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  (540 - 570 of 596)
Gavavva
Gavavva Jan 8 2009, 10:41am says:

Because there is no other recent engine that gives us the flexibility we needed. Quake 3 was the only other choice.

We wouldn't even dream of going with one of those "other" engines like Ogre and stuff, no chance lol.

OverDose, in code, is pretty much 99% all new, coded how we want, the way we want. Clean and fast. Thats what we needed more than anything. Engines like Ogre and stuff are, to be fair, full of ugly code and hacks. We didn't want that.

Plus, OverDose started out by using the Evolved engine, which is our previous engine, which was a source mod for Quake 2 that improved the graphics to that, so it all made sense.

+2 votes     article: New Hands To Shake, New Music To Shake With...
Gavavva
Gavavva Jan 8 2009, 10:12am replied:

Actually, this is a common misconception...

A lot of mods do this, and don’t seem to understand legal issues will not and cannot crop up until you get serious into dev, by which time it’s to late, and you lose a lot of work.

Trust me, this mod may of got coverage, but if it was me I would of called it Jurassic Land or something silly and have the lead guy be called "Adam Grunt".

The problem with IP theft is that most of the time legal teams will actually sit back and watch you get on BEFORE swooping in. I've seen a lot of mods and games have this happen over the years. The actual term is being "Foxed" thanks to what Fox did to the Aliens mod for Quake 2 I believe it was...?

Anyway, just be careful. I would get that permission "NOW", before you move on. You have more than enough work to show you are serious with this. But wouldn't you rather know you have to cease and desist now, or change the name/branding now? Rather than when you’re just about to release, and have to can the entire thing...?

It doesn’t hurt to be cautious when you’re dealing with another person’s property and IP.

0 votes     game: Jurassic Park
Gavavva
Gavavva Jan 8 2009, 5:58am says:

The sad thing is this will be closed down as soon as it gets any kind of attention...

The sadder thing is its better than anything the actual licence holders could pump out :(

+1 vote     game: Jurassic Park
Gavavva
Gavavva Jan 8 2009, 4:32am says:

Nope, we cant. But its a Quake 2 SOURCE mod, which at the time of registration, meant they were unwilling to make it an indy game... Even though the technology is re-written from Quake 2's engine.

So it WAS Quake 2 at its heart, but we re-wrote it all.

I'll try again, but it seems my emails fall on deaf ears...

+2 votes     article: New Hands To Shake, New Music To Shake With...
Gavavva
Gavavva Jan 7 2009, 6:26pm replied:

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

+2 votes     article: New Hands To Shake, New Music To Shake With...
Gavavva
Gavavva Jan 7 2009, 5:24pm replied:

So you’re saying you want more generic stuff, rather than something original? You want something you can get else where...?

These are the first person view arms, the arms that hold the gun on screen. They are for the one team only.

They aren’t generic soldiers. They are humanity’s last best hope against the Marauders in a post nuclear war. These guys can’t just go down to the local 7/11 and buy weapons and stuff…

+1 vote     article: New Hands To Shake, New Music To Shake With...
Gavavva
Gavavva Jan 7 2009, 9:33am says:

From what I can see you look like your pushing way to many polies when you dont have to.

You could always use a small alpha tested patch wit ha circle on it, hovered above a small hexagonal shape under it. That way you reduce the polycount while still keeping the visual effect your after.

+1 vote     media: The bridge
Gavavva
Gavavva Jan 5 2009, 9:37pm replied:

Thank you, that means a lot to us. :)

+1 vote     game: OverDose
Gavavva
Gavavva Jan 3 2009, 8:32am replied:

How the hell can this be mod of the year...? Its not even out yet...?

-1 votes     mod: Black Mesa
Gavavva
Gavavva Dec 19 2008, 5:54am replied:

Material Editor - XP has one built in. Its called word.

Procedural Texture Generator? - Sure, I'll get our coder right on it, just after he finishes the "Make new map" button.

AI Node Support - Pointless when there are no bots.

+1 vote     article: What Tools Would You Love To Have? Plus New Texture Pics!
Gavavva
Gavavva Dec 14 2008, 8:59am says:

Nope. I have a feeling they simply cocked up, and didn't want to admit it. ModDB is run very oddly at times. I've had emails telling me I wasn't allowed to post news, because it would take away the shine from OTHER game news...? What? Its news lol...

But yeah, I'll get in touch with them and ask them to move it to the proper section. Trouble is I dont know if they can.

+1 vote     article: Christmas Concept Art And Updates
Gavavva
Gavavva Dec 14 2008, 7:36am replied:

You dont need Quake 2, or its files. Its free.

