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 :)
We are currently pumping out more options than, say, Assassins Creed Unity, higher resolution assets etc, with a team of one artist and two coders.
Assassins Creed 4, that is, the previous one, had 900 employees. Nine. Hundred. Unity has more.
I'm not saying we are reaching too high, but if you don't reach high, you never know just how tall you can stand. I could easily, without question, make several maps right now, today, that will work, play, maybe even play well. Theres enough content for a "game" to release now. Doesn't mean it will.
Yes, its slow. Yes, its annoying. But with so few staff, what do you expect? We can't afford to pay people the large figures it would take to do this "the proper way". We ask for help. Help which, sadly, doesn't come. So, we do what we can.
As I said before, if that's no good to you, then all I can do is apologise. But OverDose will release. It may not be now, in a month, this year... But it will release. And when it does, it will be fantastic.
Maybe you could, you know, help out? Or understand how long it takes to make something with so few staff? Or you know, just act like a mature adult rather than a 13 year old?
But hey, maybe I'm right?
Lights updated, btw, see pic
It's me... I'll add ivy I'm sure lol. I was also thinking about none cage versions of the lights tbh.
No. It will be on steam, and be cheap, but we will cover the licence cost. The source will still be released as a way of giving back to the community.
Thanks for the donations, any support we get is remembered, as I have a backed up list of all contributors who will be getting goodies of so,e description (unless you paid to help build the game via IndieGoGo, then you get the game). All donations will go towards new help. One of which we badly need right now is an animator as we are at the stage of the real fun stuff.
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 :)
I'm actually preparing a big update, so stay tuned. Its just I've also been ill recently :(
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.
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 ;)
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 :)
Please, please, please!
That guest was me guys lol.
I've reuploaded the pic again, keep on going lol...
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.
Yup, tech 2, everything added was on that as our base.
No the SDK is available, contact us via mail and I'll hook you up :p
Best I can do for now without funding :(
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 :(
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.
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.
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.
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...
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 **** ;)
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.
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.
Because we wont reply to your spam? Sure thing.
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.
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.
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.
Nicolas codes, I do everything else. That's all there is right now. So yeah, everything you see is one guy.
Remember OverDose is fully shadowed, not like other games. Its quite expensive to render **** as it is... But I am adding a few more misc models to this, smaller chunks and things. I'll try and get some bits added for it.
Hey, just a check, you know... Video game? Lets just say, I dunno, maybe its all gone nuclear, and plants grow in a few more spots? Or maybe, after a few hundred years, plants will over take in more places...?
Or maybe it just looks cool...?
If we are going to argue on tiny points, nothing will ever come out guys. Plus, download the SDK and by all means map something "realistic" if you like.
Feel free to get in touch, we always need more animators. Contact me at email@example.com regarding both. Animations are needed, but donations go a long way to helping us get more help, as we hate having to ask for free work :(
The left arm channel in the model will blend in, as seen here, when you are hit with a flash bang. Even though the screen has an effect to hde your view, the hand comes up as well to show that the player is trying to cover his face/eyes, like you would in real life. As the flash fades and the game comes into view, the hand is still shown partially behind.
Eh...? Its an objective based first person shooter, semi-tactical in nature, more like a blend of classic RtCW multiplayer and COD, with a heavy lean towards the former. Its been that way since the start :p Flash nades are an optional extra, just like attachments and weapons, every single thing has a pro/con.
Don't let COD ruin it ;)
A good few months back!!! :p
Ravaged is built on Unreal Engine 3, so they didnt really need to do much code wise to get it up and running. OverDose is built on Id tech 2; The same engined that powers Quake 2. So theres been a huge ammount of work done, even though you may not think ;)
I do think sometimes people forget just what goes into re-writing an engine from the ground up to compete with current day ones. Some may call us crazy for not going with the doom 3 engine, but hell, OverDose is far moire advanaced and faster/cleaner now.
Also, For $15, you get the OD beta/alpha and the game pre-purchase.
Its been toned down and changed lads, fear not :p
It's quite high tech, it's a rail gun type weapon. It's still very rough in design, I'm sure that will come over more in the texture!
IMPORTANT UPDATE!!! - 26th February 2012
A lot of people have been talking with me with regards to the rewards and how I could change them up a bit. Thanks to their help and feedback, we have decided that anybody who donates $40 or more WILL get a copy of the game on release. Remember, the game isn't priced yet, but it won't be full priced as its not a huge tripple A title. This means that anybody who has already donated will of course get this perk as well.
Keep in mind all perks are stackable! Thanks again!
