and white==&lt;br /&gt;
&lt;br /&gt;
Overgrowth requires S3TC texture support, which is not enabled by default in open source graphics drivers.  If you have this issue, you need to set up S3TC texture support.  You can probably find out how by googling&lt;br /&gt;
&lt;br /&gt;
S3TC &amp;lt;your distro here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, you may need to start with &amp;quot;LC_ALL=en_US&amp;quot; parameter e.g.:&lt;br /&gt;
&amp;lt;pre&amp;gt;LC_ALL=en_US ./Overgrowth.bin.x86_64 &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Could not find &amp;quot;Data&amp;quot; folder==&lt;br /&gt;
&lt;br /&gt;
Unlike Windows systems, Unix-based systems are mostly case-sensitive in its directory paths. This reflects when, after starting Overgrowth, the system tries to find a &amp;quot;Data&amp;quot; folder, when the folder that is provided is actually called &amp;quot;data&amp;quot;, without the capital D. Changing the lowercase D to uppercase should fix this issue.&lt;br /&gt;
&lt;br /&gt;
==LaunchApp: failed to execvp: [...]/AwesomiumProcess==&lt;br /&gt;
&lt;br /&gt;
In case the game simply freezes after being started, it might be a good idea to start it through the terminal in order to read its output log:&lt;br /&gt;
&amp;lt;pre&amp;gt;./Overgrowth.bin.x86&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You might be able to see an error message similar to this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;LaunchApp: failed to execvp:&lt;br /&gt;
&lt;br /&gt;
[path to Overgrowth]/lib/AwesomiumProcess&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This means that the system has no permission to run the file called AwesomiumProcess inside the lib directory. In order to grant the necessary permissions for the file, open a terminal, go to the lib folder where AwesomiumProcess is and run the following command:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;chmod +x AwesomiumProcess&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Overgrowth_Linux&amp;diff=4594</id>
		<title>Overgrowth Linux</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Overgrowth_Linux&amp;diff=4594"/>
		<updated>2017-03-30T10:50:36Z</updated>

		<summary type="html">&lt;p&gt;Autious: /* Libraries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Linux version of Overgrowth has different dependencies which need to be fulfilled, otherwise the game won&#039;t run. Those dependencies can vary from distribution to distribution.&lt;br /&gt;
&lt;br /&gt;
=Installer=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We currently don&#039;t ship an installer anymore, but we intend to do this in the future.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Linux installer is a Bash script which loads a graphical installer. The shebang points to &#039;&#039;/bin/sh&#039;&#039;, but it will not work with every shell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# readlink -f /bin/sh&lt;br /&gt;
/bin/bash&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the installer won&#039;t load and &#039;&#039;/bin/sh&#039;&#039; doesn&#039;t point to bash try to force using bash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# bash overgrowth-xxx-linux.sh&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;root&#039;&#039; rights are not necessarily required to install Overgrowth. If you only have a single user on your system (that wants to play Overgrowth) it is not a bad idea to install it to your home directory, because then you do not have to start SUMLauncher as root user.&lt;br /&gt;
&lt;br /&gt;
=Distributions=&lt;br /&gt;
==Debian==&lt;br /&gt;
This also includes Ubuntu, Mint etc.&lt;br /&gt;
&lt;br /&gt;
===Libraries===&lt;br /&gt;
&amp;lt;pre&amp;gt;# apt-get install libfreeimage3&lt;br /&gt;
# apt-get install libalut0&lt;br /&gt;
# apt-get install libsdl-net1.2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===64-bit systems===&lt;br /&gt;
&#039;&#039;The following is no longer necessary as we build and deliver a 64 bit binary package, but is still necessary if you wish to run the 32 bit version.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Overgrowth tries to access the 32-bit (i386) version of many libraries whose 64-bit version (amd64) might already be installed in your system. In order to install the 32-bit version of these libraries, append &#039;&#039;:i386&#039;&#039; at the end of the package name when using apt-get. For example, when running Overgrowth Alpha 208 on a 64-bit Ubuntu 14.04, the following 32-bit libraries must be installed, despite its 64-bit versions already being installed:&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo apt-get install libgconf2-4:i386 libnss3:i386 libgtk2.0-0:i386 libglu1-mesa:i386 libxft2:i386&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gentoo==&lt;br /&gt;
===Libraries===&lt;br /&gt;
Overgrowth needs different libraries in order to work. This list might not be complete.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# emerge -av gnome-base/gconf&lt;br /&gt;
# emerge -av media-libs/freeimage&lt;br /&gt;
# emerge -av media-libs/freealut&lt;br /&gt;
# emerge -av media-libs/libpng:1.2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Groups===&lt;br /&gt;
If your user is not already in this groups you have to add him. Otherwise the game may not start and it is even possible that X will completely crash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# gpasswd -a your_user audio&lt;br /&gt;
# gpasswd -a your_user video&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SUMLauncher===&lt;br /&gt;
SUMLauncher does not work with &#039;&#039;dev-java/sun-jdk&#039;&#039;, you will need &#039;&#039;dev-java/icedtea-bin&#039;&#039; to use it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# emerge -av dev-java/icedtea-bin&lt;br /&gt;
# eselect java-vm list&lt;br /&gt;
Available Java Virtual Machines:&lt;br /&gt;
  [1]   icedtea-bin-6 &lt;br /&gt;
  [2]   sun-jre-bin-1.6  system-vm&lt;br /&gt;
# eselect java-vm user set 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Arch==&lt;br /&gt;
You can install the package [https://aur.archlinux.org/packages/overgrowth/ overgrowth] from the AUR.&lt;br /&gt;
===Libraries===&lt;br /&gt;
If you install the AUR package all required libraries should be pulled in automatically. If you install Overgrowth manually or using SUMLauncher you will need to acquire the dependencies manually. The following should provide a good starting point:&lt;br /&gt;
&amp;lt;pre&amp;gt;# pacman -S --needed freeimage freealut sdl sdlnet&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SUMLauncher===&lt;br /&gt;
You can install the package [https://aur.archlinux.org/packages/sumlauncher/ sumlauncher] from the AUR.&lt;br /&gt;
&lt;br /&gt;
=Problems and solutions=&lt;br /&gt;
Overgrowth currently has many severe bugs and issues on Linux. Luckily, there are fixes or workarounds for most of them. The below specifically assumes a199, so please upgrade before trying the suggestions here.&lt;br /&gt;
&lt;br /&gt;
==Errors about GLSL appear, mentioning GLSL versions.==&lt;br /&gt;
&lt;br /&gt;
This is another one that happens with Intel graphics on Linux.  Add #version 130 to the tops of all files that end with .vert or .frag, but &#039;&#039;not&#039;&#039; any of the files that end with .glsl, in the Overgrowth/Data/GLSL directory.  If you install mods that provide new shaders you may need to fix them as well.&lt;br /&gt;
&lt;br /&gt;
You can use BASH code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# cd to your Overgrowth/Data/GLSL&lt;br /&gt;
cd /usr/local/games/Overgrowth/Data/GLSL&lt;br /&gt;
# adds #version 130 to files&lt;br /&gt;
for f in $(ls *.vert *.frag); do echo -e &amp;quot;#version 130\n$(cat $f)&amp;quot; &amp;gt; $f; done&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Textures are missing.  Loading screen shows a white box and the game appears in black and white==&lt;br /&gt;
&lt;br /&gt;
Overgrowth requires S3TC texture support, which is not enabled by default in open source graphics drivers.  If you have this issue, you need to set up S3TC texture support.  You can probably find out how by googling&lt;br /&gt;
&lt;br /&gt;
S3TC &amp;lt;your distro here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, you may need to start with &amp;quot;LC_ALL=en_US&amp;quot; parameter e.g.:&lt;br /&gt;
&amp;lt;pre&amp;gt;LC_ALL=en_US ./Overgrowth.bin.x86_64 &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Could not find &amp;quot;Data&amp;quot; folder==&lt;br /&gt;
&lt;br /&gt;
Unlike Windows systems, Unix-based systems are mostly case-sensitive in its directory paths. This reflects when, after starting Overgrowth, the system tries to find a &amp;quot;Data&amp;quot; folder, when the folder that is provided is actually called &amp;quot;data&amp;quot;, without the capital D. Changing the lowercase D to uppercase should fix this issue.&lt;br /&gt;
&lt;br /&gt;
==LaunchApp: failed to execvp: [...]/AwesomiumProcess==&lt;br /&gt;
&lt;br /&gt;
In case the game simply freezes after being started, it might be a good idea to start it through the terminal in order to read its output log:&lt;br /&gt;
&amp;lt;pre&amp;gt;./Overgrowth.bin.x86&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You might be able to see an error message similar to this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;LaunchApp: failed to execvp:&lt;br /&gt;
&lt;br /&gt;
[path to Overgrowth]/lib/AwesomiumProcess&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This means that the system has no permission to run the file called AwesomiumProcess inside the lib directory. In order to grant the necessary permissions for the file, open a terminal, go to the lib folder where AwesomiumProcess is and run the following command:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;chmod +x AwesomiumProcess&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Overgrowth_Linux&amp;diff=4593</id>
		<title>Overgrowth Linux</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Overgrowth_Linux&amp;diff=4593"/>
		<updated>2017-03-30T10:49:58Z</updated>

		<summary type="html">&lt;p&gt;Autious: /* 64-bit systems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Linux version of Overgrowth has different dependencies which need to be fulfilled, otherwise the game won&#039;t run. Those dependencies can vary from distribution to distribution.&lt;br /&gt;
&lt;br /&gt;
=Installer=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We currently don&#039;t ship an installer anymore, but we intend to do this in the future.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Linux installer is a Bash script which loads a graphical installer. The shebang points to &#039;&#039;/bin/sh&#039;&#039;, but it will not work with every shell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# readlink -f /bin/sh&lt;br /&gt;
/bin/bash&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the installer won&#039;t load and &#039;&#039;/bin/sh&#039;&#039; doesn&#039;t point to bash try to force using bash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# bash overgrowth-xxx-linux.sh&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;root&#039;&#039; rights are not necessarily required to install Overgrowth. If you only have a single user on your system (that wants to play Overgrowth) it is not a bad idea to install it to your home directory, because then you do not have to start SUMLauncher as root user.&lt;br /&gt;
&lt;br /&gt;
=Distributions=&lt;br /&gt;
==Debian==&lt;br /&gt;
This also includes Ubuntu, Mint etc.&lt;br /&gt;
&lt;br /&gt;
===Libraries===&lt;br /&gt;
&amp;lt;pre&amp;gt;# apt-get install libfreeimage3&lt;br /&gt;
# apt-get install libalut0&lt;br /&gt;
# apt-get install libsdl-net1.2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===64-bit systems===&lt;br /&gt;
&#039;&#039;The following is no longer necessary as we build and deliver a 64 bit binary package, but is still necessary if you wish to run the 32 bit version.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Overgrowth tries to access the 32-bit (i386) version of many libraries whose 64-bit version (amd64) might already be installed in your system. In order to install the 32-bit version of these libraries, append &#039;&#039;:i386&#039;&#039; at the end of the package name when using apt-get. For example, when running Overgrowth Alpha 208 on a 64-bit Ubuntu 14.04, the following 32-bit libraries must be installed, despite its 64-bit versions already being installed:&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo apt-get install libgconf2-4:i386 libnss3:i386 libgtk2.0-0:i386 libglu1-mesa:i386 libxft2:i386&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gentoo==&lt;br /&gt;
===Libraries===&lt;br /&gt;
Overgrowth needs different libraries in order to work. This list might not be complete.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# emerge -av gnome-base/gconf&lt;br /&gt;
# emerge -av media-libs/freeimage&lt;br /&gt;
# emerge -av media-libs/freealut&lt;br /&gt;
# emerge -av media-libs/libpng:1.2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Groups===&lt;br /&gt;
If your user is not already in this groups you have to add him. Otherwise the game may not start and it is even possible that X will completely crash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# gpasswd -a your_user audio&lt;br /&gt;
# gpasswd -a your_user video&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SUMLauncher===&lt;br /&gt;
SUMLauncher does not work with &#039;&#039;dev-java/sun-jdk&#039;&#039;, you will need &#039;&#039;dev-java/icedtea-bin&#039;&#039; to use it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# emerge -av dev-java/icedtea-bin&lt;br /&gt;
# eselect java-vm list&lt;br /&gt;
Available Java Virtual Machines:&lt;br /&gt;
  [1]   icedtea-bin-6 &lt;br /&gt;
  [2]   sun-jre-bin-1.6  system-vm&lt;br /&gt;
# eselect java-vm user set 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Arch==&lt;br /&gt;
You can install the package [https://aur.archlinux.org/packages/overgrowth/ overgrowth] from the AUR.&lt;br /&gt;
===Libraries===&lt;br /&gt;
If you install the AUR package all required libraries should be pulled in automatically. If you install Overgrowth manually or using SUMLauncher you will need to acquire the dependencies manually. The following should provide a good starting point:&lt;br /&gt;
&amp;lt;pre&amp;gt;# pacman -S --needed freeimage freealut sdl&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SUMLauncher===&lt;br /&gt;
You can install the package [https://aur.archlinux.org/packages/sumlauncher/ sumlauncher] from the AUR.&lt;br /&gt;
&lt;br /&gt;
=Problems and solutions=&lt;br /&gt;
Overgrowth currently has many severe bugs and issues on Linux. Luckily, there are fixes or workarounds for most of them. The below specifically assumes a199, so please upgrade before trying the suggestions here.&lt;br /&gt;
&lt;br /&gt;
==Errors about GLSL appear, mentioning GLSL versions.==&lt;br /&gt;
&lt;br /&gt;
This is another one that happens with Intel graphics on Linux.  Add #version 130 to the tops of all files that end with .vert or .frag, but &#039;&#039;not&#039;&#039; any of the files that end with .glsl, in the Overgrowth/Data/GLSL directory.  If you install mods that provide new shaders you may need to fix them as well.&lt;br /&gt;
&lt;br /&gt;
You can use BASH code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# cd to your Overgrowth/Data/GLSL&lt;br /&gt;
cd /usr/local/games/Overgrowth/Data/GLSL&lt;br /&gt;
# adds #version 130 to files&lt;br /&gt;
for f in $(ls *.vert *.frag); do echo -e &amp;quot;#version 130\n$(cat $f)&amp;quot; &amp;gt; $f; done&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Textures are missing.  Loading screen shows a white box and the game appears in black and white==&lt;br /&gt;
&lt;br /&gt;
Overgrowth requires S3TC texture support, which is not enabled by default in open source graphics drivers.  If you have this issue, you need to set up S3TC texture support.  You can probably find out how by googling&lt;br /&gt;
&lt;br /&gt;
S3TC &amp;lt;your distro here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, you may need to start with &amp;quot;LC_ALL=en_US&amp;quot; parameter e.g.:&lt;br /&gt;
&amp;lt;pre&amp;gt;LC_ALL=en_US ./Overgrowth.bin.x86_64 &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Could not find &amp;quot;Data&amp;quot; folder==&lt;br /&gt;
&lt;br /&gt;
Unlike Windows systems, Unix-based systems are mostly case-sensitive in its directory paths. This reflects when, after starting Overgrowth, the system tries to find a &amp;quot;Data&amp;quot; folder, when the folder that is provided is actually called &amp;quot;data&amp;quot;, without the capital D. Changing the lowercase D to uppercase should fix this issue.&lt;br /&gt;
&lt;br /&gt;
==LaunchApp: failed to execvp: [...]/AwesomiumProcess==&lt;br /&gt;
&lt;br /&gt;
In case the game simply freezes after being started, it might be a good idea to start it through the terminal in order to read its output log:&lt;br /&gt;
&amp;lt;pre&amp;gt;./Overgrowth.bin.x86&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You might be able to see an error message similar to this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;LaunchApp: failed to execvp:&lt;br /&gt;
&lt;br /&gt;
[path to Overgrowth]/lib/AwesomiumProcess&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This means that the system has no permission to run the file called AwesomiumProcess inside the lib directory. In order to grant the necessary permissions for the file, open a terminal, go to the lib folder where AwesomiumProcess is and run the following command:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;chmod +x AwesomiumProcess&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Overgrowth_Linux&amp;diff=4592</id>
		<title>Overgrowth Linux</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Overgrowth_Linux&amp;diff=4592"/>
		<updated>2017-03-30T10:49:45Z</updated>

