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 608)
Gavavva Jan 24 2009, 5:53am replied:

We have spoke about this before:

The reason for not using the Doom 3 engine is that we already made an engine on par with Doom 3 years ages ago, and now our engine is a lot better with a lot more tweaks. Why use an engine like Doom 3's and be restricted to only doing certain things? Doom 3 has stencil shadows, we have shadow maps. Doom 3 lets us change only the game source side of things, we have access to the entire engine, including netcode and all sorts...

Its not just a case of "Well it looks kinda like Doom 3, so why not use Doom 3" because that just wouldn't work. We are far more advanced that Doom 3's engine... And the Doom 3 engine isn't even GPL right now.

So using Doom 3's engine even a year ago, never mind now, would be a huge, massive step backwards and force us to pretty much do nothing we want to do with regards to the game... It just wouldn't work.

+3 votes   game: OverDose
Gavavva Jan 18 2009, 6:33pm says:

Awesome guys! Thanks to all your votes we made it through to the second stage! Thanks so much for all the support, it really, really means a lot to us.

If you still think Overdose deserves a spot then please vote for us again. It would make our year, totally.

+1 vote   game: OverDose
Gavavva Jan 16 2009, 2:32pm says:

There are no drivable vehicles in OverDose. These are just for detail and for mission brief/custcenes etc.

+2 votes   media: OverDose Misc Vehicle Concept Art
Gavavva Jan 16 2009, 4:09am replied:

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.

+1 vote   media: OverDose Main Menu
Gavavva Jan 16 2009, 4:08am replied:

Its Quake 2's engine at its heart still? But it hasn't been "based" on Q2 in years.

As for those hands in Q2, lol, not only are you talking about next gen artwork in the forum of programs and shaders but also a polycount that Q2 just couldn't load, never mind render.

So I don't think they will be in Q2 anytime soon. Or Q3 for that matter.

0 votes   game: OverDose
Gavavva Jan 15 2009, 8:49pm replied:

But we have already confirmed that both CMC and MDR will have their own hands, as well as different camo versions AND different skin tones for when you customize your character...?

If you want anymore than those 12 variations then you really do need to step back and ask yourself what kind of FREE dev team consisting of TWO people can do that for you...?

EDIT: Also, we have said time and time again every class WILL be different in terms of visual style and design, on both sides, and that you can pick your own head model as well, something we are going to try and get a lot of variation with. White, black, chinese for the CMC and obvious differences for the MDR...? So what else could we possibly do...?

+1 vote   news: New Hands To Shake, New Music To Shake With...
Gavavva Jan 15 2009, 3:37pm says:

Thats not the high poly, that would be way to low poly lol.

Thats not the low poly, that would be VERY poorly modelled lol.


+1 vote   media: Pistol Early WIP
Gavavva Jan 15 2009, 12:17pm says:

No idea, but its not been converted yet for use, so don't read into any of that uglyness and stupid polyflow.

+1 vote   media: Pistol Early WIP
Gavavva Jan 12 2009, 9:28am replied:

Thank you. :)

+1 vote   game: OverDose
Gavavva Jan 12 2009, 6:52am says:

ModDB's high compression does wash out this pic some what... CLick it to enlarge it! :p

+1 vote   media: WIP Shots... MOER!!!121234
Gavavva Jan 10 2009, 8:10am says:

Anybody who hasn't voted for OverDose, give it a look over now!

www.moddb.com/mods/overdose - or, in the next few days - www.moddb.com/games/overdose

Why check it out...? Well we took the Quake 2 engine and gave it a better renderer than id Tech4, it even has full per pixel lighting and soft shadow mapping. Even Real Time Ambient Occlusion! If thats not enough, maybe the awesome screenshots and videos of it in action are enough? What about the music thats on offer to stream, too? Maybe the concept art of all the new game modes and characters...?


Give it a shot! I hope I get at least a few voters! :D

0 votes   news: Let the Awards BEGIN!
Gavavva Jan 10 2009, 7:33am says:


If you visit the OverDose section at ModDB any time in the next few days and things don't quite work (i.e. the game just isn't there) please point your browsers at the games section instead. The URL should be:


That will be the new URL of the site at ModDB. All comments, votes and watchers will *NOT* be affected. Thank you.

0 votes   game: OverDose
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   news: New Hands To Shake, New Music To Shake With...
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 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 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   news: New Hands To Shake, New Music To Shake With...
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   news: New Hands To Shake, New Music To Shake With...
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   news: New Hands To Shake, New Music To Shake With...
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 Jan 5 2009, 9:37pm replied:

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

+1 vote   game: OverDose
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 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   news: What Tools Would You Love To Have? Plus New Texture Pics!
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   news: Christmas Concept Art And Updates
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 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   news: Christmas Concept Art And Updates
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...


+1 vote   mod: Killzone 2 Mapping Project
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 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 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 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
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