OverDose Tools Set
Jan 16, 2011 Graphics Tool 1 commentODCompress, ODFont, ODVideo, ODModel and ODMap, for use in both OverDose and your own projects!
6 comments by Gavavva on Apr 22nd, 2013

Another [TBG] tradition comes to pass! It looks like our latest host is… Well, actually, terrible. As in, so terrible, they have their own black listed injections they put on peoples sites (not just ours) which causes sites hosted with them to become black listed by good and what not. So if you visit our site, you may have a lovely little warning pop up saying that we may in fact be hazardous to your health and can shorted your penis size by several inches, so don’t you dare click that link!!! Its actually pretty damn safe, truth be told. It’s a SQL issue that causes a few problems, in other words they insist on doing things certain way, but that way isn’t the right way, and so google moans, virus programs moan, even William Shatner will take to YouTube and have a little moan…
But regardless… Who gives a smeg? Because I have news. And that news is obvious to anybody who has been to our website recently. We’ve taken it offline. At least “FOR NOW”, anyway. Theres a good reason for this. It was costing us a lot of money to host per year, our forums were not getting any traffic, and our host was a pain in the arse as we said above. Plus it was taking time away from OverDose development, and we have our ModDB/IndieDB pages anyway, so, why bother for now? Rest assured as soon as we think its ready to put it back up, it will go up. But for now, the OverDose site will greet you with a link to here.
So, with that news out of the way...

OverDose is a serious project, ambitious, flirtatious, and other words that end in ous. Such as house, or water melon. But the problem we face is that we are making an entire game with a single coder. I can't even begin to tell you how proud I am of Nicolas, the work hes done on his own is just insane. But we DO need somebody to come onboard who has experience with coding. Anybody is welcome to send us a message to jobs@team-blur-games.com , unless your surname is Glitter, in which case we suggest staying away. As a sort of "check list" to see what our perfect guy, gal or hungry hippo would be, I've made, well, a check list. Have a peak:
• Experience with Coding in C/C++, you ding bat •
• Experience with game code, game logic etc •
• Worked on either a past mod or game, and can show something of it, OR show us some skills •
• Ok working alongside Nicolas and myself to add features as needed •
• Have a keen love of pizza •
• Mustn't be allergic to the colour purple. I can't stress this enough •
• Has at least one eye situated above either cheek, West or East, either is fine •
As you can see, the check list is quite lax, and isn't important at all. But if you feel up to a challenge and would like to help out, shoot us a mail. We really do need help in the game code side of things, so get in touch.
Thank you all so very much indeedy.
Donating To The OverDose Project
As always, OverDose is currently under heavy development from talented artists, coders and composers, all for the lowly, hourly wage of “peanuts”. i.e. bugger all. That means any funds we raise will go towards hiring out more talent and funding people for help, which we see as only fair. Its amazing we have gotten so far with so little funding at all, because pushing these visuals, creating this media with some really awesome people, all for free… Its fantastic. But I sure as hell wish we could repay these guys before the game ships, just to keep motivation up more than anything. Any donations, no matter how small, will go a long way. Thank you.

Gavin Stevens
Lead Designer for Team Blur Games [TBG]

ODCompress, ODFont, ODVideo, ODModel and ODMap, for use in both OverDose and your own projects!
An updated version of the OverDose Design Document for 2010.
This is the OverDose Game Design Document, detailing everything the game will feature. Download here to find out more about classes, weapons, ballistics...
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Just a little update:
Gavin is still waiting for his internet at his new home (it's been like two months now, which is beyond stupid), so that's why there hasn't been any updates in ages.
I'm not much of a community guy, so don't expect me to post news or release some media (programmers don't take good screenshots, lol), but we're still working hard on this project, so it's definately NOT dead.
Hopefully Gavin will get his net sorted soon and post a ton of new stuff. As for me posting any of my own work, well, you can always grab the full source code from our repository at www.sourceforge.net (but do note I hate releasing dirty code, so I don't update it every day or every week).
Good to hear some news!, thought it was kinda dead around here xD. Kind curious of whats coming up next with the engine, any hints ? :D.
ATM I'm working on the FX system and other misc stuff. But yeah, the FX system would be the most important feature in the upcoming internal build.
wow. just wow, guys.
Ive been looking around and this is one of the best looking games that im looking for.
Eight-core AMD FX, 8 GB, GeForce GTX 680.
You can of course run OD on a lower-end system, but I can't give a proper estimate of minimum and recommended specs ATM, as there is room for a lot of optimizations yet, but you'll certainly need a decent system because the dynamic lighting does take its toll.
EDIT: And yes, I run at maximum possible quality settings at a solid 60 FPS.
Btw, why didn't you go with GTX770?
It is equal to GTX680 GHz edition, but is cheaper and has GPu Boost 2.0.
That card is not yet widely available over here and I couldn't find any decent brand either. The price difference is insignificant between a first-class-brand 680 and a second-class-brand 770, so I went for the 680.
It also requires a bit more juice and I didn't want a new PSU.
Nice, I will get a FX 8320 and a HD7870XT.
I have heard from many OpenGL developers that AMD cards are not the best for developing OpenGL applications because of drivers. Hopefully there will not be any problems with testing OverDose on that videocard...or even developing applications.
NVIDIA has its share of bugs too, but yeah, based on my own experience ATI/AMD OpenGL drivers are buggier, but not as bad as they used to be years ago.