		<summary type="html">&lt;p&gt;Autious: /* Installer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Linux version of Overgrowth has different dependencies which need to be fulfilled, otherwise the game won&#039;t run. Those dependencies can vary from distribution to distribution.&lt;br /&gt;
&lt;br /&gt;
=Installer=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We currently don&#039;t ship an installer anymore, but we intend to do this in the future.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Linux installer is a Bash script which loads a graphical installer. The shebang points to &#039;&#039;/bin/sh&#039;&#039;, but it will not work with every shell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# readlink -f /bin/sh&lt;br /&gt;
/bin/bash&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the installer won&#039;t load and &#039;&#039;/bin/sh&#039;&#039; doesn&#039;t point to bash try to force using bash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# bash overgrowth-xxx-linux.sh&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;root&#039;&#039; rights are not necessarily required to install Overgrowth. If you only have a single user on your system (that wants to play Overgrowth) it is not a bad idea to install it to your home directory, because then you do not have to start SUMLauncher as root user.&lt;br /&gt;
&lt;br /&gt;
=Distributions=&lt;br /&gt;
==Debian==&lt;br /&gt;
This also includes Ubuntu, Mint etc.&lt;br /&gt;
&lt;br /&gt;
===Libraries===&lt;br /&gt;
&amp;lt;pre&amp;gt;# apt-get install libfreeimage3&lt;br /&gt;
# apt-get install libalut0&lt;br /&gt;
# apt-get install libsdl-net1.2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===64-bit systems===&lt;br /&gt;
The following is no longer necessary as we build and deliver a 64 bit binary package, but is still necessary if you wish to run the 32 bit version.&lt;br /&gt;
&lt;br /&gt;
Overgrowth tries to access the 32-bit (i386) version of many libraries whose 64-bit version (amd64) might already be installed in your system. In order to install the 32-bit version of these libraries, append &#039;&#039;:i386&#039;&#039; at the end of the package name when using apt-get. For example, when running Overgrowth Alpha 208 on a 64-bit Ubuntu 14.04, the following 32-bit libraries must be installed, despite its 64-bit versions already being installed:&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo apt-get install libgconf2-4:i386 libnss3:i386 libgtk2.0-0:i386 libglu1-mesa:i386 libxft2:i386&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gentoo==&lt;br /&gt;
===Libraries===&lt;br /&gt;
Overgrowth needs different libraries in order to work. This list might not be complete.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# emerge -av gnome-base/gconf&lt;br /&gt;
# emerge -av media-libs/freeimage&lt;br /&gt;
# emerge -av media-libs/freealut&lt;br /&gt;
# emerge -av media-libs/libpng:1.2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Groups===&lt;br /&gt;
If your user is not already in this groups you have to add him. Otherwise the game may not start and it is even possible that X will completely crash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# gpasswd -a your_user audio&lt;br /&gt;
# gpasswd -a your_user video&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SUMLauncher===&lt;br /&gt;
SUMLauncher does not work with &#039;&#039;dev-java/sun-jdk&#039;&#039;, you will need &#039;&#039;dev-java/icedtea-bin&#039;&#039; to use it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# emerge -av dev-java/icedtea-bin&lt;br /&gt;
# eselect java-vm list&lt;br /&gt;
Available Java Virtual Machines:&lt;br /&gt;
  [1]   icedtea-bin-6 &lt;br /&gt;
  [2]   sun-jre-bin-1.6  system-vm&lt;br /&gt;
# eselect java-vm user set 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Arch==&lt;br /&gt;
You can install the package [https://aur.archlinux.org/packages/overgrowth/ overgrowth] from the AUR.&lt;br /&gt;
===Libraries===&lt;br /&gt;
If you install the AUR package all required libraries should be pulled in automatically. If you install Overgrowth manually or using SUMLauncher you will need to acquire the dependencies manually. The following should provide a good starting point:&lt;br /&gt;
&amp;lt;pre&amp;gt;# pacman -S --needed freeimage freealut sdl&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SUMLauncher===&lt;br /&gt;
You can install the package [https://aur.archlinux.org/packages/sumlauncher/ sumlauncher] from the AUR.&lt;br /&gt;
&lt;br /&gt;
=Problems and solutions=&lt;br /&gt;
Overgrowth currently has many severe bugs and issues on Linux. Luckily, there are fixes or workarounds for most of them. The below specifically assumes a199, so please upgrade before trying the suggestions here.&lt;br /&gt;
&lt;br /&gt;
==Errors about GLSL appear, mentioning GLSL versions.==&lt;br /&gt;
&lt;br /&gt;
This is another one that happens with Intel graphics on Linux.  Add #version 130 to the tops of all files that end with .vert or .frag, but &#039;&#039;not&#039;&#039; any of the files that end with .glsl, in the Overgrowth/Data/GLSL directory.  If you install mods that provide new shaders you may need to fix them as well.&lt;br /&gt;
&lt;br /&gt;
You can use BASH code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# cd to your Overgrowth/Data/GLSL&lt;br /&gt;
cd /usr/local/games/Overgrowth/Data/GLSL&lt;br /&gt;
# adds #version 130 to files&lt;br /&gt;
for f in $(ls *.vert *.frag); do echo -e &amp;quot;#version 130\n$(cat $f)&amp;quot; &amp;gt; $f; done&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Textures are missing.  Loading screen shows a white box and the game appears in black and white==&lt;br /&gt;
&lt;br /&gt;
Overgrowth requires S3TC texture support, which is not enabled by default in open source graphics drivers.  If you have this issue, you need to set up S3TC texture support.  You can probably find out how by googling&lt;br /&gt;
&lt;br /&gt;
S3TC &amp;lt;your distro here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, you may need to start with &amp;quot;LC_ALL=en_US&amp;quot; parameter e.g.:&lt;br /&gt;
&amp;lt;pre&amp;gt;LC_ALL=en_US ./Overgrowth.bin.x86_64 &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Could not find &amp;quot;Data&amp;quot; folder==&lt;br /&gt;
&lt;br /&gt;
Unlike Windows systems, Unix-based systems are mostly case-sensitive in its directory paths. This reflects when, after starting Overgrowth, the system tries to find a &amp;quot;Data&amp;quot; folder, when the folder that is provided is actually called &amp;quot;data&amp;quot;, without the capital D. Changing the lowercase D to uppercase should fix this issue.&lt;br /&gt;
&lt;br /&gt;
==LaunchApp: failed to execvp: [...]/AwesomiumProcess==&lt;br /&gt;
&lt;br /&gt;
In case the game simply freezes after being started, it might be a good idea to start it through the terminal in order to read its output log:&lt;br /&gt;
&amp;lt;pre&amp;gt;./Overgrowth.bin.x86&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You might be able to see an error message similar to this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;LaunchApp: failed to execvp:&lt;br /&gt;
&lt;br /&gt;
[path to Overgrowth]/lib/AwesomiumProcess&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This means that the system has no permission to run the file called AwesomiumProcess inside the lib directory. In order to grant the necessary permissions for the file, open a terminal, go to the lib folder where AwesomiumProcess is and run the following command:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;chmod +x AwesomiumProcess&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Overgrowth_Linux&amp;diff=4591</id>
		<title>Overgrowth Linux</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Overgrowth_Linux&amp;diff=4591"/>
		<updated>2017-03-30T10:48:43Z</updated>

		<summary type="html">&lt;p&gt;Autious: /* 64-bit systems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Linux version of Overgrowth has different dependencies which need to be fulfilled, otherwise the game won&#039;t run. Those dependencies can vary from distribution to distribution.&lt;br /&gt;
&lt;br /&gt;
=Installer=&lt;br /&gt;
The Linux installer is a Bash script which loads a graphical installer. The shebang points to &#039;&#039;/bin/sh&#039;&#039;, but it will not work with every shell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# readlink -f /bin/sh&lt;br /&gt;
/bin/bash&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the installer won&#039;t load and &#039;&#039;/bin/sh&#039;&#039; doesn&#039;t point to bash try to force using bash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# bash overgrowth-xxx-linux.sh&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;root&#039;&#039; rights are not necessarily required to install Overgrowth. If you only have a single user on your system (that wants to play Overgrowth) it is not a bad idea to install it to your home directory, because then you do not have to start SUMLauncher as root user.&lt;br /&gt;
&lt;br /&gt;
=Distributions=&lt;br /&gt;
==Debian==&lt;br /&gt;
This also includes Ubuntu, Mint etc.&lt;br /&gt;
&lt;br /&gt;
===Libraries===&lt;br /&gt;
&amp;lt;pre&amp;gt;# apt-get install libfreeimage3&lt;br /&gt;
# apt-get install libalut0&lt;br /&gt;
# apt-get install libsdl-net1.2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===64-bit systems===&lt;br /&gt;
The following is no longer necessary as we build and deliver a 64 bit binary package, but is still necessary if you wish to run the 32 bit version.&lt;br /&gt;
&lt;br /&gt;
Overgrowth tries to access the 32-bit (i386) version of many libraries whose 64-bit version (amd64) might already be installed in your system. In order to install the 32-bit version of these libraries, append &#039;&#039;:i386&#039;&#039; at the end of the package name when using apt-get. For example, when running Overgrowth Alpha 208 on a 64-bit Ubuntu 14.04, the following 32-bit libraries must be installed, despite its 64-bit versions already being installed:&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo apt-get install libgconf2-4:i386 libnss3:i386 libgtk2.0-0:i386 libglu1-mesa:i386 libxft2:i386&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gentoo==&lt;br /&gt;
===Libraries===&lt;br /&gt;
Overgrowth needs different libraries in order to work. This list might not be complete.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# emerge -av gnome-base/gconf&lt;br /&gt;
# emerge -av media-libs/freeimage&lt;br /&gt;
# emerge -av media-libs/freealut&lt;br /&gt;
# emerge -av media-libs/libpng:1.2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Groups===&lt;br /&gt;
If your user is not already in this groups you have to add him. Otherwise the game may not start and it is even possible that X will completely crash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# gpasswd -a your_user audio&lt;br /&gt;
# gpasswd -a your_user video&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SUMLauncher===&lt;br /&gt;
SUMLauncher does not work with &#039;&#039;dev-java/sun-jdk&#039;&#039;, you will need &#039;&#039;dev-java/icedtea-bin&#039;&#039; to use it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# emerge -av dev-java/icedtea-bin&lt;br /&gt;
# eselect java-vm list&lt;br /&gt;
Available Java Virtual Machines:&lt;br /&gt;
  [1]   icedtea-bin-6 &lt;br /&gt;
  [2]   sun-jre-bin-1.6  system-vm&lt;br /&gt;
# eselect java-vm user set 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Arch==&lt;br /&gt;
You can install the package [https://aur.archlinux.org/packages/overgrowth/ overgrowth] from the AUR.&lt;br /&gt;
===Libraries===&lt;br /&gt;
If you install the AUR package all required libraries should be pulled in automatically. If you install Overgrowth manually or using SUMLauncher you will need to acquire the dependencies manually. The following should provide a good starting point:&lt;br /&gt;
&amp;lt;pre&amp;gt;# pacman -S --needed freeimage freealut sdl&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SUMLauncher===&lt;br /&gt;
You can install the package [https://aur.archlinux.org/packages/sumlauncher/ sumlauncher] from the AUR.&lt;br /&gt;
&lt;br /&gt;
=Problems and solutions=&lt;br /&gt;
Overgrowth currently has many severe bugs and issues on Linux. Luckily, there are fixes or workarounds for most of them. The below specifically assumes a199, so please upgrade before trying the suggestions here.&lt;br /&gt;
&lt;br /&gt;
==Errors about GLSL appear, mentioning GLSL versions.==&lt;br /&gt;
&lt;br /&gt;
This is another one that happens with Intel graphics on Linux.  Add #version 130 to the tops of all files that end with .vert or .frag, but &#039;&#039;not&#039;&#039; any of the files that end with .glsl, in the Overgrowth/Data/GLSL directory.  If you install mods that provide new shaders you may need to fix them as well.&lt;br /&gt;
&lt;br /&gt;
You can use BASH code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# cd to your Overgrowth/Data/GLSL&lt;br /&gt;
cd /usr/local/games/Overgrowth/Data/GLSL&lt;br /&gt;
# adds #version 130 to files&lt;br /&gt;
for f in $(ls *.vert *.frag); do echo -e &amp;quot;#version 130\n$(cat $f)&amp;quot; &amp;gt; $f; done&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Textures are missing.  Loading screen shows a white box and the game appears in black and white==&lt;br /&gt;
&lt;br /&gt;
Overgrowth requires S3TC texture support, which is not enabled by default in open source graphics drivers.  If you have this issue, you need to set up S3TC texture support.  You can probably find out how by googling&lt;br /&gt;
&lt;br /&gt;
S3TC &amp;lt;your distro here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, you may need to start with &amp;quot;LC_ALL=en_US&amp;quot; parameter e.g.:&lt;br /&gt;
&amp;lt;pre&amp;gt;LC_ALL=en_US ./Overgrowth.bin.x86_64 &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Could not find &amp;quot;Data&amp;quot; folder==&lt;br /&gt;
&lt;br /&gt;
Unlike Windows systems, Unix-based systems are mostly case-sensitive in its directory paths. This reflects when, after starting Overgrowth, the system tries to find a &amp;quot;Data&amp;quot; folder, when the folder that is provided is actually called &amp;quot;data&amp;quot;, without the capital D. Changing the lowercase D to uppercase should fix this issue.&lt;br /&gt;
&lt;br /&gt;
==LaunchApp: failed to execvp: [...]/AwesomiumProcess==&lt;br /&gt;
&lt;br /&gt;
In case the game simply freezes after being started, it might be a good idea to start it through the terminal in order to read its output log:&lt;br /&gt;
&amp;lt;pre&amp;gt;./Overgrowth.bin.x86&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You might be able to see an error message similar to this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;LaunchApp: failed to execvp:&lt;br /&gt;
&lt;br /&gt;
[path to Overgrowth]/lib/AwesomiumProcess&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This means that the system has no permission to run the file called AwesomiumProcess inside the lib directory. In order to grant the necessary permissions for the file, open a terminal, go to the lib folder where AwesomiumProcess is and run the following command:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;chmod +x AwesomiumProcess&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Overgrowth_Linux&amp;diff=4590</id>
		<title>Overgrowth Linux</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Overgrowth_Linux&amp;diff=4590"/>
		<updated>2017-03-30T10:47:33Z</updated>