I'm going to try to get ModDB to move this into the indie area. For some reason they deleted it first time around and told me to move it here instead, and its getting old answering this same question over and over. This must be the 30th time now.

+1 vote     game: OverDose
Gavavva
Gavavva Dec 13 2008, 8:37am says:

When I made the page, some guy from ModDB emailed me and told me to remake the entire thing under the mods section, because only fullscale games that are planning on going retail should be under the "games" section.

So yeah, I fully agree, but if I didn't put it here, I couldn't have it on ModDB. I agree its stupid, but what can I do...

+1 vote     article: Christmas Concept Art And Updates
Gavavva
Gavavva Dec 11 2008, 9:38am says:

Whats that picture supposed to be...? It looks like a slab of cheese with some potatoe slices next to it...

CAN I HAZ CHEZ NOW?

+1 vote     mod: Killzone 2 Mapping Project
Gavavva
Gavavva Dec 11 2008, 9:35am says:

Since this design we decided to go with a more mutated look, over the standard alien/borg style. The Marauders are humans that have been exposed to Radiation and horrible events, so they need to look a little less Borg and a little more... Well... Warped.

+1 vote     media: Early Marauder Design
Gavavva
Gavavva Dec 11 2008, 9:34am says:

This guys just bad ***. Look at him. LOOK AT HIS TOES! :p

+1 vote     media: Misc Concept Designs
Gavavva
Gavavva Dec 11 2008, 9:34am says:

Locking down design choices. We went with an updated Marine style and look, such as this one: Moddb.com

+1 vote     media: Misc Concept Designs
Gavavva
Gavavva Dec 11 2008, 9:33am says:

This was back when OverDose was a Q2 spin off, same universe. Since then we really pushed our own design but a lot of this will make it into OD.

+1 vote     media: Misc Concept Designs
Gavavva
Gavavva Nov 30 2008, 7:25am replied:

To be fair, I am getting fed up of the "Are those CS hands" thing, like CS is the only game that could ever do them, lol... I'm so fed up I'm even starting to think about scrapping them for soemthing so original they haven't been done before... But then I think "Why? So a couple of internet people can get over the fact we used the same design as another game..?"

Come on guys. We have full high poly models for everything we do. We don't take shortcuts. Pretty much every texture file and model is high polied, *NOT* CrazyBumped like 99% of the mods out there. This takes time.

Ask yourself why we would suddenly change that style over night on a single model, and risk it all...?

+2 votes     game: OverDose
Gavavva
Gavavva Nov 30 2008, 7:18am replied:

They were made from the ground up, by myself and Mo, complete with high poly and new texture work. Another games hands wouldn't even work in this engine becuase of smoothing issues, but the question remains, why would we use another games hands when all other 4000+ files I've made are original/new...? We just based them on a fingerless glove, which, lets face it, isn't exactly an original idea in iteself.

+1 vote     game: OverDose
Gavavva
Gavavva Nov 27 2008, 6:08pm replied:

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

+2 votes     media: OverDose Project Update - ODRadiant Is Born!
Gavavva
Gavavva Nov 27 2008, 2:35pm says:

But we COULD sell it if we wanted... A Q2 licence is all we need, and if we were serious about selling it we would be serious about buying that.

But for now, OD is free, and we cant see that changing on this project at least.

+1 vote     article: OverDose Project Update - ODRadiant Is Born!
Gavavva
Gavavva Nov 27 2008, 2:33pm says:

looooooooooooooooooooool...

You can tell I put 80+ hours into that game already :)

+1 vote     media: Test Media
Gavavva
Gavavva Nov 26 2008, 2:30pm says:

Free, lol.

+1 vote     article: OverDose Project Update - ODRadiant Is Born!
Gavavva
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     game: OverDose
Gavavva
Gavavva Nov 26 2008, 7:33am replied:

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

+1 vote     game: OverDose
Gavavva
Gavavva Nov 25 2008, 5:58pm says:

TBH, Level editors have had a 3D view for years :D I started mapping with Qoole, for Quake 2, so I cant say before that, but even that had a 3D view (Just not realtime because of lightmapping, so it was always an unlit 3d view, fullbright).

+1 vote     media: OverDose Project Update - ODRadiant Is Born!
Gavavva
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     game: OverDose
Gavavva
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     game: OverDose
Gavavva
Gavavva Nov 25 2008, 7:12am replied:

Its been in closed Alpha for a while while we get the rendering engine sorted. For the past week or so we have been working on getting ODRadiant together so that people can map for the game very easily.

Once the rendering engine is complete we will get to all those little details people love in the game engine and, well, then its on to beta.

As for when that is...

Well..

"When its done" :p

+1 vote     game: OverDose
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