Well howdy do. Not much to say here as yet, other than I'm a graphics designer and I'm based in Telford, Shropshire. Other than that, I'll update later :)

Comment History  (0 - 30 of 596)
Gavavva
Gavavva Jul 3 2014, 9:45am says:

New updates and things coming. I can't give a proper ETA as yet sadly because I've just moved and I'm also ill, but it will be here soon. So stay tuned :)

+2 votes     game: OverDose
Gavavva
Gavavva Jul 3 2014, 9:42am replied:

I'm actually preparing a big update, so stay tuned. Its just I've also been ill recently :(

+2 votes     game: OverDose
Gavavva
Gavavva Apr 8 2014, 5:15am replied:

Sorry for the delay in replying, I've been seriously ill recently.

1) you can use OdRadiant yet. It's currently being worked on by Buzz as quick as he possibly can, so right now it's just where we are with that. I suggest using D3rad/Q4Rad/DarkRad for now, anything that let's you work with doom 3/q4s map formats.

I have provided in the extras folder replacement materials for every material we use in the game. Simply copy those over to your doom/quake materials folder, and copy all media/models over too, and begin editing. It's that simple. But you will of course need to save your maps in overdoses map folder.

Keep in mind however that we rely on map models and model geometry a LOT more than doom 3 or quake 4 ever did. So we use brushes for basic walls and hull work and hen models for the rest. It's much better this way.

+1 vote     game: OverDose
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     game: OverDose
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     game: OverDose
Gavavva
Gavavva Jan 13 2014, 1:17pm replied:

Please, please, please!

+1 vote     game: OverDose
Gavavva
Gavavva Jan 3 2014, 7:24am says:

That guest was me guys lol.

I've reuploaded the pic again, keep on going lol...

+1 vote     media: December 2
Gavavva
Gavavva Nov 20 2013, 6:37am replied:

Call Of Dutys engine is based off of Quake 3 IRC.

And yeah just because its an older engine it doesn't mean it will run on older hardware. For example, we actually have a minimum entry system spec where the game will just refuse to run, because it lacks the correct hardware.

The great thing about what we are doing however is that nearly everything is tweakable and can be turned off or lowered several times in terms of quality. Every shader we do has fall back lower quality shaders. This means that even older computers can run the game at a decent speed, just maybe not as pretty (but still pretty if you get me), as long as they pass the entry requirements.

We also added a few future proof options, like 64 sample shadow mapping, which is... Insane, to say the least, but looks utterly stunning.

+4 votes     game: OverDose
Gavavva
Gavavva Nov 16 2013, 11:32am replied:

Yup, tech 2, everything added was on that as our base.

+1 vote     game: OverDose
Gavavva
Gavavva Nov 4 2013, 3:32pm replied:

No the SDK is available, contact us via mail and I'll hook you up :p

+1 vote     game: OverDose
Gavavva
Gavavva Sep 11 2013, 8:29am replied:

Best I can do for now without funding :(

Steamcommunity.com

0 votes     game: OverDose
Gavavva
Gavavva Sep 11 2013, 5:41am replied:

Ahh, £70. Knew there was a fee, didn't think it was that high. I simply can't afford that right now sadly, I'm saving for my wedding and for what I need to set up for a cancer run :(

+1 vote     game: OverDose
Gavavva
Gavavva Sep 11 2013, 5:38am replied:

To tell the truth, I thought Greenlight was for games about ready to release, but having looked over the site it seems its a way to also get a following and get known. So I'll look into it in a bit. Cheers old bean.

+1 vote     game: OverDose
Gavavva
Gavavva Sep 4 2013, 3:10pm replied:

Source is id tech 1 with a few later id tech 2 pre-release enhancements. Of course, its been re-written a billion times since then.

+1 vote     media: OverDose ViDoc - Scriptable Particle And FX System
Gavavva
Gavavva Sep 4 2013, 3:09pm replied:

Full SDK is available, and level editors can be whatever works for Doom 3. Also we have our own tools that make life a lot easier. Plus as I said before, its mostly fully scriptable without having to re-compile game code.

In short, it should be possible to make a new setting, characters, objects, maps, textures, sounds, weapons, weapon effects and functions, teams, everything... All without recompiling code.

Then clearly if you CAN code, you have that whole other area to play with too, as the code will be fully available, and is now if anybody wants.

+2 votes     game: OverDose
Gavavva
Gavavva Jul 8 2013, 2:45am replied:

We can still be open source and secure online, its just one of those things. But keeping it open allows people to take a look at our code, take bits for their projects if they need it and maybe, maybe help out...