		<summary type="html">&lt;p&gt;Autious: /* Libraries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Linux version of Overgrowth has different dependencies which need to be fulfilled, otherwise the game won&#039;t run. Those dependencies can vary from distribution to distribution.&lt;br /&gt;
&lt;br /&gt;
=Installer=&lt;br /&gt;
The Linux installer is a Bash script which loads a graphical installer. The shebang points to &#039;&#039;/bin/sh&#039;&#039;, but it will not work with every shell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# readlink -f /bin/sh&lt;br /&gt;
/bin/bash&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the installer won&#039;t load and &#039;&#039;/bin/sh&#039;&#039; doesn&#039;t point to bash try to force using bash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# bash overgrowth-xxx-linux.sh&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;root&#039;&#039; rights are not necessarily required to install Overgrowth. If you only have a single user on your system (that wants to play Overgrowth) it is not a bad idea to install it to your home directory, because then you do not have to start SUMLauncher as root user.&lt;br /&gt;
&lt;br /&gt;
=Distributions=&lt;br /&gt;
==Debian==&lt;br /&gt;
This also includes Ubuntu, Mint etc.&lt;br /&gt;
&lt;br /&gt;
===Libraries===&lt;br /&gt;
&amp;lt;pre&amp;gt;# apt-get install libfreeimage3&lt;br /&gt;
# apt-get install libalut0&lt;br /&gt;
# apt-get install libsdl-net1.2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===64-bit systems===&lt;br /&gt;
Overgrowth tries to access the 32-bit (i386) version of many libraries whose 64-bit version (amd64) might already be installed in your system. In order to install the 32-bit version of these libraries, append &#039;&#039;:i386&#039;&#039; at the end of the package name when using apt-get. For example, when running Overgrowth Alpha 208 on a 64-bit Ubuntu 14.04, the following 32-bit libraries must be installed, despite its 64-bit versions already being installed:&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo apt-get install libgconf2-4:i386 libnss3:i386 libgtk2.0-0:i386 libglu1-mesa:i386 libxft2:i386&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gentoo==&lt;br /&gt;
===Libraries===&lt;br /&gt;
Overgrowth needs different libraries in order to work. This list might not be complete.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# emerge -av gnome-base/gconf&lt;br /&gt;
# emerge -av media-libs/freeimage&lt;br /&gt;
# emerge -av media-libs/freealut&lt;br /&gt;
# emerge -av media-libs/libpng:1.2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Groups===&lt;br /&gt;
If your user is not already in this groups you have to add him. Otherwise the game may not start and it is even possible that X will completely crash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# gpasswd -a your_user audio&lt;br /&gt;
# gpasswd -a your_user video&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SUMLauncher===&lt;br /&gt;
SUMLauncher does not work with &#039;&#039;dev-java/sun-jdk&#039;&#039;, you will need &#039;&#039;dev-java/icedtea-bin&#039;&#039; to use it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;# emerge -av dev-java/icedtea-bin&lt;br /&gt;
# eselect java-vm list&lt;br /&gt;
Available Java Virtual Machines:&lt;br /&gt;
  [1]   icedtea-bin-6 &lt;br /&gt;
  [2]   sun-jre-bin-1.6  system-vm&lt;br /&gt;
# eselect java-vm user set 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Arch==&lt;br /&gt;
You can install the package [https://aur.archlinux.org/packages/overgrowth/ overgrowth] from the AUR.&lt;br /&gt;
===Libraries===&lt;br /&gt;
If you install the AUR package all required libraries should be pulled in automatically. If you install Overgrowth manually or using SUMLauncher you will need to acquire the dependencies manually. The following should provide a good starting point:&lt;br /&gt;
&amp;lt;pre&amp;gt;# pacman -S --needed freeimage freealut sdl&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SUMLauncher===&lt;br /&gt;
You can install the package [https://aur.archlinux.org/packages/sumlauncher/ sumlauncher] from the AUR.&lt;br /&gt;
&lt;br /&gt;
=Problems and solutions=&lt;br /&gt;
Overgrowth currently has many severe bugs and issues on Linux. Luckily, there are fixes or workarounds for most of them. The below specifically assumes a199, so please upgrade before trying the suggestions here.&lt;br /&gt;
&lt;br /&gt;
==Errors about GLSL appear, mentioning GLSL versions.==&lt;br /&gt;
&lt;br /&gt;
This is another one that happens with Intel graphics on Linux.  Add #version 130 to the tops of all files that end with .vert or .frag, but &#039;&#039;not&#039;&#039; any of the files that end with .glsl, in the Overgrowth/Data/GLSL directory.  If you install mods that provide new shaders you may need to fix them as well.&lt;br /&gt;
&lt;br /&gt;
You can use BASH code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# cd to your Overgrowth/Data/GLSL&lt;br /&gt;
cd /usr/local/games/Overgrowth/Data/GLSL&lt;br /&gt;
# adds #version 130 to files&lt;br /&gt;
for f in $(ls *.vert *.frag); do echo -e &amp;quot;#version 130\n$(cat $f)&amp;quot; &amp;gt; $f; done&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Textures are missing.  Loading screen shows a white box and the game appears in black and white==&lt;br /&gt;
&lt;br /&gt;
Overgrowth requires S3TC texture support, which is not enabled by default in open source graphics drivers.  If you have this issue, you need to set up S3TC texture support.  You can probably find out how by googling&lt;br /&gt;
&lt;br /&gt;
S3TC &amp;lt;your distro here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, you may need to start with &amp;quot;LC_ALL=en_US&amp;quot; parameter e.g.:&lt;br /&gt;
&amp;lt;pre&amp;gt;LC_ALL=en_US ./Overgrowth.bin.x86_64 &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Could not find &amp;quot;Data&amp;quot; folder==&lt;br /&gt;
&lt;br /&gt;
Unlike Windows systems, Unix-based systems are mostly case-sensitive in its directory paths. This reflects when, after starting Overgrowth, the system tries to find a &amp;quot;Data&amp;quot; folder, when the folder that is provided is actually called &amp;quot;data&amp;quot;, without the capital D. Changing the lowercase D to uppercase should fix this issue.&lt;br /&gt;
&lt;br /&gt;
==LaunchApp: failed to execvp: [...]/AwesomiumProcess==&lt;br /&gt;
&lt;br /&gt;
In case the game simply freezes after being started, it might be a good idea to start it through the terminal in order to read its output log:&lt;br /&gt;
&amp;lt;pre&amp;gt;./Overgrowth.bin.x86&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You might be able to see an error message similar to this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;LaunchApp: failed to execvp:&lt;br /&gt;
&lt;br /&gt;
[path to Overgrowth]/lib/AwesomiumProcess&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This means that the system has no permission to run the file called AwesomiumProcess inside the lib directory. In order to grant the necessary permissions for the file, open a terminal, go to the lib folder where AwesomiumProcess is and run the following command:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;chmod +x AwesomiumProcess&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Overgrowth]]&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=How_To_Report_a_Bug_in_Overgrowth&amp;diff=4566</id>
		<title>How To Report a Bug in Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=How_To_Report_a_Bug_in_Overgrowth&amp;diff=4566"/>
		<updated>2016-08-26T19:41:24Z</updated>

		<summary type="html">&lt;p&gt;Autious: /* Files we are interested in */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! Thanks for giving us your time to report a bug in Overgrowth. To ensure that we get as much relevant information as possible, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
To fix a bug, it&#039;s usually important that we are able to reproduce the problem in control circumstances. To help us achieve this we appreciate the following information in your mail.&lt;br /&gt;
&lt;br /&gt;
* What version of the game you&#039;re running, including where you downloaded the game and if you&#039;re running the official alpha or some other test version.&lt;br /&gt;
* What you were doing when the game crashed, including how long the game as been running, what levels you&#039;ve been playing and what in-game features have been used in the editor.&lt;br /&gt;
* What operating system you are running, and what version.&lt;br /&gt;
&lt;br /&gt;
== Files we are interested in ==&lt;br /&gt;
&lt;br /&gt;
While running, the game writes multiple files into a local cache directory, included in these are some logs.&lt;br /&gt;
&lt;br /&gt;
Depending on your operating system (Windows, Linux or Ubuntu) the local cache directory will be in a different place, following are the directories for the respective operating system. Any file we refer to that we might want you to send will be in this directory.&lt;br /&gt;
&lt;br /&gt;
* Mac: &amp;lt;code&amp;gt;Macintosh HD/Users/~/Library/Application Support/Overgrowth/&amp;lt;/code&amp;gt;. Where &#039;~&#039; is your username.&lt;br /&gt;
* Windows: &amp;lt;code&amp;gt;My Documents\Wolfire\Overgrowth\&amp;lt;/code&amp;gt;&lt;br /&gt;
* Linux: &amp;lt;code&amp;gt;~/.local/share/Overgrowth/&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the cache directory there are primarily two files we are interested in.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Data/hwreport.txt&#039;&#039;&#039; - Contains information about what hardware your computer contains.&lt;br /&gt;
* &#039;&#039;&#039;logfile.txt&#039;&#039;&#039; - Logfile of the games execution.&lt;br /&gt;
&lt;br /&gt;
If the problem occurred in relation to a crash, you will have gotten a &#039;&#039;&#039;.dmp&#039;&#039;&#039; file, please include it, it will be in a folder with the name crash and the date of the crash. Send all the contents.&lt;br /&gt;
&lt;br /&gt;
== Finally ==&lt;br /&gt;
&lt;br /&gt;
Note that we get multiple bug reports daily and we have a limited staff. This means we can&#039;t follow up on all bug reports, even less solve all of them. So don&#039;t feel offended if you don&#039;t get a response.&lt;br /&gt;
&lt;br /&gt;
We might call back on you to give us additional information, if so we&#039;ll contact you on the same email you initially reported from.&lt;br /&gt;
&lt;br /&gt;
And finally, thanks again for giving us the time to report bugs. It goes a far way to ensure we build the best product we can.&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Overgrowth_Alpha_FAQ&amp;diff=4563</id>
		<title>Overgrowth Alpha FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Overgrowth_Alpha_FAQ&amp;diff=4563"/>
		<updated>2016-03-01T09:00:44Z</updated>

