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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  (40 - 50 of 739)
thenewthe
thenewthe Mar 16 2014, 11:06am says:

If you ever need another beta tester, I would gladly beta test!

+1 vote     reply to comment
PanderingPande
PanderingPande Mar 16 2014, 1:12pm replied:

Their source is open and assets downloadable, you can beta it any time and give them feedback. At this point I think they know what needs doing though (the gameplay parts), the renderer seems pretty flawless and any bugs in it are probably so obscure that only they will notice (through development).

If, like me, you have issues running any of their tools however, you should test that for them! Which reminds me:

ODRadiant looks like this for me on latest build:
I.imgur.com

With no ability to draw brushes or move in camera view, however I can move around in the orthographic. Also the program isn't properly registering as one which needs high processing by graphics card, for dual-graphics card setup like NVIDIA + Intel. See Setoptimusprofile here: Drivenbynostalgia.com

+2 votes     reply to comment
[Berserk]
[Berserk] Mar 16 2014, 3:48pm replied:

Yeah, ODRadiant is being developed from scratch by Buzzard. It doesn't do anything useful ATM.

+2 votes     reply to comment
PanderingPande
PanderingPande Feb 23 2014, 11:40pm says:

Just looked through the SVN, still downloading in order to be able to test the game.. but so far:

Code - CLEAN, very clean, at least as far as I can see. And so many comments. Well done, really, really well done.
Organisation - superb. Everything is logically laid out, including the code folders. Assets have excellent naming structure, and nothing is confusing.

Presence of hand-made tools... just astounding, and extremely professional.

Am watching this project with passion, with luck maybe I can even contribute some day (only negative part... this seems very hard to do? Are you open to that or no?)

+2 votes     reply to comment
[Berserk]
[Berserk] Feb 24 2014, 1:48pm replied:

Thanks for the compliments. And yes, we're always looking for help.

+2 votes     reply to comment
PanderingPande
PanderingPande Feb 24 2014, 5:14pm replied:

I loaded the game up, but I have a few bugs -
I cannot click anything on the main menu
If I try devmap/map, I get this: I.imgur.com

Encountered this before?

Video card: Nvidia GT 525M

+1 vote     reply to comment
[Berserk]
[Berserk] Feb 24 2014, 8:06pm replied:

The main menu doesn't do anything ATM.

You need to set sv_pure 0 in the console before loading maps (otherwise the code only tries to load files from pk3 packs).

+1 vote     reply to comment
PanderingPande
PanderingPande Feb 24 2014, 5:35pm replied:

Whoops, played again in a darker room and now I notice the text in the top right. :D Never mind.. ;p

+1 vote     reply to comment
FLAPJACKDAN
FLAPJACKDAN Jan 30 2014, 9:58pm says:

This game looks pretty promising. If you guys are ever in need of a level designer (free work of course), give me a contact. I have quite a few years of level designing experience. Anyway keep up the good work, I'll be watching.

+1 vote     reply to comment
Noah.Klabo
Noah.Klabo Feb 19 2014, 9:43pm replied:

Please!, JK you guys take your time.

+1 vote     reply to comment
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OverDose
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id Tech 2
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