-1 votes     game: OverDose
Gavavva
Gavavva Jul 8 2013, 2:44am replied:

Thanks guys. I've all better now, going out with the camera in this stupidly amazing British weather to get some photosources of a local train yard that's all ruined. Sadly my net fell through again, so we told them to shove it because missing FIVE appointments was a bit of a **** take, so I've gone with another service which is better anyway.

So, at the very latest, I'll be back online on the 19th maybe? But keep everything crossed for me eh, because I BADLY need to be back online!!!

Then we can get with the REAL show off **** ;)

+2 votes     game: OverDose
Gavavva
Gavavva Jun 21 2013, 4:45am replied:

2nd of July people. This time, third time lucky, I hope :( Plus I've had a virus around my heart and I've been seriously, seriously ill, recently, so haven't been much use anyway :( Once I'm back, I'll get all up to speed and update everything, trust me.

+2 votes     game: OverDose
Gavavva
Gavavva May 5 2013, 4:11pm replied:

Yeah I'm in the process of moving house ATM and internet is down so its a bit hard updating, but rest assured after this week is over its back to battle stations for moi. Nicolas is all over the code like a rash as per.

+1 vote     game: OverDose
Gavavva
Gavavva May 1 2013, 2:41am replied:

Because we wont reply to your spam? Sure thing.

+1 vote     game: OverDose
Gavavva
Gavavva Apr 22 2013, 4:55am replied:

Not at all, no, its just that the site wasn't getting as many hits as we would like, the forums were not being used, and to be honest it was taking time away from development fixing issues with the site that were actually caused by the host anyway. Issues that I would spend a day fixing, and then they would **** back up again. I must have fixed the site a good 10 times this year alone, re-writing huge sections of code just to make sure things worked... Only for those changes to either be re-written or in some cases deleted, because they didn't agree with what I had done (even thought it was my damn site so we should be able to code however we like). I wouldn't mind, but "their" way of writing script and handling databases conflicts with everybody elses and is a possible malware back door for anybody who wanted to use it... That's where all the warnings came from.

So we just spoke about it and agreed, for now, to take it offline.

+1 vote     game: OverDose
Gavavva
Gavavva Apr 7 2013, 7:50am replied:

The idea mainly here was to bridge the gap, its more like what would you do with parts, to make them function? As such its not so much a "nail gun" in that sense, its more a re-purposed SMG modified with whatever is on hand.

+1 vote     media: Marauder "Nailgun" Concept
Gavavva
Gavavva Mar 22 2013, 7:15am says:

Its more of an SMG style weapon variant, to compare to the CMC's SMG class weapon, so its not as heavy hitting as you may expect but will have a deep clip. Just different weapons for different play styles.

+3 votes     media: Marauder "Nailgun" Concept
Gavavva
Gavavva Mar 17 2013, 1:30pm says:

Nicolas codes, I do everything else. That's all there is right now. So yeah, everything you see is one guy.

+2 votes     media: OverDose
Gavavva
Gavavva Mar 17 2013, 11:19am says:

Team? One person. Also the tree is old and being remade anyway.

+4 votes     media: OverDose
Gavavva
Gavavva Feb 21 2013, 10:23am replied:

We did, and sadly, not enough people cared for us to reach any sort of goal, and barely hit $1k, which resulted in less than $4 back after the crowd funding took its "share".

Simple truth is, until we get some solid gameplay to show, we can't do that really. But until we get some help, we can't do that. And until we get some funding, we won't get help... Its fun. Not.

+2 votes     game: OverDose
Gavavva
Gavavva Feb 20 2013, 10:38am replied:

No. Because we added it ages ago, and works perfectly with the 360 pad and even switches input UI functions. I dunno why I have to state that, IMO that should be standard, but PC devs can't be bothered for some insane reason!

+1 vote     game: OverDose
Gavavva
Gavavva Feb 20 2013, 4:54am says:

Oh for... Latest build changed flares and I forgot, so the red flare is the wrong colour above the door... How did I not see this.......

+1 vote     media: Colour... In OverDose...? Whatever next...? 3
Gavavva
Gavavva Feb 19 2013, 4:20pm says:

You...

You never...

You never finished Skyrim...? Fallout 3...? Vice City...? Duuuuuuuuuuuuuuuuuuuude....

+3 votes     media: Colour... In OverDose...? Whatever next...? 3
Gavavva
Gavavva Feb 6 2013, 7:08pm says:

Spoken like somebody who doesn't know what makes a game, And what makes a turd. The reason you make generic gibs is obvious; Because you can't make gibs for everything and everybody. It's too expensive and too time consuming. Is it possible? Yes. But what's the point when they will be gone soon anyway and nobody will look? As for picking them up... Why? What would that ever possibly be used for? It's not fun, it's pointless, and just makes gameplay messy.

0 votes     media: OverDose Gib Damage Models
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