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

1 comment by Gavavva on Sep 4th, 2013


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:


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 :)



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.


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  (620 - 630 of 739)
Gavavva Feb 4 2009, 1:24pm says:

Sorry everybody, my PC died the other week only just got everything back up and running, so I'll be posting new media soon :p

+2 votes     reply to comment
Knights Feb 5 2009, 9:57pm replied:

Wow you come to our page and troll away on our mod and yet you have nothing to show in any means of content or an original thought in this mod. Stay on your side of the line troll....

-4 votes     reply to comment
Gavavva Feb 6 2009, 3:23am replied:

I came to your page to post honest to god thoughts. You are the guys that couldn't take it, and now you think the best course of action to show you are better is to act like a child by coming here and posting childish insults?

Keep going. Your doing nothing to add to the already poor public image your mod has.

As for original content, a lot of what we present is original (READ: Not ripped from COD:WAW, or L4D/Killing Floor). I don't think you can talk about being original when your making a zombie mod for the source engine, eh? Not many of those around is there...

+2 votes     reply to comment
bassi Feb 17 2009, 10:19am replied:

lol people on this site hate critisism for some reason.

+2 votes     reply to comment
ÐiamonÐ Feb 18 2009, 12:34am replied:

So ******* true. God, it's like people here only come for the public attention, and not for ideally improving their mod.

Also, please drop those CSS arms. That's originality there amirite?

To an extent, I support Knights on the basis of calling you out. You had no right to flame and troll ZP:S's mod. It's extremely unprofessional of YOU to go to other mods and start whipping your high horse like you have some weight.

It's like no one respects anyone anymore.

+1 vote     reply to comment
Gavavva Feb 18 2009, 3:23am replied:

Theres a fine line between flame/trolling, and posting honest feedback.

Tell me, with his mod released and ready to play, and our game not available, which one of us do you think was trolling?

I'll respect whatever somebody says, but lets face it, you need to expect views from both sides of the coin, and that mod team is very well known from just telling people who don't agree "lol no, you are wrong".

At the end of the day, its not the devs that play it. Its the fans. Keep them happy as much as possible without moving away from your original goal. Listen to the fans that bitch and whine with a close ear, and examine what they say. Its usually the people who moan a lot that have a few valid points, no matter how much you as a dev may not like them.

+1 vote     reply to comment
Gavavva Feb 18 2009, 3:47am replied:

Oh, and just for the record (Which will be the last I'll say on the matter here)...

You just defended a mod team who publicly insult their own fans and tell them they are wrong, a mod team who jump on the flame wagon every time a none-positive post is made...

...By attacking our team, because we made some hand models that were too generic, and when our fanbase moaned we changed them...

Sooooo... I don't quite see the point you were trying to make lol. Either you are 100% all aboard the fail boat with that "dig", or you really are playing on our side?

Anyway, thats the last of the ZP:S comments lads. If we want to start up a convo lets hit the forums, yeah?

-1 votes     reply to comment
UltimaRage Mar 27 2009, 12:06am replied:

Why would they downgrade to the Doom 3 engine? Do you even know what they've done with the engine they've modified?

+1 vote     reply to comment
Gavavva Jan 24 2009, 5:53am replied:

We have spoke about this before:

The reason for not using the Doom 3 engine is that we already made an engine on par with Doom 3 years ages ago, and now our engine is a lot better with a lot more tweaks. Why use an engine like Doom 3's and be restricted to only doing certain things? Doom 3 has stencil shadows, we have shadow maps. Doom 3 lets us change only the game source side of things, we have access to the entire engine, including netcode and all sorts...

Its not just a case of "Well it looks kinda like Doom 3, so why not use Doom 3" because that just wouldn't work. We are far more advanced that Doom 3's engine... And the Doom 3 engine isn't even GPL right now.

So using Doom 3's engine even a year ago, never mind now, would be a huge, massive step backwards and force us to pretty much do nothing we want to do with regards to the game... It just wouldn't work.

+3 votes     reply to comment
Gavavva Jan 24 2009, 6:12am replied:

Wow, I sound like a random French person at times... I really need to work on my ENGLISH seeing as I'm from ENGLAND. loooooooooool

0 votes     reply to comment
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