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6 comments by Gavavva on Apr 22nd, 2013

1


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...

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OVERDOSE NEEDS YOU, CODERS


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.

1

Gavin Stevens
Lead Designer for Team Blur Games [TBG]

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OverDose Tools Set

OverDose Tools Set

Jan 16, 2011 Graphics Tool 1 comment

ODCompress, ODFont, ODVideo, ODModel and ODMap, for use in both OverDose and your own projects!

OverDose Design Document - 2010

OverDose Design Document - 2010

Jul 7, 2010 Other 2 comments

An updated version of the OverDose Design Document for 2010.

OverDose Game Design Document

OverDose Game Design Document

Feb 17, 2009 Full Version 3 comments

This is the OverDose Game Design Document, detailing everything the game will feature. Download here to find out more about classes, weapons, ballistics...

Post comment Comments  (30 - 40 of 669)
Slacker1994
Slacker1994 Feb 20 2013, 1:34am says:

Have you thought of joypad support on the PC?

0 votes     reply to comment
Gavavva
Gavavva Feb 20 2013, 10:38am replied:

No. Because we added it ages ago, and works perfectly with the 360 pad and even switches input UI functions. I dunno why I have to state that, IMO that should be standard, but PC devs can't be bothered for some insane reason!

+1 vote     reply to comment
Slacker1994
Slacker1994 Feb 20 2013, 5:25pm replied:

That's fantastic! I've always wondered why more PC games don't have joypad support. Sure, it may be limited compared to the Keyboard, but there should at least be an option for those who prefer it or would rather play in front of a home theater.

+1 vote     reply to comment
[Berserk]
[Berserk] Feb 21 2013, 2:58pm replied:

Virtually any kind of input device should work (gamepads, joysticks, even wheels...) through DirectInput. How they work may depend on each specific device driver though, and that's out of our scope.

We also have special input code for the 360 pad (through XInput, the same API used in the consoles).

+1 vote     reply to comment
theravenswolf
theravenswolf Jan 23 2013, 3:48pm says:

Why this game wont be on Ubuntu(Linux)? Open GL games run better on Linux and well please release it, even ask Valve to help you with Linux port or something...

Will you release OverDose for next-gen consoles since they will be more PC alike compared to Xbox 360 or PS3?

Can you guys modify your engine to use atleast 4 core CPU's since I am sick off games using only 2 cores and if you can use 6 cores then use it. Please push the trend of using more cores... Please!!

-3 votes     reply to comment
Noah.Klabo
Noah.Klabo Mar 13 2013, 5:21pm replied:

I wish it were that easy, Windows and Linux are completely different (Dynamic loading and threads) and Overdose has such a small team. resources used to port the engine to linux could be used for more useful tasks (It's a miracle they've gotten this far). Plus the engine's source is available so why don't you port it?. on the subject of releasing for next gen consoles Team Blur would have to devote a substantial amount of time and resources and also would have to aquire a license from Sony or Microsoft. furthermore Valve is busy enough fixing their wreck of an engine.

+1 vote     reply to comment
Noah.Klabo
Noah.Klabo Mar 13 2013, 5:10pm replied:

I wish it were that easy, Windows and Linux are completely different (Dynamic loading and threads) and Overdose has such a small team. resources used to port the engine to linux could be used for more useful tasks (It's a miracle they've gotten this far). Plus the engine's source is available so why don't you port it?. on the subject of releasing for next gen consoles Team Blur would have to devote a substantial amount of time and resources and also would have to aquire a license from Sony or Microsoft. furthermore Valve is busy enough fixing their wreck of an engine.

+1 vote     reply to comment
zoromo27
zoromo27 Jan 17 2013, 10:48am says:

I would like to see a multiplayer alpha. otherwise I do not understand the quality of Projects. Single player the game has,?

-2 votes     reply to comment
L3d
L3d Jan 13 2013, 9:20am says:

no frign way ,this is so close to alpha rc1 !!

0 votes     reply to comment
Gavavva
Gavavva Jan 6 2013, 8:43am replied:

Yes. Regardless of charging for OverDose or not, the main source of OverDose is and always will be freely available. That can cause some concerns for cheaters, but to be honest if people want to hack your game they WILL hack it, regardless of code. We believe more than its up to server admins with decent tools to ban these sorts, and as we plan on releasing on Steam, Steams anti cheat will help a great deal as well.

But the codes available, always has been.

+3 votes     reply to comment
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OverDose
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id Tech 2
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