The game won't be $50 on release lol. That's just an optional tier, as you can contribute any amount you like. Donating to the cause helps us hire new people, and if you donate so much, why shouldn't you get a copy of the game thrown in as well as for your troubles?
Once I get md5anim support in the ui, then ill do that. For now, this is the best I can do.
Because of course, after a few nukes drop on an installation, foliage would be neat and tidy in the right places, and desks wouldn't be messy and pushed aside...
Larger than normal mapping of course, but the beauty of OD is that we run specific paths and settings for everything and don't skimp out on optional extras, which means this can be enabled/disabled and tweaked in quality with no hassle. The performance drop is no worse than it is in any other title/application, however it is worse than relief mapping as its a LOT nicer.
Its a selectable head, one of like, 20 odd or something. Don't like it, pick another head to go with one of five classes on the human side...?
Hahaha, I never even noticed that :P Picky, picky :P
No game on the planet has zero clipping, trust me on this. And for a rig/animation set that works on all our player classes, made by a single person, for free, for an indie team that doesn't get paid and does this in its spare time no less, I think its good enough.
People are MORE than welcome to step up and do a better job if they think they can, I'm sure Ben wouldn't mind at all people sharing the work load :)
Name me a game that doesn't have clipping in some form, and I'll get it fixed.
I'm so not happy with that hair/harline, I'll re-do the texture when I get home from work.
Its a menu... I think some of you are forgetting that. Its an alpha tested sprite.
The shape of his head is fine, its likely just perspective.
As for the "Shine" hes right in front of a light source used to light him in a test map. Of course hes gonna shine a bit :p
If it gets to a stage where it just causes a million and one head thumping nights of funless animating, it will take seconds to remove with no huge issue, so its not really a monster set of work in that regard.
We shall see, or rather you shall see... I have already seen.
Well in that case :p
The tubes ok, it may not be standard on models, but thats just because it poses a little extra work. Its still workable.
Asking a team to ditch an asset that took a long time to create all together because you don't agree with something isn't valid feedback, its trolling in my eyes. You are more than welcome to do better, there are spaces available if you think you can top it, thats never a problem.
Wow, obvious troll is obvious.
The tube will be fine to animate and weight, it just won't be an automatic process. Seeing as we use a skeletal animation system anyway, it wont cause a huge head ache. Lay off with the trolling, this **** takes a long time to make, the last thing anybody needs when pumping out art like this is people trolling.
The model is shown here in no pose, because its a high poly mesh. When animated it will be different of course.
We were around before Rage :D
Fog can't be disabled, bloom can. Simple as that. When it comes down to it, there are certain "obvious" levels of what can be tweaked and what can be turned off. Its ok on some to lower quality, its not ok in any way shape or form to turn others, off.
Trust us here, we know what will remain tweakable and what will be locked on pure servers, we put a heck of a lot of time into making sure that everything has three levels of quality and what can/cant be tweaked/disabled. The lower quality materials paths have had just as much attention as the higher ones.
With the shadows/lights, its no different. Each light has its own quality level, allowing the player to disable lower quality misc lights that wont really change anything if they wish.
Yeah, never really understood this obsession devs have these days with not letting people adjust graphical fidelity ingame. I can understand some things are just not wise to change, like for example we won't let players turn off the shadows, but there are several quality options players can set to make the game smoother for them, resolution, smoothness, quality, even disable misc actor shadows entirely.
Some of these games that just ship with a basic a resolution switcher in a windows UI before startup really do pain me... How can we still be on THIS level of ****** PC port in 2010 :(
Actually, that is something I don't think either of us though about. The trouble is, it would likely go on the knifes too, and those all use the same texture... Hmm, tricky...
The post I made previously was aimed at Kasplatt, not you, btw. Anyway...
Gavavva Jul 9 2010, 2:41am says:
Monitor was fixed. Keyboard scale was also fixed. Don't worry.
Kasplatt Jul 11 2010, 9:04pm replied:
No, he's right, it REALLY stands out.
Also, a monitor that had been smashed like that would most likely be lying down or have been disposed of.
Not been standing on the desk as if it was still in use.
Does the same thing REALLY need to be constantly said? Mate, if you knew me at all you would know that I actually dont listen, or even want, people saying "OMG Thats great!". Ask anybody that knows me, and the one thing they will say is that with my work, I don't go looking for a pat on the back. As an artist, that is the one form of feedback I do NOT want to hear. It will never let any art preogress. I see people on ModDB all the time post "OMG THATS AMAZING!" with really **** poor art and it just makes me feel sorry for the guy who made it, because he doesn't want that, he needs to know how he can make it BETTER.
I'm all for crits, but when its the same crit said over and over, AFTER ITS BEEN MENTIONED IT WAS FIXED, you have to back down a little.