		<summary type="html">&lt;p&gt;Autious: /* Editting Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Overgrowth Alpha FAQ.&lt;br /&gt;
&lt;br /&gt;
* This FAQ is intended for useful tips for new users as well as answer common bug-related questions.&lt;br /&gt;
* If you wish to report a bug, email it to [mailto:bugs@wolfire.com bugs@wolfire.com].&lt;br /&gt;
&lt;br /&gt;
Please feel free to contribute to this FAQ, and the wiki as a whole!&lt;br /&gt;
&lt;br /&gt;
== I just pre-ordered the game, what&#039;s next?==&lt;br /&gt;
&lt;br /&gt;
By pre-ordering Overgrowth, you can do two things:&lt;br /&gt;
&lt;br /&gt;
* Access the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forums] (referred to as SPF)&lt;br /&gt;
* Check out the latest alphas&lt;br /&gt;
&lt;br /&gt;
First of all, you need an account on the forum. If you don&#039;t have one already, [http://forums.wolfire.com/ucp.php?mode=register register there]. Then follow the link given in your pre-order email, and type your nickname to get access to the SPF.&lt;br /&gt;
&lt;br /&gt;
In the SPF, you&#039;ll find a sticky named &amp;quot;Unofficial alpha XX, weekly build&amp;quot;. You can check that post out to get the link to download the latest Overgrowth alpha.&lt;br /&gt;
&lt;br /&gt;
The SPF is also a place where all the preorderers discuss about the alpha, speculate about Overgrowth and ask questions to the Wolfire team. Participate and join us in the discussions!&lt;br /&gt;
&lt;br /&gt;
== What is an alpha exactly, and what can I do with it?==&lt;br /&gt;
&lt;br /&gt;
The Overgrowth alphas are very early stage &amp;quot;leaks&amp;quot; of the development progress. You are free to play around with them, but they should be not be held to the standards of a completed game.&lt;br /&gt;
&lt;br /&gt;
== How do I create content for Overgrowth?==&lt;br /&gt;
&lt;br /&gt;
Overgrowth Alphas come with a level-editor. For more info about modding, check out the rest of this wiki, and go to the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forum]. For installing community-created content, you can check out [http://blog.wolfire.com/2013/04/Introducing-SUMLauncher-3 SUMLauncher].&lt;br /&gt;
&lt;br /&gt;
==What do I do if I encounter a Bug?==&lt;br /&gt;
If you wish to report a bug, email it to [mailto:bugs@wolfire.com bugs@wolfire.com].&lt;br /&gt;
Please follow the instructions [[How To Report a Bug in Overgrowth]], it increases the chances that we will be able to find and fix it.&lt;br /&gt;
&lt;br /&gt;
Your email should contain the following:&lt;br /&gt;
* The Alpha Version in which the problem was encountered&lt;br /&gt;
* Your system setup (Hardware, OS, etc.)&lt;br /&gt;
* A Brief explanation of the problem&lt;br /&gt;
* Actions performed, step by step, which led up to encountering the problem&lt;br /&gt;
* Expected and Actual Results&lt;br /&gt;
* Attachments (screenshots, crash reports, etc.)&lt;br /&gt;
&lt;br /&gt;
Refer to [http://university.utest.com/writing-quality-bug-reports-and-utest-etiquette/ this webpage] for tips on how to write a quality bug report.&lt;br /&gt;
&lt;br /&gt;
Here are additional steps you can take:&lt;br /&gt;
* Check the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forum] and look for posts that describe similar problems.&lt;br /&gt;
* Ask on Wolfire&#039;s [http://www.wolfire.com/irc IRC channel]. Many users are long time Alpha testers and will be happy to help you.&lt;br /&gt;
&lt;br /&gt;
== What can I do if Overgrowth is running slow on my computer?==&lt;br /&gt;
&lt;br /&gt;
The Overgrowth alpha is currently set to use the maximum graphics settings, even if this is grossly inappropriate for your computer.  There is not currently any UI available to change this, so you will need to edit the config.txt file.  On Windows, this is located in %USERPROFILE%\Documents\Wolfire\Overgrowth\Data where %USERPROFILE% is often C:\Users\YOUR_USERNAME and YOUR_USERNAME is your Windows account name.  On Mac, you will need to right click the Overgrowth application and choose show package contents.  It is then located in the Data folder found in the Contents/Mac OS folder.&lt;br /&gt;
&lt;br /&gt;
Change the following values to these new ones:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;screenwidth:	800&lt;br /&gt;
screenheight:	600&lt;br /&gt;
multisample:	4&lt;br /&gt;
anisotropy:	4&lt;br /&gt;
texture_reduce:	1&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If it&#039;s still running slow, try this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;screenwidth:	640&lt;br /&gt;
screenheight:	480&lt;br /&gt;
multisample:	0&lt;br /&gt;
anisotropy:	0&lt;br /&gt;
texture_reduce:	2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I can&#039;t access all of the GUI. The window crops important parts of the screen. What do I do?==&lt;br /&gt;
This turned up, when the default resolution was lowered from 1024x768 to 800x600. You can resolve this issue by changing the settings, either to a higher resolution or to full screen mode. Changing display settings is done in the &#039;config.txt&#039;-file. &lt;br /&gt;
You can find it on computer with Windows system at:&lt;br /&gt;
C:\Documents and Settings\Username\My Documents\Wolfire\Overgrowth\Data\config.txt&lt;br /&gt;
or a computer with Mac system at:&lt;br /&gt;
/Users/Username/Library/Application Support/Lugaru 2/Data/config.txt&lt;br /&gt;
&lt;br /&gt;
The first lines of the default config file should look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
screenwidth:	800&lt;br /&gt;
screenheight:	600&lt;br /&gt;
fullscreen:	false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
You can change the resolution by changing the values for screenwidth/screenheight and go to fullscreen mode by changing the &#039;false&#039; to &#039;true&#039;.&lt;br /&gt;
&lt;br /&gt;
== How do I load a model into the game? ==&lt;br /&gt;
You need to make sure that you&#039;re not loading the model file, but the object file.&lt;br /&gt;
* A Model file is a 3d mesh saved as a *.obj file. this file contains no textures or shader data and so cannot be loaded by itself.&lt;br /&gt;
* An Object file is an XML that stores the filepaths for all the relevant data of an object, including the Model file as well as the textures and shader.&lt;br /&gt;
For example if you are trying to load a file located in Data/Models/example.obj you should really be opening Data/Objects/example.xml&lt;br /&gt;
&lt;br /&gt;
== How do I load my custom level in the main menu?==&lt;br /&gt;
# Make sure that you typed the name correctly, including the *.xml ending&lt;br /&gt;
# Make sure that it exists in Data/Levels/&lt;br /&gt;
&lt;br /&gt;
* Recently (as at alpha 65) there have been some issues with loading custom maps from the main menu. to make sure this isn&#039;t the case:&lt;br /&gt;
# Back up the map &#039;DesertFort_IGF.xml&#039; (for example add &amp;quot;backup&amp;quot; to the name)&lt;br /&gt;
# Rename your map as &#039;DesertFort_IGF.xml&#039;&lt;br /&gt;
# Attempt to load it by clicking the Desert map in the main menu.&lt;br /&gt;
&lt;br /&gt;
== How do i clear my game cache? ==&lt;br /&gt;
&lt;br /&gt;
http://wiki.wolfire.com/index.php/How_to_clear_the_game%27s_cache&lt;br /&gt;
&lt;br /&gt;
=Common Platform-Specific Problems=&lt;br /&gt;
==Windows==&lt;br /&gt;
=== I get the following error on startup on Windows ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;The application has failed to start because its side-by-side configuration is incorrect. Please see the application event&lt;br /&gt;
log or use the command-line sxstrace.exe tool for more detail.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please install the Visual Studio 2005 C++ runtime.  You can get it from this URL:&lt;br /&gt;
http://www.microsoft.com/downloads/details.aspx?familyid=200b2fd9-ae1a-4a14-984d-389c36f85647&amp;amp;displaylang=en&lt;br /&gt;
&lt;br /&gt;
===Error: cannot create the C:\program files\Overgrowth\Data\config.txt file. ... ===&lt;br /&gt;
This error applies to both Lugaru and Overgrowth.&lt;br /&gt;
&lt;br /&gt;
Symptom: When attempting to edit the config.txt file the following error message is displayed:&lt;br /&gt;
 cannot create the C:\program files\Overgrowth\Data\config.txt file. Make sure the path and file name are correct.&lt;br /&gt;
&lt;br /&gt;
Explanation: Windows Vista &amp;amp; 7 like to save the config file in a different location to the actual directory. As discussed in a thread on the forums[http://forums.wolfire.com/viewtopic.php?f=7&amp;amp;t=4890&amp;amp;p=78033#p78033], The file is actually stored in: C:\Users\USERNAME\Application Data\Local Virtual Store\Program Files/Overgrowth/config.txt&lt;br /&gt;
&lt;br /&gt;
==Mac==&lt;br /&gt;
===Where is the Data folder?===&lt;br /&gt;
With the Mac version of Overgrowth, the Data folder is located within the application package.&lt;br /&gt;
You can access it by right clicking the &amp;quot;Overgrowth&amp;quot; application and choosing &#039;Show Contents&amp;quot;, and then browsing to Contents/MacOS/Data&lt;br /&gt;
*Note - For some users, &amp;quot;Show Package Contents&amp;quot; may not appear in the right-click menu.  A workaround should be posted as soon as a more Mac-savvy user edits this entry.&lt;br /&gt;
&lt;br /&gt;
To make future access easier right click &#039;Data&#039; and choose &#039;Make Alias&#039;. Now drag this alias out of the application, somewhere easy to find, on your Desktop for example.&lt;br /&gt;
&lt;br /&gt;
Then, next time you need to open a file from within the Overgrowth package, simply navigate to the alias and you should have access to the Contents of the Data folder.&lt;br /&gt;
&lt;br /&gt;
===It says on the forums/blog that you can right click with command+click, but it won&#039;t work!===&lt;br /&gt;
Unfortunately in recent alphas this functionality has been broken.&lt;br /&gt;
Right clicking is possible with an external mouse, or on a trackpad with enabled two-finger right click.&lt;br /&gt;
&lt;br /&gt;
Since alpha 67 you can set a keyboard button equivalent to right click. To do so find the &amp;quot;config.txt&amp;quot; file in the Data folder, and add a line for &amp;quot;key[rclick]&amp;quot; if it doesn&#039;t exist already. then set that equal to whatever button you want to act as right click.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===I want to see live console output, but the console doesn&#039;t show it until after the program closes===&lt;br /&gt;
If you want to see the console output live you will need to run Overgrowth from the Terminal.&lt;br /&gt;
&lt;br /&gt;
To do so right click the Overgrowth alpha, choose &#039;Show Package Contents&#039;, then navigate to /Contents/MacOS/ and double click &#039;lugaru2&#039;. This will open Overgrowth along with a new terminal window that displays all the data written to the console but in real time.&lt;br /&gt;
&lt;br /&gt;
To make accessing this file easier in the future right click the &#039;lugaru 2&#039; file, choose &#039;Make Alias&#039; and drag the resulting file to a more convenient location.&lt;br /&gt;
&lt;br /&gt;
==Linux==&lt;br /&gt;
===Running Overgrowth on Linux===&lt;br /&gt;
Overgrowth&#039;s Linux port was introduced in Alpha Build 180.  For installation instructions, see  the [[Linux]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQs]]&lt;br /&gt;
[[Category:Overgrowth]]&lt;br /&gt;
[[Category:SPF]]&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Overgrowth_Alpha_FAQ&amp;diff=4562</id>
		<title>Overgrowth Alpha FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Overgrowth_Alpha_FAQ&amp;diff=4562"/>
		<updated>2016-03-01T09:00:37Z</updated>

