OverDose is a class, team& objective based multiplayer game set on a post apocalyptic Earth, were the Confederate Marine Corps and Marauders battle it out for supremacy over the destroyed cities of a war torn world. Using idTech2 as a base, we are writing our engine from the ground up to take advantage of modern day graphical options and details levels to bring you eye popping class based multiplayer mayhem. This isn’t just war... Its an all out apocalypse!

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New Shadow Code
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Radu_IceMan
Radu_IceMan May 26 2010, 3:08am says:

Nice shadows! Keep it up with the progress.

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Catalyst440
Catalyst440 May 26 2010, 3:16am says:

Yay for soft shadows :)

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Gavavva
Gavavva May 26 2010, 3:24am says:

We always had soft shadows, only now you get a lot more precision, a lot more control, and its all a lot faster.

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nopushbutton
nopushbutton May 26 2010, 3:29am says:

incredible!

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chris_sloany
chris_sloany May 26 2010, 11:18pm says:

wow remarkable progress! nice job!

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Capn_Nick
Capn_Nick Jun 12 2010, 7:06pm says:

OMFG! Can't believe those aren't lightmaps! BTW what h/w are you testing engine on and what are theoretical middle specs for it (with most nice effects and small like 1280x1024 resolution for example)?

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[Berserk]
[Berserk] Jun 13 2010, 9:58pm replied:

We guesstimate GeForce 250/260 to run the game at a reasonable framerate, but not at the highest quality settings.

The engine requires so called DX10 level hardware to work, older generations are NOT supported.

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Capn_Nick
Capn_Nick Jun 17 2010, 4:41pm replied:

OK. I will definitely try it on ION GPU. :-) If you are planning to realease a demo till the end of the year chances that I'll try it on my Radeon 2600XT.

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Lord_Pantomime
Lord_Pantomime Sep 27 2010, 8:19pm says:

love it

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Description

Ever improving, the shadows are now AT LEAST 4x faster than previous builds. Not only that but they are also a hell of a lot better, nicer looking and generally more bad ass than before. The way lights are set up is a little different. Gone are spending hours trying to find the correct resolution, that’s all done for you now. All the user has to do is select the correct sharpness level and bias for his shadow. This allows you to create really nice sharp indoor shadows and really blurred and fuzzy outdoor ones. One of the cooler new features we are working at the moment (But can’t show) is “Percentage Closer Soft Shadows”. These new shadows allow lights to blur more and more the further away from a light source the shadow is, thus simulating the real life penumbra effect. But for now, here’s a sample of our new shadow code (minus PCSS):

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Type
Entertainment
Date
May 26th, 2010
By
Henley
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1280×2400
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