You do know its people like you that stop small teams releasing anything, right? Being anal about a physics prop in the whole scene (One thats already been changed I may add Team-blur-games.com) really is worthless.
There has been an entire page of posts on something that was changes lik 10 mins after the pic went up. Time to grow up kids and see that the two artists that pulled all this work together don't have time to change every pixel because Sammy in lives in his mums masement thinks a pixel looks amiss.
We always had soft shadows, only now you get a lot more precision, a lot more control, and its all a lot faster.
Seems really cheap to me. Don't just throw textures into an automatic program, take time on them, or they will look really blotchey like that grate, or really wrong like the concrete.
Very poor smoothing group work, far too high poly for the engine, optimize the mesh more for the resolution and detail level the engine/psp can handle.
It will be client side, I imagine. But the "bit close to the starting point" is a bit odd because doesn't that depend on the over all length of the reload anyway? So, if the reload took 20 seconds, thats 8 seconds in. Not saying it will but you know. The length is about the same as gears, its CLICK........ *.5 seconds pass or so* CLICK again. Get it right, weeeeeeee it speeds up and goes around to the end with a fancy sound. Get it wrong, it turns red goes slower for the rest of the reload with a horrid sound as the onscreen animation tried to reload his weapon but stumbles. Do nothing at its just normal speed.
Its a risk factor. Its also totally optional in the UI, so if you don't want it you can turn it off and whack reload as much as you like. But that way, it will always be the average reload speed... So I suggest people learn ;)
TRB - Timed Reload Boost. Think Gears Of War style active reload. Moving it there makes a lot more sense, compared to sticking it in the corner where nobody looks.
I'm surprised people haven't asked why the crosshair is so huge... That would be because its not a crosshair :p But I'll leave HUD stuff for next time, will take a year to write anyway :p
Sure thing, hope you have some high poly modelling and sculpting experience :p
Not too shabby for a first pass, even more so I reckon when you think the engine OD uses before any code changes produced visuals like this:
Still a long way to go, but baby steps! We just need more modellers on the team, and fast :( So if theres anybody out there who can help, PLEASE let me know :(
Hell no, we are leaving that to Enemy Territory and whatever other unbalanced games want it...
Ranks have two features:
1) Servers can be ranked and unranked. Ranked servers gain XP while playing for doing stuff like you would expect, and you level up. When you search to play with people, it searches first for players of your rank and matches you up. If it cant find any it searches lower until it does. Ranked servers are also, at the moment, the only way to earn achievments, however we may change that...
2) Bragging rights. Simply put, you still keep your rank and level up in any both ranked and unranked play. So, if your a general, it will show next to your name on the scoreboard as well as on your player model (Ranks appear as badges). So people can see how good a player you are regardless.
We dont give the player anything for ranking up. You dont get more of this, or quicker that... We HATE that here. It just means the better players get better stuff while the lesser players get nothing and have an even harder time playing catch up. We know there are ways to "balance" it, but its just not what we want.
Plus, to steal a phrase from IW with all the modern warfare 2 mistakes...
"It just isn't balanced for it".
Working on getting the high res for you all, so yeah.
HINT: They are not hosted on this site, and the first picture is located on the post. Find the remaining 5 the same way with the hints below...
Its working fine for everybody else? In what way isn't it working?
Models are made from two model versions; A high poly model, and a low poly model. The high poly model has millions of polygons, and has every detail modelled onto the surface. Screws, bends and chamfers, the lot. The low poly model is what you see in game, but doesn't have any of those detail modelled onto it.
When you render to texture the high poly over the low poly, you get a normal map. This gives the illusion that the low poly actually has the detail the high poly does.
Its common place in... Well everything, these days. But I suppose the games that really show it off are id Tech 4 games, as they started the whole thing off mainstream.
Only the best show ever made :D and with 2 new episodes coming up? Fan smegging tastic!
Give that man an eyebrow! Hey, I'm feeling generous — give him two! :D
There are no bots. As I said, one coder means that stuff like that will have to wait until we get somebody wlling to work on that only.
You DO know thats a high poly source mesh to be rendered to texture for the normal map thats used over the low poly ingame model, right...?
Or did yo uexpect each model to be a few million polies, when no other game matches that detail ingame? :p
Erm... Rad has ALWAYS had that ability, you just change the view style so it shows those views. All 3 at once, lol... Muppet :p
Erm, no... This model was designed and made from scratch. I know, I made the texture myself.
Render? Its ingame. All shots here are ingame. Nothing is faked or taken from max, and it never will be unless it strictly says on it "taken from max".