		<summary type="html">&lt;p&gt;Autious: /* Editting Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Overgrowth Alpha FAQ.&lt;br /&gt;
&lt;br /&gt;
* This FAQ is intended for useful tips for new users as well as answer common bug-related questions.&lt;br /&gt;
* If you wish to report a bug, email it to [mailto:bugs@wolfire.com bugs@wolfire.com].&lt;br /&gt;
&lt;br /&gt;
Please feel free to contribute to this FAQ, and the wiki as a whole!&lt;br /&gt;
&lt;br /&gt;
== I just pre-ordered the game, what&#039;s next?==&lt;br /&gt;
&lt;br /&gt;
By pre-ordering Overgrowth, you can do two things:&lt;br /&gt;
&lt;br /&gt;
* Access the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forums] (referred to as SPF)&lt;br /&gt;
* Check out the latest alphas&lt;br /&gt;
&lt;br /&gt;
First of all, you need an account on the forum. If you don&#039;t have one already, [http://forums.wolfire.com/ucp.php?mode=register register there]. Then follow the link given in your pre-order email, and type your nickname to get access to the SPF.&lt;br /&gt;
&lt;br /&gt;
In the SPF, you&#039;ll find a sticky named &amp;quot;Unofficial alpha XX, weekly build&amp;quot;. You can check that post out to get the link to download the latest Overgrowth alpha.&lt;br /&gt;
&lt;br /&gt;
The SPF is also a place where all the preorderers discuss about the alpha, speculate about Overgrowth and ask questions to the Wolfire team. Participate and join us in the discussions!&lt;br /&gt;
&lt;br /&gt;
== What is an alpha exactly, and what can I do with it?==&lt;br /&gt;
&lt;br /&gt;
The Overgrowth alphas are very early stage &amp;quot;leaks&amp;quot; of the development progress. You are free to play around with them, but they should be not be held to the standards of a completed game.&lt;br /&gt;
&lt;br /&gt;
== How do I create content for Overgrowth?==&lt;br /&gt;
&lt;br /&gt;
Overgrowth Alphas come with a level-editor. For more info about modding, check out the rest of this wiki, and go to the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forum]. For installing community-created content, you can check out [http://blog.wolfire.com/2013/04/Introducing-SUMLauncher-3 SUMLauncher].&lt;br /&gt;
&lt;br /&gt;
==What do I do if I encounter a Bug?==&lt;br /&gt;
If you wish to report a bug, email it to [mailto:bugs@wolfire.com bugs@wolfire.com].&lt;br /&gt;
Please follow the instructions [[How To Report a Bug in Overgrowth]], it increases the chances that we will be able to find and fix it.&lt;br /&gt;
&lt;br /&gt;
Your email should contain the following:&lt;br /&gt;
* The Alpha Version in which the problem was encountered&lt;br /&gt;
* Your system setup (Hardware, OS, etc.)&lt;br /&gt;
* A Brief explanation of the problem&lt;br /&gt;
* Actions performed, step by step, which led up to encountering the problem&lt;br /&gt;
* Expected and Actual Results&lt;br /&gt;
* Attachments (screenshots, crash reports, etc.)&lt;br /&gt;
&lt;br /&gt;
Refer to [http://university.utest.com/writing-quality-bug-reports-and-utest-etiquette/ this webpage] for tips on how to write a quality bug report.&lt;br /&gt;
&lt;br /&gt;
Here are additional steps you can take:&lt;br /&gt;
* Check the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forum] and look for posts that describe similar problems.&lt;br /&gt;
* Ask on Wolfire&#039;s [http://www.wolfire.com/irc IRC channel]. Many users are long time Alpha testers and will be happy to help you.&lt;br /&gt;
&lt;br /&gt;
== What can I do if Overgrowth is running slow on my computer?==&lt;br /&gt;
&lt;br /&gt;
The Overgrowth alpha is currently set to use the maximum graphics settings, even if this is grossly inappropriate for your computer.  There is not currently any UI available to change this, so you will need to edit the config.txt file.  On Windows, this is located in %USERPROFILE%\Documents\Wolfire\Overgrowth\Data where %USERPROFILE% is often C:\Users\YOUR_USERNAME and YOUR_USERNAME is your Windows account name.  On Mac, you will need to right click the Overgrowth application and choose show package contents.  It is then located in the Data folder found in the Contents/Mac OS folder.&lt;br /&gt;
&lt;br /&gt;
Change the following values to these new ones:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;screenwidth:	800&lt;br /&gt;
screenheight:	600&lt;br /&gt;
multisample:	4&lt;br /&gt;
anisotropy:	4&lt;br /&gt;
texture_reduce:	1&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If it&#039;s still running slow, try this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;screenwidth:	640&lt;br /&gt;
screenheight:	480&lt;br /&gt;
multisample:	0&lt;br /&gt;
anisotropy:	0&lt;br /&gt;
texture_reduce:	2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I can&#039;t access all of the GUI. The window crops important parts of the screen. What do I do?==&lt;br /&gt;
This turned up, when the default resolution was lowered from 1024x768 to 800x600. You can resolve this issue by changing the settings, either to a higher resolution or to full screen mode. Changing display settings is done in the &#039;config.txt&#039;-file. &lt;br /&gt;
You can find it on computer with Windows system at:&lt;br /&gt;
C:\Documents and Settings\Username\My Documents\Wolfire\Overgrowth\Data\config.txt&lt;br /&gt;
or a computer with Mac system at:&lt;br /&gt;
/Users/Username/Library/Application Support/Lugaru 2/Data/config.txt&lt;br /&gt;
&lt;br /&gt;
The first lines of the default config file should look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
screenwidth:	800&lt;br /&gt;
screenheight:	600&lt;br /&gt;
fullscreen:	false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
You can change the resolution by changing the values for screenwidth/screenheight and go to fullscreen mode by changing the &#039;false&#039; to &#039;true&#039;.&lt;br /&gt;
&lt;br /&gt;
== How do I load a model into the game? ==&lt;br /&gt;
You need to make sure that you&#039;re not loading the model file, but the object file.&lt;br /&gt;
* A Model file is a 3d mesh saved as a *.obj file. this file contains no textures or shader data and so cannot be loaded by itself.&lt;br /&gt;
* An Object file is an XML that stores the filepaths for all the relevant data of an object, including the Model file as well as the textures and shader.&lt;br /&gt;
For example if you are trying to load a file located in Data/Models/example.obj you should really be opening Data/Objects/example.xml&lt;br /&gt;
&lt;br /&gt;
== How do I load my custom level in the main menu?==&lt;br /&gt;
# Make sure that you typed the name correctly, including the *.xml ending&lt;br /&gt;
# Make sure that it exists in Data/Levels/&lt;br /&gt;
&lt;br /&gt;
* Recently (as at alpha 65) there have been some issues with loading custom maps from the main menu. to make sure this isn&#039;t the case:&lt;br /&gt;
# Back up the map &#039;DesertFort_IGF.xml&#039; (for example add &amp;quot;backup&amp;quot; to the name)&lt;br /&gt;
# Rename your map as &#039;DesertFort_IGF.xml&#039;&lt;br /&gt;
# Attempt to load it by clicking the Desert map in the main menu.&lt;br /&gt;
&lt;br /&gt;
== How do i clear my game cache? ==&lt;br /&gt;
&lt;br /&gt;
http://wiki.wolfire.com/index.php/How_to_clear_the_game%27s_cache&lt;br /&gt;
&lt;br /&gt;
=Common Platform-Specific Problems=&lt;br /&gt;
==Windows==&lt;br /&gt;
=== I get the following error on startup on Windows ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;The application has failed to start because its side-by-side configuration is incorrect. Please see the application event&lt;br /&gt;
log or use the command-line sxstrace.exe tool for more detail.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please install the Visual Studio 2005 C++ runtime.  You can get it from this URL:&lt;br /&gt;
http://www.microsoft.com/downloads/details.aspx?familyid=200b2fd9-ae1a-4a14-984d-389c36f85647&amp;amp;displaylang=en&lt;br /&gt;
&lt;br /&gt;
===Error: cannot create the C:\program files\Overgrowth\Data\config.txt file. ... ===&lt;br /&gt;
This error applies to both Lugaru and Overgrowth.&lt;br /&gt;
&lt;br /&gt;
Symptom: When attempting to edit the config.txt file the following error message is displayed:&lt;br /&gt;
 cannot create the C:\program files\Overgrowth\Data\config.txt file. Make sure the path and file name are correct.&lt;br /&gt;
&lt;br /&gt;
Explanation: Windows Vista &amp;amp; 7 like to save the config file in a different location to the actual directory. As discussed in a thread on the forums[http://forums.wolfire.com/viewtopic.php?f=7&amp;amp;t=4890&amp;amp;p=78033#p78033], The file is actually stored in: C:\Users\USERNAME\Application Data\Local Virtual Store\Program Files/Overgrowth/config.txt&lt;br /&gt;
&lt;br /&gt;
==Mac==&lt;br /&gt;
===Where is the Data folder?===&lt;br /&gt;
With the Mac version of Overgrowth, the Data folder is located within the application package.&lt;br /&gt;
You can access it by right clicking the &amp;quot;Overgrowth&amp;quot; application and choosing &#039;Show Contents&amp;quot;, and then browsing to Contents/MacOS/Data&lt;br /&gt;
*Note - For some users, &amp;quot;Show Package Contents&amp;quot; may not appear in the right-click menu.  A workaround should be posted as soon as a more Mac-savvy user edits this entry.&lt;br /&gt;
&lt;br /&gt;
To make future access easier right click &#039;Data&#039; and choose &#039;Make Alias&#039;. Now drag this alias out of the application, somewhere easy to find, on your Desktop for example.&lt;br /&gt;
&lt;br /&gt;
Then, next time you need to open a file from within the Overgrowth package, simply navigate to the alias and you should have access to the Contents of the Data folder.&lt;br /&gt;
&lt;br /&gt;
===It says on the forums/blog that you can right click with command+click, but it won&#039;t work!===&lt;br /&gt;
Unfortunately in recent alphas this functionality has been broken.&lt;br /&gt;
Right clicking is possible with an external mouse, or on a trackpad with enabled two-finger right click.&lt;br /&gt;
&lt;br /&gt;
Since alpha 67 you can set a keyboard button equivalent to right click. To do so find the &amp;quot;config.txt&amp;quot; file in the Data folder, and add a line for &amp;quot;key[rclick]&amp;quot; if it doesn&#039;t exist already. then set that equal to whatever button you want to act as right click.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===I want to see live console output, but the console doesn&#039;t show it until after the program closes===&lt;br /&gt;
If you want to see the console output live you will need to run Overgrowth from the Terminal.&lt;br /&gt;
&lt;br /&gt;
To do so right click the Overgrowth alpha, choose &#039;Show Package Contents&#039;, then navigate to /Contents/MacOS/ and double click &#039;lugaru2&#039;. This will open Overgrowth along with a new terminal window that displays all the data written to the console but in real time.&lt;br /&gt;
&lt;br /&gt;
To make accessing this file easier in the future right click the &#039;lugaru 2&#039; file, choose &#039;Make Alias&#039; and drag the resulting file to a more convenient location.&lt;br /&gt;
&lt;br /&gt;
==Linux==&lt;br /&gt;
===Running Overgrowth on Linux===&lt;br /&gt;
Overgrowth&#039;s Linux port was introduced in Alpha Build 180.  For installation instructions, see  the [[Linux]] page.&lt;br /&gt;
&lt;br /&gt;
===Editting Settings===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQs]]&lt;br /&gt;
[[Category:Overgrowth]]&lt;br /&gt;
[[Category:SPF]]&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=How_To_Report_a_Bug_in_Overgrowth&amp;diff=4560</id>
		<title>How To Report a Bug in Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=How_To_Report_a_Bug_in_Overgrowth&amp;diff=4560"/>
		<updated>2016-02-20T21:20:36Z</updated>

		<summary type="html">&lt;p&gt;Autious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! Thanks for giving us your time to report a bug in Overgrowth. To ensure that we get as much relevant information as possible, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
To fix a bug, it&#039;s usually important that we are able to reproduce the problem in control circumstances. To help us achieve this we appreciate the following information in your mail.&lt;br /&gt;
&lt;br /&gt;
* What version of the game you&#039;re running, including where you downloaded the game and if you&#039;re running the official alpha or some other test version.&lt;br /&gt;
* What you were doing when the game crashed, including how long the game as been running, what levels you&#039;ve been playing and what in-game features have been used in the editor.&lt;br /&gt;
* What operating system you are running, and what version.&lt;br /&gt;
&lt;br /&gt;
== Files we are interested in ==&lt;br /&gt;
&lt;br /&gt;
While running, the game writes multiple files into a local cache directory, included in these are some logs.&lt;br /&gt;
&lt;br /&gt;
Depending on your operating system (Windows, Linux or Ubuntu) the local cache directory will be in a different place, following are the directories for the respective operating system. Any file we refer to that we might want you to send will be in this directory.&lt;br /&gt;
&lt;br /&gt;
* Mac: &amp;lt;code&amp;gt;Macintosh HD/Users/~/Library/Application Support/Lugaru 2/&amp;lt;/code&amp;gt;. Where &#039;~&#039; is your username.&lt;br /&gt;
* Windows: &amp;lt;code&amp;gt;My Documents\Wolfire\Overgrowth\&amp;lt;/code&amp;gt;&lt;br /&gt;
* Linux: &amp;lt;code&amp;gt;~/.local/share/Overgrowth/&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the cache directory there are primarily two files we are interested in.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Data/hwreport.txt&#039;&#039;&#039; - Contains information about what hardware your computer contains.&lt;br /&gt;
* &#039;&#039;&#039;logfile.txt&#039;&#039;&#039; - Logfile of the games execution.&lt;br /&gt;
&lt;br /&gt;
If the problem occurred in relation to a crash, you will have gotten a &#039;&#039;&#039;.dmp&#039;&#039;&#039; file, please include it, it will be in a folder with the name crash and the date of the crash. Send all the contents.&lt;br /&gt;
&lt;br /&gt;
== Finally ==&lt;br /&gt;
&lt;br /&gt;
Note that we get multiple bug reports daily and we have a limited staff. This means we can&#039;t follow up on all bug reports, even less solve all of them. So don&#039;t feel offended if you don&#039;t get a response.&lt;br /&gt;
&lt;br /&gt;
We might call back on you to give us additional information, if so we&#039;ll contact you on the same email you initially reported from.&lt;br /&gt;
&lt;br /&gt;
And finally, thanks again for giving us the time to report bugs. It goes a far way to ensure we build the best product we can.&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=How_To_Report_a_Bug_in_Overgrowth&amp;diff=4559</id>
		<title>How To Report a Bug in Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=How_To_Report_a_Bug_in_Overgrowth&amp;diff=4559"/>
		<updated>2016-02-20T21:18:45Z</updated>

		<summary type="html">&lt;p&gt;Autious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! Thanks for giving us your time to report a bug in Overgrowth. To ensure that we get as much relevant information as possible, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
To fix a bug, it&#039;s usually important that we are able to reproduce the problem in control circumstances. To help us achieve this we appreciate the following information in your mail.&lt;br /&gt;
&lt;br /&gt;
* What version of the game you&#039;re running, including where you downloaded the game and if you&#039;re running the official alpha or some other test version.&lt;br /&gt;
* What you were doing when the game crashed, including how long the game as been running, what levels you&#039;ve been playing and what in-game features have been used in the editor.&lt;br /&gt;
* What operating system you are running, and what version.&lt;br /&gt;
&lt;br /&gt;
== Files we are interested in ==&lt;br /&gt;
&lt;br /&gt;
While running, the game writes multiple files into a local cache directory, included in these are some logs and other files. &lt;br /&gt;
&lt;br /&gt;
Depending on your operating system (Windows, Linux or Ubuntu) the local cache directory will be in a different place, following are the directories for the respective operating system. Any file we refer to that we might want you to send will be in this directory.&lt;br /&gt;
&lt;br /&gt;
* Mac: &amp;lt;code&amp;gt;Macintosh HD/Users/~/Library/Application Support/Lugaru 2/&amp;lt;/code&amp;gt;. Where &#039;~&#039; is your username.&lt;br /&gt;
* Windows: &amp;lt;code&amp;gt;My Documents\Wolfire\Overgrowth\&amp;lt;/code&amp;gt;&lt;br /&gt;
* Linux: &amp;lt;code&amp;gt;~/.local/share/Overgrowth/&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the cache directory there are primarily two files we are interested in.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Data/hwreport.txt&#039;&#039;&#039; - Contains information about what hardware your computer contains.&lt;br /&gt;
* &#039;&#039;&#039;logfile.txt&#039;&#039;&#039; - Logfile of the games execution.&lt;br /&gt;
&lt;br /&gt;
If the problem occurred in relation to a crash, you will have gotten a &#039;&#039;&#039;.dmp&#039;&#039;&#039; file, please include it, it will be in a folder with the name crash and the date of the crash. Send all the contents.&lt;br /&gt;
&lt;br /&gt;
== Finally ==&lt;br /&gt;
&lt;br /&gt;
Note that we get multiple bug reports daily and we have a limited staff. This means we can&#039;t follow up on all bug reports, even less solve all of them. So don&#039;t feel offended if you don&#039;t get a response.&lt;br /&gt;
&lt;br /&gt;
We might call back on you to give us additional information, if so we&#039;ll contact you on the same email you initially reported from.&lt;br /&gt;
&lt;br /&gt;
And finally, thanks again for giving us the time to report bugs. It goes a far way to ensure we build the best product we can.&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=How_To_Report_a_Bug_in_Overgrowth&amp;diff=4558</id>
		<title>How To Report a Bug in Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=How_To_Report_a_Bug_in_Overgrowth&amp;diff=4558"/>
		<updated>2016-02-20T21:18:13Z</updated>

		<summary type="html">&lt;p&gt;Autious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! Thanks for giving us your time to report a bug in Overgrowth. To ensure that we get as much relevant information as possible, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
To fix a bug, it&#039;s usually important that we are able to reproduce the problem in control circumstances. To help us achieve this we appreciate the following information in your mail.&lt;br /&gt;
&lt;br /&gt;
* What version of the game you&#039;re running, including where you downloaded the game and if you&#039;re running the official alpha or some other test version.&lt;br /&gt;
* What you were doing when the game crashed, including how long the game as been running, what levels you&#039;ve been playing and what in-game features have been used in the editor.&lt;br /&gt;
* What operating system you are running, and what version.&lt;br /&gt;
&lt;br /&gt;
== Files we are interested in ==&lt;br /&gt;
&lt;br /&gt;
While running, the game writes multiple files into a local cache directory, included in these are some logs and other files. &lt;br /&gt;
&lt;br /&gt;
Depending on your operating system (Windows, Linux or Ubuntu) the local cache directory will be in a different place, following are the directories for the respective operating system. Any file we refer to that we might want you to send will be in this directory.&lt;br /&gt;
&lt;br /&gt;
* Mac: &amp;lt;code&amp;gt;Macintosh HD/Users/~/Library/Application Support/Lugaru 2/&amp;lt;/code&amp;gt;. Where &#039;~&#039; is your username.&lt;br /&gt;
* Windows: &amp;lt;code&amp;gt;My Documents\Wolfire\Overgrowth\&amp;lt;/code&amp;gt;&lt;br /&gt;
* Linux: &amp;lt;code&amp;gt;~/.local/share/Overgrowth/&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the cache directory there are primarily two files we are interested in.&lt;br /&gt;
&lt;br /&gt;
* Data/hwreport.txt - Contains information about what hardware your computer contains.&lt;br /&gt;
* logfile.txt - Logfile of the games execution.&lt;br /&gt;
&lt;br /&gt;
If the problem occurred in relation to a crash, you will have gotten a &#039;&#039;&#039;.dmp&#039;&#039;&#039; file, please include it, it will be in a folder with the name crash and the date of the crash. Send all the contents.&lt;br /&gt;
&lt;br /&gt;
== Finally ==&lt;br /&gt;
&lt;br /&gt;
Note that we get multiple bug reports daily and we have a limited staff. This means we can&#039;t follow up on all bug reports, even less solve all of them. So don&#039;t feel offended if you don&#039;t get a response.&lt;br /&gt;
&lt;br /&gt;
We might call back on you to give us additional information, if so we&#039;ll contact you on the same email you initially reported from.&lt;br /&gt;
&lt;br /&gt;
And finally, thanks again for giving us the time to report bugs. It goes a far way to ensure we build the best product we can.&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=How_To_Report_a_Bug_in_Overgrowth&amp;diff=4557</id>
		<title>How To Report a Bug in Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=How_To_Report_a_Bug_in_Overgrowth&amp;diff=4557"/>
		<updated>2016-02-20T21:16:44Z</updated>

