OverDose Tools Set
Jan 16, 2011 Graphics Tool 1 commentODCompress, ODFont, ODVideo, ODModel and ODMap, for use in both OverDose and your own projects!
6 comments by Gavavva on Apr 22nd, 2013

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...

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.

Gavin Stevens
Lead Designer for Team Blur Games [TBG]

ODCompress, ODFont, ODVideo, ODModel and ODMap, for use in both OverDose and your own projects!
An updated version of the OverDose Design Document for 2010.
This is the OverDose Game Design Document, detailing everything the game will feature. Download here to find out more about classes, weapons, ballistics...
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So overdose will actually be moddable?
Yes, OverDose will support Mods, although thats not our main concern.
lol i didnt read above before but, you gain ranks, awsome! :P
All I can say is wow.
that i thought was impossible but you guys did it, havnt you guys planned a realese date yet? or maybe for a beta realese, cuz this seems promessing
i meant did you make the hellknight for quake 2 or just copied it from doom 3, the thing is i cant belive it worked for quake 2, great work! :D
Its Doom 3's model...? Like I said, we took it out of Doom 3, and put it in OverDose for these tech shots to show you that yes, the engine does indeed load MD5Mesh and MD5Anim models.
wow did you guys actually got that doom 3 hellknight, exactly did look alike as the orginal and all in the quake 2 engine, how did you do it, does it move and attack as an doom 3 hellknight?
I don't quite know what you are trying to say...? No we didn't make the Hellknight, id Software did. Its there to give an example of MD5Mesh and MD5Anim files working in the engine. It wont be released, its not ours to release.
Because its too outdated...?
OverDose has Per Pixel Shadowing (Like Doom 3's) with shadow mapping, which means we get soft shadows. Goldsource has a very old .bsp map format with old static lightmaps. Its just too old and too ugly.
Plus we have added all this to Quake 2's base code now. Theres so much to OverDose there is hardly any more left of Quake 2 in there at all, thats how much of an engine rewrite we have done. Everything from the networking, the sound, the rendering... Physics... Christ everything has been re-made. Its our own engine really these days.
Can you imagine porting it over to an older engine...? Just wouldn't work. If it did it would take forever.