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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  (670 - 680 of 739)
Predalienator Nov 26 2008, 9:07am says:

Will this have ragdolls?

+1 vote     reply to comment
Gavavva Nov 26 2008, 9:23am replied:

No. It will have physics for objects and the like, you can shoot in cans and have them bounce around, that kind of thing. But rag doll's are a bit pointless in a game where when you die, you need to wait to be revived, if you get me?

+1 vote     reply to comment
Gurra300 Nov 26 2008, 4:47pm replied:

agree, ragdolls are a bit useless to add

+1 vote     reply to comment
SteGab1979 Nov 26 2008, 12:16am says:

This can't be Quake 2... You guys are either lying or you're geniuses.

+1 vote     reply to comment
Gurra300 Nov 27 2008, 10:35am replied:

they are..GENIUSES!!! made quake 2 into this good looking mod :D

+1 vote     reply to comment
Gavavva Nov 26 2008, 7:33am replied:

I dunno how I can prove it to you... :( But take my word for it ;)

+1 vote     reply to comment
oversoul Nov 25 2008, 10:41pm says:

Awesome guys... simply awesome... it's so cool what you guys have done with this rather old engine, keep up the good work!

+1 vote     reply to comment
Gavavva Nov 25 2008, 5:57pm says:

Its multiplayer only, yes. No single player, and no plans for bots (at least for now).

We are putting a lot of focus into the modding and mapping side of things with our tools, that why we are really pushing them as high as possible.

+1 vote     reply to comment
astrogfx Nov 25 2008, 4:44pm says:

is this game multi player? because just because of this mod I can see some crazy mapping and reviving the whole quake2 era

+2 votes     reply to comment
Gavavva Nov 25 2008, 5:53pm replied:

Not really, no. We have a new map format, new model format, new lighting styles, new... Well everything. Its possible to get Quake 2 in it, yes, but it would have to all be remade from scratch :(

+1 vote     reply to comment
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