		<summary type="html">&lt;p&gt;Autious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! Thanks for giving us your time to report a bug in Overgrowth. To ensure that we get as much relevant information as possible, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
To fix a bug, it&#039;s usually important that we are able to reproduce the problem in control circumstances. To help us achieve this we appreciate the following information in your mail.&lt;br /&gt;
&lt;br /&gt;
* What version of the game you&#039;re running, including where you downloaded the game and if you&#039;re running the official alpha or some other test version.&lt;br /&gt;
* What you were doing when the game crashed, including how long the game as been running, what levels you&#039;ve been playing and what in-game features have been used in the editor.&lt;br /&gt;
* What operating system you are running, and what version.&lt;br /&gt;
&lt;br /&gt;
== Files we are interested in ==&lt;br /&gt;
&lt;br /&gt;
While running, the game writes multiple files into a local cache directory, included in these are some logs and other files. &lt;br /&gt;
&lt;br /&gt;
Depending on your operating system (Windows, Linux or Ubuntu) the local cache directory will be in a different place, following are the directories for the respective operating system. Any file we refer to that we might want you to send will be in this directory.&lt;br /&gt;
&lt;br /&gt;
* Mac: &amp;lt;code&amp;gt;Macintosh HD/Users/~/Library/Application Support/Lugaru 2/&amp;lt;/code&amp;gt;. Where &#039;~&#039; is your username.&lt;br /&gt;
* Windows: &amp;lt;code&amp;gt;My Documents\Wolfire\Overgrowth\&amp;lt;/code&amp;gt;&lt;br /&gt;
* Linux: &amp;lt;code&amp;gt;~/.local/share/Overgrowth/&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the cache directory there are primarily two files we are interested in.&lt;br /&gt;
&lt;br /&gt;
* Data/hwreport.txt &lt;br /&gt;
* logfile.txt&lt;br /&gt;
&lt;br /&gt;
If the problem occurred in relation to a crash, you will have gotten a &#039;&#039;&#039;.dmp&#039;&#039;&#039; file, please include it, it will be in a folder with the name crash and the date of the crash. Send all the contents.&lt;br /&gt;
&lt;br /&gt;
== Finally ==&lt;br /&gt;
&lt;br /&gt;
Note that we get multiple bug reports daily and we have a limited staff. This means we can&#039;t follow up on all bug reports, even less solve all of them. So don&#039;t feel offended if you don&#039;t get a response.&lt;br /&gt;
&lt;br /&gt;
We might call back on you to give us additional information, if so we&#039;ll contact you on the same email you initially reported from.&lt;br /&gt;
&lt;br /&gt;
And finally, thanks again for giving us the time to report bugs. It goes a far way to ensure we build the best product we can.&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=How_To_Report_a_Bug_in_Overgrowth&amp;diff=4556</id>
		<title>How To Report a Bug in Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=How_To_Report_a_Bug_in_Overgrowth&amp;diff=4556"/>
		<updated>2016-02-20T20:56:35Z</updated>

		<summary type="html">&lt;p&gt;Autious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! Thanks for giving us your time to report a bug in Overgrowth. To ensure that we get as much relevant information as possible, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
== Files we are interested in ==&lt;br /&gt;
&lt;br /&gt;
While running, the game writes multiple files into a local cache directory, included in these are some logs and other files. &lt;br /&gt;
&lt;br /&gt;
Depending on your operating system (Windows, Linux or Ubuntu) the local cache directory will be in a different place, following are the directories for the respective operating system. Any file we refer to that we might want you to send will be in this directory.&lt;br /&gt;
&lt;br /&gt;
* Mac: &amp;lt;code&amp;gt;Macintosh HD/Users/~/Library/Application Support/Lugaru 2/&amp;lt;/code&amp;gt;. Where &#039;~&#039; is your username.&lt;br /&gt;
* Windows: &amp;lt;code&amp;gt;My Documents\Wolfire\Overgrowth\&amp;lt;/code&amp;gt;&lt;br /&gt;
* Linux: &amp;lt;code&amp;gt;~/.local/share/Overgrowth/&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the cache directory there are primarily two files we are interested in. &lt;br /&gt;
&lt;br /&gt;
If the problem occurred in relation to a crash, you will have gotten a &#039;&#039;&#039;.dmp&#039;&#039;&#039; file, please include it.&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=How_To_Report_a_Bug_in_Overgrowth&amp;diff=4555</id>
		<title>How To Report a Bug in Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=How_To_Report_a_Bug_in_Overgrowth&amp;diff=4555"/>
		<updated>2016-02-20T20:46:20Z</updated>

		<summary type="html">&lt;p&gt;Autious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! Thanks for giving us your time to report a bug in Overgrowth. To ensure that we get as much relevant information as possible, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
== Files we are interested in ==&lt;br /&gt;
&lt;br /&gt;
While running, the game writes multiple files into a local cache directory, included in these are some logs and other files. &lt;br /&gt;
&lt;br /&gt;
* Mac: &amp;lt;code&amp;gt;Macintosh HD/Users/~/Library/Application Support/Lugaru 2/Data&amp;lt;/code&amp;gt;. Where &#039;~&#039; is your username.&lt;br /&gt;
* Windows: &amp;lt;code&amp;gt;My Documents\Wolfire\Overgrowth\Data&amp;lt;/code&amp;gt;&lt;br /&gt;
* Linux: &amp;lt;code&amp;gt;~/.local/share/Overgrowth/Data&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Depending on your operating system (Windows, Linux or Ubuntu) the local cache directory will be in a different place, following are the directories for the respective operating system. Any file we refer to that we might want you to send will be in this directory.&lt;br /&gt;
&lt;br /&gt;
If the problem occurred in relation to a crash, you will have gotten a .dmp file, please include it.&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=How_To_Report_a_Bug_in_Overgrowth&amp;diff=4554</id>
		<title>How To Report a Bug in Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=How_To_Report_a_Bug_in_Overgrowth&amp;diff=4554"/>
		<updated>2016-02-20T20:45:52Z</updated>

		<summary type="html">&lt;p&gt;Autious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! Thanks for giving us your time to report a bug in Overgrowth. To ensure that we get as much relevant information as possible, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Files we are interested in ==&lt;br /&gt;
&lt;br /&gt;
While running, the game writes multiple files into a local cache directory, included in these are some logs and other files. &lt;br /&gt;
&lt;br /&gt;
* Mac: &amp;lt;code&amp;gt;Macintosh HD/Users/~/Library/Application Support/Lugaru 2/Data&amp;lt;/code&amp;gt;. Where &#039;~&#039; is your username.&lt;br /&gt;
* Windows: &amp;lt;code&amp;gt;My Documents\Wolfire\Overgrowth\Data&amp;lt;/code&amp;gt;&lt;br /&gt;
* Linux: &amp;lt;code&amp;gt;~/.local/share/Overgrowth/Data&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Depending on your operating system (Windows, Linux or Ubuntu) the local cache directory will be in a different place, following are the directories for the respective operating system. Any file we refer to that we might want you to send will be in this directory.&lt;br /&gt;
&lt;br /&gt;
If the problem occurred in relation to a crash, you will have gotten a .dmp file, please include it.&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=How_To_Report_a_Bug_in_Overgrowth&amp;diff=4553</id>
		<title>How To Report a Bug in Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=How_To_Report_a_Bug_in_Overgrowth&amp;diff=4553"/>
		<updated>2016-02-20T20:45:01Z</updated>

		<summary type="html">&lt;p&gt;Autious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! Thanks for giving us your time to report a bug in Overgrowth. To ensure that we get as much relevant information as possible, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Files we are interested in ==&lt;br /&gt;
&lt;br /&gt;
While running, the game writes multiple files into a local cache directory, included in these are some logs and other files. &lt;br /&gt;
&lt;br /&gt;
* Mac: &amp;lt;code&amp;gt;Macintosh HD/Users/~/Library/Application Support/Lugaru 2/Data&amp;lt;/code&amp;gt;. Where &#039;~&#039; is your username.&lt;br /&gt;
* Windows: &amp;lt;code&amp;gt;My Documents\Wolfire\Overgrowth\Data&amp;lt;/code&amp;gt;&lt;br /&gt;
* Linux: &amp;lt;code&amp;gt;~/.local/share/Overgrowth/Data&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Depending on your operating system (Windows, Linux or Ubuntu) the local cache directory will be in a different place, following are the directories for the respective operating system. Any file we refer to that we might want you to send will be in this directory.&lt;br /&gt;
&lt;br /&gt;
If the problem occurred in relation to a crash, you will have gotten a .dmp file, please include it.&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=How_To_Report_a_Bug_in_Overgrowth&amp;diff=4552</id>
		<title>How To Report a Bug in Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=How_To_Report_a_Bug_in_Overgrowth&amp;diff=4552"/>
		<updated>2016-02-20T20:44:50Z</updated>

		<summary type="html">&lt;p&gt;Autious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! Thanks for giving us your time to report a bug in Overgrowth. To ensure that we get as much relevant information as possible, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Files we are interested in ==&lt;br /&gt;
&lt;br /&gt;
While running, the game writes multiple files into a local cache directory, included in these are some logs and other files. &lt;br /&gt;
&lt;br /&gt;
* Mac: &amp;lt;code&amp;gt;Macintosh HD/Users/~/Library/Application Support/Lugaru 2/Data&amp;lt;/code&amp;gt;. Where &#039;~&#039; is your username.&lt;br /&gt;
* Windows: &amp;lt;code&amp;gt;My Documents\Wolfire\Overgrowth\Data&amp;lt;/code&amp;gt; &#039;&#039;&#039;(NOT Program Files\Wolfire\Overgrowth\Data!)&#039;&#039;&#039;&lt;br /&gt;
* Linux: &amp;lt;code&amp;gt;~/.local/share/Overgrowth/Data&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Depending on your operating system (Windows, Linux or Ubuntu) the local cache directory will be in a different place, following are the directories for the respective operating system. Any file we refer to that we might want you to send will be in this directory.&lt;br /&gt;
&lt;br /&gt;
If the problem occurred in relation to a crash, you will have gotten a .dmp file, please include it.&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=How_To_Report_a_Bug_in_Overgrowth&amp;diff=4551</id>
		<title>How To Report a Bug in Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=How_To_Report_a_Bug_in_Overgrowth&amp;diff=4551"/>
		<updated>2016-02-20T20:44:14Z</updated>

		<summary type="html">&lt;p&gt;Autious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! Thanks for giving us your time to report a bug in Overgrowth. To ensure that we get as much relevant information as possible, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Files we are interested in ==&lt;br /&gt;
&lt;br /&gt;
While running, the game writes multiple files into a local cache directory, included in these are some logs and other files. &lt;br /&gt;
&lt;br /&gt;
* Mac: &amp;lt;code&amp;gt;Macintosh HD/Users/~/Library/Application Support/Lugaru 2/Data&amp;lt;/code&amp;gt;&lt;br /&gt;
Where &#039;~&#039; is your username.&lt;br /&gt;
&lt;br /&gt;
* Windows: &amp;lt;code&amp;gt;My Documents\Wolfire\Overgrowth\Data&amp;lt;/code&amp;gt; &#039;&#039;&#039;(NOT Program Files\Wolfire\Overgrowth\Data!)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Linux: &amp;lt;code&amp;gt;~/.local/share/Overgrowth/Data&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Depending on your operating system (Windows, Linux or Ubuntu) the local cache directory will be in a different place, following are the directories for the respective operating system. Any file we refer to that we might want you to send will be in this directory.&lt;br /&gt;
&lt;br /&gt;
If the problem occurred in relation to a crash, you will have gotten a .dmp file, please include it.&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=How_To_Report_a_Bug_in_Overgrowth&amp;diff=4550</id>
		<title>How To Report a Bug in Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=How_To_Report_a_Bug_in_Overgrowth&amp;diff=4550"/>
		<updated>2016-02-20T20:43:09Z</updated>

		<summary type="html">&lt;p&gt;Autious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! Thanks for giving us your time to report a bug in Overgrowth. To ensure that we get as much relevant information as possible, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Files we are interested in ==&lt;br /&gt;
&lt;br /&gt;
While running, the game writes multiple files into a local cache directory, included in these are some logs and other files. &lt;br /&gt;
&lt;br /&gt;
=Mac=&lt;br /&gt;
Delete the following folder:&lt;br /&gt;
&amp;lt;code&amp;gt;Macintosh HD/Users/~/Library/Application Support/Lugaru 2/Data&amp;lt;/code&amp;gt;&lt;br /&gt;
Where &#039;~&#039; is your username.&lt;br /&gt;
&lt;br /&gt;
=Windows=&lt;br /&gt;
Delete the following folder:&lt;br /&gt;
&amp;lt;code&amp;gt;My Documents\Wolfire\Overgrowth\Data&amp;lt;/code&amp;gt; &#039;&#039;&#039;(NOT Program Files\Wolfire\Overgrowth\Data!)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Linux=&lt;br /&gt;
Delete the following folder: &lt;br /&gt;
&amp;lt;code&amp;gt;~/.local/share/Overgrowth/Data&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Depending on your operating system (Windows, Linux or Ubuntu) the local cache directory will be in a different place, following are the directories for the respective operating system. Any file we refer to that we might want you to send will be in this directory.&lt;br /&gt;
&lt;br /&gt;
If the problem occurred in relation to a crash, you will have gotten a .dmp file, please include it.&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=How_To_Report_a_Bug_in_Overgrowth&amp;diff=4549</id>
		<title>How To Report a Bug in Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=How_To_Report_a_Bug_in_Overgrowth&amp;diff=4549"/>
		<updated>2016-02-20T20:38:24Z</updated>

