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Blog RSS Feed Report abuse Latest News: New Scriptable Particle & FX System

1 comment by Gavavva on Sep 4th, 2013

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Now then now then! Oh wait I can’t do that anymore… Tie me’ kangaroo down sport? No, not that… Do you wanna be in m……. Bloody hell, the worlds full of toaster fiddlers! Howdy doodly do people! Look, at update! What, did you think we were dead or something? :) No, far, far from it. In fact, just recently the “real world” took over sadly, and I had to move home, which also sadly meant I had to go with a new internet service provider… And I had the insane thought of going with Talk Talk in the UK. They missed FIVE appointmens, cancelled my internet twice and took months before we told them where to go. So now I’m on Sky, I get 10 minutes of free porn a night, and I get to watch Fact or Faked while having me’ tea. Marvellous! More importantly, I’m back online, and I can update with news as and when needed :D

So, first things first :)

OverDose Now Has A Fully Scriptable Particle And FX System

I know, you’re likely thinking if you read that right? Well, we’ve been busy. What most games do these days is hard code a bunch of stuff, flop it out, and let you just get on with it. But we don’t like chains, no sir no way. So we took a leaf out of the legends that are id Software here as well. Everything in OverDose remember is to be fully scriptable and can be changed by even a twerp with notepad. The same goes for all our FX and particle files. Don’t think the effect a bullet makes as it rips into sand? CHANGE IT. Just open the text file, edit it, and save. Boom, done. Who knows, maybe you can even lick our own work and make some pretty sexy effects that we could adopt? It really is as simple as this:

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So of course, you get some nice effects where the only real limit is on what you feel you want to do. I can’t wait to see what people come up with for this :)

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Website Status?

As I mentioned previously, the website just wasn’t getting enough traffic compared to our ModDB page here, and so we decided to let our contract end and not renew. Both Nicolas and I have our own lives, with our own expenditures, and we do OverDose in our free time. So spending money on a website we couldn’t afford that wasn’t being used seemed like a bit of a silly idea. Granted, when OverDose is ready, the site will be back up and boom… Its on like Donkey Kong. But for now, we will remain using our ModDB site.

Donating To The OverDose Project

As always, the guys here at Team Blur Games are making OverDose with an exceptionally high hourly wage, plus several holidays per month and a monthly bonus. Also, look at that pig flying outside my window? Nah, we don’t get anything for this work, and all work is done in our own time after we manage to sort out our own lives. Donating to the project allows more work to be done, more talent to be hired, the website to go live, and also allows us to look into new and better ways of supporting the game.

So if you’re a true OverDose supporter, any donation, no matter how small, goes a long way to helping us. 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.

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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 739)
V01D-eXe
V01D-eXe Apr 7 2014, 2:58am says:

thanks ,.,

+1 vote     reply to comment
V01D-eXe
V01D-eXe Apr 6 2014, 5:29am says:

I went to the sourceforge page and am currently downloading the latest snapshot of the game .

Now I have two questions ->

Q1) Does it contain an UPDATER or do I need to redownload the whole game whenever an update is released ?

Q2) Does it have a PLAY WITH BOTS option [ or is it coming anytime soon] , because that will help a lot when testing a newly created map and will be fun playing when the internet is not working nicely ?

Please answer both !

+1 vote     reply to comment
[Berserk]
[Berserk] Apr 6 2014, 2:29pm replied:

1) If you use a SVN client (such as TortoiseSVN) you can use the "SVN Update" option and it will just download the new/modified files to keep your copy in sync with ours. The final game WILL have an updater that'll automatically download patches once available.

2) No bots are planned at the moment. Good AI takes a lot of time and we rather concentrate our efforts in a well balanced "humans vs humans" gameplay. It's not a feature we will never consider though, just not a priority.

+1 vote     reply to comment
V01D-eXe
V01D-eXe Apr 8 2014, 12:28am replied:

got it !!!

+1 vote     reply to comment
Gavavva
Gavavva Apr 5 2014, 7:17am says:

I know I haven't done an update here in a while, and trust me its coming.

I've been ill recently, and recently had to undergo emergency surgery. So I haven't been able to do as much as I would have liked. But I'm back on it like a car roof rack, and have LOTS of new things to talk about.

So stick around ;)

+2 votes     reply to comment
Guest
Guest Apr 6 2014, 1:50am replied:

where do i download overdose .,., searched a lot but couldn't find a download link,.

+1 vote     reply to comment
0Buzz
0Buzz Mar 17 2014, 9:50am replied:

The editor is aimed to be fast so it shouldn't require any super machine to run it unless for later when it comes to real-time lightning (and perhaps shadowing).

I usually commit an update at the weekends otherwise i will get too far ahead and mess things up.

+1 vote     reply to comment
0Buzz
0Buzz Mar 17 2014, 9:52am replied:

It's Buzz now ;P.

+1 vote     reply to comment
Gavavva
Gavavva Mar 17 2014, 10:58am replied:

Yup, we use other versions of Radiant for editing, but those are limited in what they can do.

ODRad is being built from the ground up solely for OverDose use, so it will be much faster and dare I say it, a lot better.

I'm always grabbing the latest test builds and its REALLY coming along now. Its starting to take shape a lot better and will give anybody will to work on OverDose for custom mapps a really huge head start.

In fact, like Nicolas, I'm really proud of the toolset we have. Most retail games don't even bother with the sort of tools we have done. Overdose is aimed at being very much like the old school games where modding was a huge deal and a huge part of the game... And we can't wait to bring it back in our own style :)

+2 votes     reply to comment
Guest
Guest Mar 18 2014, 2:57pm replied:

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OverDose
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id Tech 2
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