		<summary type="html">&lt;p&gt;Autious: Created page with &amp;quot;Hi! Thanks for giving us your time to report a bug in Overgrowth. To ensure that we get as much relevant information as possible, follow the following steps.   == Files we are in...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! Thanks for giving us your time to report a bug in Overgrowth. To ensure that we get as much relevant information as possible, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Files we are interested in ==&lt;br /&gt;
&lt;br /&gt;
While running, the game writes multiple files into a local cache directory, included in these are some logs and other files. &lt;br /&gt;
&lt;br /&gt;
Depending on your operating system (Windows, Linux or Ubuntu) the local cache directory will be in a different place, following are the directories for the respective operating system. Any file we refer to that we might want you to send will be in this directory.&lt;br /&gt;
&lt;br /&gt;
If the problem occurred in relation to a crash, you will have gotten a .dmp file, please include it.&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=My_First_Mod&amp;diff=4548</id>
		<title>My First Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=My_First_Mod&amp;diff=4548"/>
		<updated>2016-02-20T20:38:10Z</updated>

		<summary type="html">&lt;p&gt;Autious: Created page with &amp;quot;Lets make a mod where we create our own hotspot.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lets make a mod where we create our own hotspot.&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4547</id>
		<title>Portal:Overgrowth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Portal:Overgrowth&amp;diff=4547"/>
		<updated>2016-02-20T20:37:43Z</updated>

		<summary type="html">&lt;p&gt;Autious: /* Modding Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Portals|{{PAGENAME}}]] [[Category:Overgrowth|{{PAGENAME}}]] &amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{Overgrowth Portal Header}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.wolfire.com/overgrowth Overgrowth] is a cross-platform game in development by Wolfire Games, an independent game company consisting of David Rosen, founder and lead programmer, and Aubrey Serr, lead artist. Overgrowth is the spiritual successor to [[Lugaru]], a game also developed by Wolfire. Development of Overgrowth was officially announced on September 17th, 2008. The game is currently in Alpha and is playable via [http://www.wolfire.com/overgrowth/preorder preorder].&lt;br /&gt;
&lt;br /&gt;
Gameplay emphasises 3rd-person, fluid, fast-paced melee combat, and 3D-platforming. Overgrowth uses a custom game engine codenamed &amp;quot;[[Phoenix Engine|Phoenix]]&amp;quot;, and a lot of work has been put into making it accessible to [[Editor_Interface|modding]].&lt;br /&gt;
&lt;br /&gt;
The game currently consists of a collection of maps (some of which are populated by enemies) which the player is able to explore (and modify if they are so inclined). As of Alpha v197, there is are two additional gameplay modes, one dubbed &amp;quot;Arena&amp;quot;, in which the player is pitted against procedurally generated enemies in gladiatorial matches, and one dubbed &amp;quot;Challenge&amp;quot;, a collection of 12 levels in which the player must complete a certain task or set of tasks.&lt;br /&gt;
&lt;br /&gt;
As of yet there is no definite story line. However, in a 2012 interview with British video gaming website zConnection, the Wolfire team stated that they are planning on continuing the story of [[Turner]], a couple of years after the events of [[Lugaru]]. In addition to anthropomorphic rabbits and wolves, the Overgrowth Universe now already includes cats, dogs, and rats (see article: [[Races]]).&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[Getting_Started | First Steps]]&lt;br /&gt;
* [[Configuring Overgrowth]]&lt;br /&gt;
* [[Control Reference]]&lt;br /&gt;
* [[Overgrowth Alpha FAQ| Overgrowth FAQ]]&lt;br /&gt;
* [[Alpha List]]&lt;br /&gt;
&lt;br /&gt;
== Phoenix Engine Documentation ==&lt;br /&gt;
&#039;&#039;NOTE: A lot of (somewhat dated) information can be found via [http://blog.wolfire.com/2010/12/Overgrowth-graphics-overview this blog post] by David. If you have some time, please merge that info into the wiki, and update/add as needed!&lt;br /&gt;
* [[Editor Interface]]&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
** [[Hotspots]]&lt;br /&gt;
* [[3D Objects]]&lt;br /&gt;
* [[Character Models]]&lt;br /&gt;
* [[Particle Effects]]&lt;br /&gt;
* [[Post Processing Effects]]&lt;br /&gt;
* [[Overgrowth Levels]]&lt;br /&gt;
&lt;br /&gt;
==Modding Tutorials==&lt;br /&gt;
* [[Creating a new Mod]]&lt;br /&gt;
* [[My First Mod]]&lt;br /&gt;
* [[Making New Models &amp;amp; Textures]]&lt;br /&gt;
* [[Custom Decals]]&lt;br /&gt;
* [[Custom Terrain]]&lt;br /&gt;
&lt;br /&gt;
==Alpha Testing==&lt;br /&gt;
* [[Overgrowth tests]] {{stub}}&lt;br /&gt;
&lt;br /&gt;
== The Overgrowth Universe ==&lt;br /&gt;
* [[Races]]&lt;br /&gt;
* [[Locations]]&lt;br /&gt;
* [[Characters]]&lt;br /&gt;
* [[Equipment and Weapons]]&lt;br /&gt;
* [[Alpha Stages]]&lt;br /&gt;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
* [[Useful Links]]&lt;br /&gt;
* [[Supported Video Cards]]&lt;br /&gt;
* [[Overgrowth_Linux|Linux]]&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Overgrowth_Alpha_FAQ&amp;diff=4546</id>
		<title>Overgrowth Alpha FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Overgrowth_Alpha_FAQ&amp;diff=4546"/>
		<updated>2016-02-20T20:26:44Z</updated>

		<summary type="html">&lt;p&gt;Autious: /* What do I do if I encounter a Bug? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Overgrowth Alpha FAQ.&lt;br /&gt;
&lt;br /&gt;
* This FAQ is intended for useful tips for new users as well as answer common bug-related questions.&lt;br /&gt;
* If you wish to report a bug, email it to [mailto:bugs@wolfire.com bugs@wolfire.com].&lt;br /&gt;
&lt;br /&gt;
Please feel free to contribute to this FAQ, and the wiki as a whole!&lt;br /&gt;
&lt;br /&gt;
== I just pre-ordered the game, what&#039;s next?==&lt;br /&gt;
&lt;br /&gt;
By pre-ordering Overgrowth, you can do two things:&lt;br /&gt;
&lt;br /&gt;
* Access the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forums] (referred to as SPF)&lt;br /&gt;
* Check out the latest alphas&lt;br /&gt;
&lt;br /&gt;
First of all, you need an account on the forum. If you don&#039;t have one already, [http://forums.wolfire.com/ucp.php?mode=register register there]. Then follow the link given in your pre-order email, and type your nickname to get access to the SPF.&lt;br /&gt;
&lt;br /&gt;
In the SPF, you&#039;ll find a sticky named &amp;quot;Unofficial alpha XX, weekly build&amp;quot;. You can check that post out to get the link to download the latest Overgrowth alpha.&lt;br /&gt;
&lt;br /&gt;
The SPF is also a place where all the preorderers discuss about the alpha, speculate about Overgrowth and ask questions to the Wolfire team. Participate and join us in the discussions!&lt;br /&gt;
&lt;br /&gt;
== What is an alpha exactly, and what can I do with it?==&lt;br /&gt;
&lt;br /&gt;
The Overgrowth alphas are very early stage &amp;quot;leaks&amp;quot; of the development progress. You are free to play around with them, but they should be not be held to the standards of a completed game.&lt;br /&gt;
&lt;br /&gt;
== How do I create content for Overgrowth?==&lt;br /&gt;
&lt;br /&gt;
Overgrowth Alphas come with a level-editor. For more info about modding, check out the rest of this wiki, and go to the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forum]. For installing community-created content, you can check out [http://blog.wolfire.com/2013/04/Introducing-SUMLauncher-3 SUMLauncher].&lt;br /&gt;
&lt;br /&gt;
==What do I do if I encounter a Bug?==&lt;br /&gt;
If you wish to report a bug, email it to [mailto:bugs@wolfire.com bugs@wolfire.com].&lt;br /&gt;
Please follow the instructions [[How To Report a Bug in Overgrowth]], it increases the chances that we will be able to find and fix it.&lt;br /&gt;
&lt;br /&gt;
Your email should contain the following:&lt;br /&gt;
* The Alpha Version in which the problem was encountered&lt;br /&gt;
* Your system setup (Hardware, OS, etc.)&lt;br /&gt;
* A Brief explanation of the problem&lt;br /&gt;
* Actions performed, step by step, which led up to encountering the problem&lt;br /&gt;
* Expected and Actual Results&lt;br /&gt;
* Attachments (screenshots, crash reports, etc.)&lt;br /&gt;
&lt;br /&gt;
Refer to [http://university.utest.com/writing-quality-bug-reports-and-utest-etiquette/ this webpage] for tips on how to write a quality bug report.&lt;br /&gt;
&lt;br /&gt;
Here are additional steps you can take:&lt;br /&gt;
* Check the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forum] and look for posts that describe similar problems.&lt;br /&gt;
* Ask on Wolfire&#039;s [http://www.wolfire.com/irc IRC channel]. Many users are long time Alpha testers and will be happy to help you.&lt;br /&gt;
&lt;br /&gt;
== What can I do if Overgrowth is running slow on my computer?==&lt;br /&gt;
&lt;br /&gt;
The Overgrowth alpha is currently set to use the maximum graphics settings, even if this is grossly inappropriate for your computer.  There is not currently any UI available to change this, so you will need to edit the config.txt file.  On Windows, this is located in %USERPROFILE%\Documents\Wolfire\Overgrowth\Data where %USERPROFILE% is often C:\Users\YOUR_USERNAME and YOUR_USERNAME is your Windows account name.  On Mac, you will need to right click the Overgrowth application and choose show package contents.  It is then located in the Data folder found in the Contents/Mac OS folder.&lt;br /&gt;
&lt;br /&gt;
Change the following values to these new ones:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;screenwidth:	800&lt;br /&gt;
screenheight:	600&lt;br /&gt;
multisample:	4&lt;br /&gt;
anisotropy:	4&lt;br /&gt;
texture_reduce:	1&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If it&#039;s still running slow, try this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;screenwidth:	640&lt;br /&gt;
screenheight:	480&lt;br /&gt;
multisample:	0&lt;br /&gt;
anisotropy:	0&lt;br /&gt;
texture_reduce:	2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I can&#039;t access all of the GUI. The window crops important parts of the screen. What do I do?==&lt;br /&gt;
This turned up, when the default resolution was lowered from 1024x768 to 800x600. You can resolve this issue by changing the settings, either to a higher resolution or to full screen mode. Changing display settings is done in the &#039;config.txt&#039;-file. &lt;br /&gt;
You can find it on computer with Windows system at:&lt;br /&gt;
C:\Documents and Settings\Username\My Documents\Wolfire\Overgrowth\Data\config.txt&lt;br /&gt;
or a computer with Mac system at:&lt;br /&gt;
/Users/Username/Library/Application Support/Lugaru 2/Data/config.txt&lt;br /&gt;
&lt;br /&gt;
The first lines of the default config file should look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
screenwidth:	800&lt;br /&gt;
screenheight:	600&lt;br /&gt;
fullscreen:	false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
You can change the resolution by changing the values for screenwidth/screenheight and go to fullscreen mode by changing the &#039;false&#039; to &#039;true&#039;.&lt;br /&gt;
&lt;br /&gt;
== How do I load a model into the game? ==&lt;br /&gt;
You need to make sure that you&#039;re not loading the model file, but the object file.&lt;br /&gt;
* A Model file is a 3d mesh saved as a *.obj file. this file contains no textures or shader data and so cannot be loaded by itself.&lt;br /&gt;
* An Object file is an XML that stores the filepaths for all the relevant data of an object, including the Model file as well as the textures and shader.&lt;br /&gt;
For example if you are trying to load a file located in Data/Models/example.obj you should really be opening Data/Objects/example.xml&lt;br /&gt;
&lt;br /&gt;
== How do I load my custom level in the main menu?==&lt;br /&gt;
# Make sure that you typed the name correctly, including the *.xml ending&lt;br /&gt;
# Make sure that it exists in Data/Levels/&lt;br /&gt;
&lt;br /&gt;
* Recently (as at alpha 65) there have been some issues with loading custom maps from the main menu. to make sure this isn&#039;t the case:&lt;br /&gt;
# Back up the map &#039;DesertFort_IGF.xml&#039; (for example add &amp;quot;backup&amp;quot; to the name)&lt;br /&gt;
# Rename your map as &#039;DesertFort_IGF.xml&#039;&lt;br /&gt;
# Attempt to load it by clicking the Desert map in the main menu.&lt;br /&gt;
&lt;br /&gt;
== How do i clear my game cache? ==&lt;br /&gt;
&lt;br /&gt;
http://wiki.wolfire.com/index.php/How_to_clear_the_game%27s_cache&lt;br /&gt;
&lt;br /&gt;
=Common Platform-Specific Problems=&lt;br /&gt;
==Windows==&lt;br /&gt;
=== I get the following error on startup on Windows ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;The application has failed to start because its side-by-side configuration is incorrect. Please see the application event&lt;br /&gt;
log or use the command-line sxstrace.exe tool for more detail.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please install the Visual Studio 2005 C++ runtime.  You can get it from this URL:&lt;br /&gt;
http://www.microsoft.com/downloads/details.aspx?familyid=200b2fd9-ae1a-4a14-984d-389c36f85647&amp;amp;displaylang=en&lt;br /&gt;
&lt;br /&gt;
===Error: cannot create the C:\program files\Overgrowth\Data\config.txt file. ... ===&lt;br /&gt;
This error applies to both Lugaru and Overgrowth.&lt;br /&gt;
&lt;br /&gt;
Symptom: When attempting to edit the config.txt file the following error message is displayed:&lt;br /&gt;
 cannot create the C:\program files\Overgrowth\Data\config.txt file. Make sure the path and file name are correct.&lt;br /&gt;
&lt;br /&gt;
Explanation: Windows Vista &amp;amp; 7 like to save the config file in a different location to the actual directory. As discussed in a thread on the forums[http://forums.wolfire.com/viewtopic.php?f=7&amp;amp;t=4890&amp;amp;p=78033#p78033], The file is actually stored in: C:\Users\USERNAME\Application Data\Local Virtual Store\Program Files/Overgrowth/config.txt&lt;br /&gt;
&lt;br /&gt;
==Mac==&lt;br /&gt;
===Where is the Data folder?===&lt;br /&gt;
With the Mac version of Overgrowth, the Data folder is located within the application package.&lt;br /&gt;
You can access it by right clicking the &amp;quot;Overgrowth&amp;quot; application and choosing &#039;Show Contents&amp;quot;, and then browsing to Contents/MacOS/Data&lt;br /&gt;
*Note - For some users, &amp;quot;Show Package Contents&amp;quot; may not appear in the right-click menu.  A workaround should be posted as soon as a more Mac-savvy user edits this entry.&lt;br /&gt;
&lt;br /&gt;
To make future access easier right click &#039;Data&#039; and choose &#039;Make Alias&#039;. Now drag this alias out of the application, somewhere easy to find, on your Desktop for example.&lt;br /&gt;
&lt;br /&gt;
Then, next time you need to open a file from within the Overgrowth package, simply navigate to the alias and you should have access to the Contents of the Data folder.&lt;br /&gt;
&lt;br /&gt;
===It says on the forums/blog that you can right click with command+click, but it won&#039;t work!===&lt;br /&gt;
Unfortunately in recent alphas this functionality has been broken.&lt;br /&gt;
Right clicking is possible with an external mouse, or on a trackpad with enabled two-finger right click.&lt;br /&gt;
&lt;br /&gt;
Since alpha 67 you can set a keyboard button equivalent to right click. To do so find the &amp;quot;config.txt&amp;quot; file in the Data folder, and add a line for &amp;quot;key[rclick]&amp;quot; if it doesn&#039;t exist already. then set that equal to whatever button you want to act as right click.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===I want to see live console output, but the console doesn&#039;t show it until after the program closes===&lt;br /&gt;
If you want to see the console output live you will need to run Overgrowth from the Terminal.&lt;br /&gt;
&lt;br /&gt;
To do so right click the Overgrowth alpha, choose &#039;Show Package Contents&#039;, then navigate to /Contents/MacOS/ and double click &#039;lugaru2&#039;. This will open Overgrowth along with a new terminal window that displays all the data written to the console but in real time.&lt;br /&gt;
&lt;br /&gt;
To make accessing this file easier in the future right click the &#039;lugaru 2&#039; file, choose &#039;Make Alias&#039; and drag the resulting file to a more convenient location.&lt;br /&gt;
&lt;br /&gt;
==Linux==&lt;br /&gt;
===Running Overgrowth on Linux===&lt;br /&gt;
Overgrowth&#039;s Linux port was introduced in Alpha Build 180.  For installation instructions, see  the [[Linux]] page.&lt;br /&gt;
&lt;br /&gt;
===Editting Settings===&lt;br /&gt;
Overgrowth does not support changing your settings in game as of yet, so if you wish to do this you need to edit default configuration files. &lt;br /&gt;
For more information, visit the [http://wiki.wolfire.com/index.php/How_to_modify_the_game%27s_configuration Modify Configurations] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQs]]&lt;br /&gt;
[[Category:Overgrowth]]&lt;br /&gt;
[[Category:SPF]]&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Overgrowth_Alpha_FAQ&amp;diff=4545</id>
		<title>Overgrowth Alpha FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Overgrowth_Alpha_FAQ&amp;diff=4545"/>
		<updated>2016-02-20T20:26:14Z</updated>

		<summary type="html">&lt;p&gt;Autious: /* What do I do if I encounter a Bug? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Overgrowth Alpha FAQ.&lt;br /&gt;
&lt;br /&gt;
* This FAQ is intended for useful tips for new users as well as answer common bug-related questions.&lt;br /&gt;
* If you wish to report a bug, email it to [mailto:bugs@wolfire.com bugs@wolfire.com].&lt;br /&gt;
&lt;br /&gt;
Please feel free to contribute to this FAQ, and the wiki as a whole!&lt;br /&gt;
&lt;br /&gt;
== I just pre-ordered the game, what&#039;s next?==&lt;br /&gt;
&lt;br /&gt;
By pre-ordering Overgrowth, you can do two things:&lt;br /&gt;
&lt;br /&gt;
* Access the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forums] (referred to as SPF)&lt;br /&gt;
* Check out the latest alphas&lt;br /&gt;
&lt;br /&gt;
First of all, you need an account on the forum. If you don&#039;t have one already, [http://forums.wolfire.com/ucp.php?mode=register register there]. Then follow the link given in your pre-order email, and type your nickname to get access to the SPF.&lt;br /&gt;
&lt;br /&gt;
In the SPF, you&#039;ll find a sticky named &amp;quot;Unofficial alpha XX, weekly build&amp;quot;. You can check that post out to get the link to download the latest Overgrowth alpha.&lt;br /&gt;
&lt;br /&gt;
The SPF is also a place where all the preorderers discuss about the alpha, speculate about Overgrowth and ask questions to the Wolfire team. Participate and join us in the discussions!&lt;br /&gt;
&lt;br /&gt;
== What is an alpha exactly, and what can I do with it?==&lt;br /&gt;
&lt;br /&gt;
The Overgrowth alphas are very early stage &amp;quot;leaks&amp;quot; of the development progress. You are free to play around with them, but they should be not be held to the standards of a completed game.&lt;br /&gt;
&lt;br /&gt;
== How do I create content for Overgrowth?==&lt;br /&gt;
&lt;br /&gt;
Overgrowth Alphas come with a level-editor. For more info about modding, check out the rest of this wiki, and go to the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forum]. For installing community-created content, you can check out [http://blog.wolfire.com/2013/04/Introducing-SUMLauncher-3 SUMLauncher].&lt;br /&gt;
&lt;br /&gt;
==What do I do if I encounter a Bug?==&lt;br /&gt;
If you wish to report a bug, email it to [mailto:bugs@wolfire.com bugs@wolfire.com].&lt;br /&gt;
Please follow the instructions [[How To Report a Bug in Overgrowth]].&lt;br /&gt;
&lt;br /&gt;
Your email should contain the following:&lt;br /&gt;
* The Alpha Version in which the problem was encountered&lt;br /&gt;
* Your system setup (Hardware, OS, etc.)&lt;br /&gt;
* A Brief explanation of the problem&lt;br /&gt;
* Actions performed, step by step, which led up to encountering the problem&lt;br /&gt;
* Expected and Actual Results&lt;br /&gt;
* Attachments (screenshots, crash reports, etc.)&lt;br /&gt;
&lt;br /&gt;
Refer to [http://university.utest.com/writing-quality-bug-reports-and-utest-etiquette/ this webpage] for tips on how to write a quality bug report.&lt;br /&gt;
&lt;br /&gt;
Here are additional steps you can take:&lt;br /&gt;
* Check the [http://forums.wolfire.com/viewforum.php?f=13 Secret Preorder Forum] and look for posts that describe similar problems.&lt;br /&gt;
* Ask on Wolfire&#039;s [http://www.wolfire.com/irc IRC channel]. Many users are long time Alpha testers and will be happy to help you.&lt;br /&gt;
&lt;br /&gt;
== What can I do if Overgrowth is running slow on my computer?==&lt;br /&gt;
&lt;br /&gt;
The Overgrowth alpha is currently set to use the maximum graphics settings, even if this is grossly inappropriate for your computer.  There is not currently any UI available to change this, so you will need to edit the config.txt file.  On Windows, this is located in %USERPROFILE%\Documents\Wolfire\Overgrowth\Data where %USERPROFILE% is often C:\Users\YOUR_USERNAME and YOUR_USERNAME is your Windows account name.  On Mac, you will need to right click the Overgrowth application and choose show package contents.  It is then located in the Data folder found in the Contents/Mac OS folder.&lt;br /&gt;
&lt;br /&gt;
Change the following values to these new ones:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;screenwidth:	800&lt;br /&gt;
screenheight:	600&lt;br /&gt;
multisample:	4&lt;br /&gt;
anisotropy:	4&lt;br /&gt;
texture_reduce:	1&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If it&#039;s still running slow, try this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;screenwidth:	640&lt;br /&gt;
screenheight:	480&lt;br /&gt;
multisample:	0&lt;br /&gt;
anisotropy:	0&lt;br /&gt;
texture_reduce:	2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I can&#039;t access all of the GUI. The window crops important parts of the screen. What do I do?==&lt;br /&gt;
This turned up, when the default resolution was lowered from 1024x768 to 800x600. You can resolve this issue by changing the settings, either to a higher resolution or to full screen mode. Changing display settings is done in the &#039;config.txt&#039;-file. &lt;br /&gt;
You can find it on computer with Windows system at:&lt;br /&gt;
C:\Documents and Settings\Username\My Documents\Wolfire\Overgrowth\Data\config.txt&lt;br /&gt;
or a computer with Mac system at:&lt;br /&gt;
/Users/Username/Library/Application Support/Lugaru 2/Data/config.txt&lt;br /&gt;
&lt;br /&gt;
The first lines of the default config file should look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
screenwidth:	800&lt;br /&gt;
screenheight:	600&lt;br /&gt;
fullscreen:	false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
You can change the resolution by changing the values for screenwidth/screenheight and go to fullscreen mode by changing the &#039;false&#039; to &#039;true&#039;.&lt;br /&gt;
&lt;br /&gt;
== How do I load a model into the game? ==&lt;br /&gt;
You need to make sure that you&#039;re not loading the model file, but the object file.&lt;br /&gt;
* A Model file is a 3d mesh saved as a *.obj file. this file contains no textures or shader data and so cannot be loaded by itself.&lt;br /&gt;
* An Object file is an XML that stores the filepaths for all the relevant data of an object, including the Model file as well as the textures and shader.&lt;br /&gt;
For example if you are trying to load a file located in Data/Models/example.obj you should really be opening Data/Objects/example.xml&lt;br /&gt;
&lt;br /&gt;
== How do I load my custom level in the main menu?==&lt;br /&gt;
# Make sure that you typed the name correctly, including the *.xml ending&lt;br /&gt;
# Make sure that it exists in Data/Levels/&lt;br /&gt;
&lt;br /&gt;
* Recently (as at alpha 65) there have been some issues with loading custom maps from the main menu. to make sure this isn&#039;t the case:&lt;br /&gt;
# Back up the map &#039;DesertFort_IGF.xml&#039; (for example add &amp;quot;backup&amp;quot; to the name)&lt;br /&gt;
# Rename your map as &#039;DesertFort_IGF.xml&#039;&lt;br /&gt;
# Attempt to load it by clicking the Desert map in the main menu.&lt;br /&gt;
&lt;br /&gt;
== How do i clear my game cache? ==&lt;br /&gt;
&lt;br /&gt;
http://wiki.wolfire.com/index.php/How_to_clear_the_game%27s_cache&lt;br /&gt;
&lt;br /&gt;
=Common Platform-Specific Problems=&lt;br /&gt;
==Windows==&lt;br /&gt;
=== I get the following error on startup on Windows ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;The application has failed to start because its side-by-side configuration is incorrect. Please see the application event&lt;br /&gt;
log or use the command-line sxstrace.exe tool for more detail.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please install the Visual Studio 2005 C++ runtime.  You can get it from this URL:&lt;br /&gt;
http://www.microsoft.com/downloads/details.aspx?familyid=200b2fd9-ae1a-4a14-984d-389c36f85647&amp;amp;displaylang=en&lt;br /&gt;
&lt;br /&gt;
===Error: cannot create the C:\program files\Overgrowth\Data\config.txt file. ... ===&lt;br /&gt;
This error applies to both Lugaru and Overgrowth.&lt;br /&gt;
&lt;br /&gt;
Symptom: When attempting to edit the config.txt file the following error message is displayed:&lt;br /&gt;
 cannot create the C:\program files\Overgrowth\Data\config.txt file. Make sure the path and file name are correct.&lt;br /&gt;
&lt;br /&gt;
Explanation: Windows Vista &amp;amp; 7 like to save the config file in a different location to the actual directory. As discussed in a thread on the forums[http://forums.wolfire.com/viewtopic.php?f=7&amp;amp;t=4890&amp;amp;p=78033#p78033], The file is actually stored in: C:\Users\USERNAME\Application Data\Local Virtual Store\Program Files/Overgrowth/config.txt&lt;br /&gt;
&lt;br /&gt;
==Mac==&lt;br /&gt;
===Where is the Data folder?===&lt;br /&gt;
With the Mac version of Overgrowth, the Data folder is located within the application package.&lt;br /&gt;
You can access it by right clicking the &amp;quot;Overgrowth&amp;quot; application and choosing &#039;Show Contents&amp;quot;, and then browsing to Contents/MacOS/Data&lt;br /&gt;
*Note - For some users, &amp;quot;Show Package Contents&amp;quot; may not appear in the right-click menu.  A workaround should be posted as soon as a more Mac-savvy user edits this entry.&lt;br /&gt;
&lt;br /&gt;
To make future access easier right click &#039;Data&#039; and choose &#039;Make Alias&#039;. Now drag this alias out of the application, somewhere easy to find, on your Desktop for example.&lt;br /&gt;
&lt;br /&gt;
Then, next time you need to open a file from within the Overgrowth package, simply navigate to the alias and you should have access to the Contents of the Data folder.&lt;br /&gt;
&lt;br /&gt;
===It says on the forums/blog that you can right click with command+click, but it won&#039;t work!===&lt;br /&gt;
Unfortunately in recent alphas this functionality has been broken.&lt;br /&gt;
Right clicking is possible with an external mouse, or on a trackpad with enabled two-finger right click.&lt;br /&gt;
&lt;br /&gt;
Since alpha 67 you can set a keyboard button equivalent to right click. To do so find the &amp;quot;config.txt&amp;quot; file in the Data folder, and add a line for &amp;quot;key[rclick]&amp;quot; if it doesn&#039;t exist already. then set that equal to whatever button you want to act as right click.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===I want to see live console output, but the console doesn&#039;t show it until after the program closes===&lt;br /&gt;
If you want to see the console output live you will need to run Overgrowth from the Terminal.&lt;br /&gt;
&lt;br /&gt;
To do so right click the Overgrowth alpha, choose &#039;Show Package Contents&#039;, then navigate to /Contents/MacOS/ and double click &#039;lugaru2&#039;. This will open Overgrowth along with a new terminal window that displays all the data written to the console but in real time.&lt;br /&gt;
&lt;br /&gt;
To make accessing this file easier in the future right click the &#039;lugaru 2&#039; file, choose &#039;Make Alias&#039; and drag the resulting file to a more convenient location.&lt;br /&gt;
&lt;br /&gt;
==Linux==&lt;br /&gt;
===Running Overgrowth on Linux===&lt;br /&gt;
Overgrowth&#039;s Linux port was introduced in Alpha Build 180.  For installation instructions, see  the [[Linux]] page.&lt;br /&gt;
&lt;br /&gt;
===Editting Settings===&lt;br /&gt;
Overgrowth does not support changing your settings in game as of yet, so if you wish to do this you need to edit default configuration files. &lt;br /&gt;
For more information, visit the [http://wiki.wolfire.com/index.php/How_to_modify_the_game%27s_configuration Modify Configurations] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQs]]&lt;br /&gt;
[[Category:Overgrowth]]&lt;br /&gt;
[[Category:SPF]]&lt;/div&gt;</summary>
		<author><name>Autious</name></author>
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