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 :)
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.
Team? One person. Also the tree is old and being remade anyway.
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.
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!
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.......
You never finished Skyrim...? Fallout 3...? Vice City...? Duuuuuuuuuuuuuuuuuuuude....
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.
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.
Heads swap in and out via tagging, but I'm not sure yet, no promises. As it stands, this is just for fun, for me, but is actually fully done and would work. Nicolas and I are still trying to decide the best way to do custom heads.
It already does. Its only for up-close shots with the shotgun, or Sniper head shots, which are both one hit kills and no chance of revive.
Ok, so I AM actually making the full body gib model, as I type this even. So bodies really will blow into several chunks of meat and lots of blood. But don't expect an actual damage model for arm/leg shots etc, its not what we are going for and is waaaaaay too hard for me to do. Remember that OverDose is based on a medic/revive system, and while head shots and full on body explosions are ok, individual limbs are very, very hard to get working in that system.
But yeah, we all love gore here, and we want bodies to pretty much explode in the mose horrific way possible. So stay tuned.
Custom heads FTW lol :p
Yes. Regardless of charging for OverDose or not, the main source of OverDose is and always will be freely available. That can cause some concerns for cheaters, but to be honest if people want to hack your game they WILL hack it, regardless of code. We believe more than its up to server admins with decent tools to ban these sorts, and as we plan on releasing on Steam, Steams anti cheat will help a great deal as well.
But the codes available, always has been.
Except I cut my hair, and Nicolas doesn't really get rockets :P
Trouble is that we do this in our spare time and for nothing so it's hard to find the time to manage a lot of things, plus it's Christmas! So I'll try my best over the next few days and give it a once over :)
Until we can get somebody onboard to help out with coding, because Nicolas is really doing a great job on his own doing an entire engine by himself but needs a hand... I can't say for sure. 2013, but as to which point? I don't want to let anybody down with a date that comes and goes :( This hurts us too, we put so much time and energy into OverDose. But OverDose is far from given up on, trust me ;)
There is yeah, shoot me a mail at "odiummsn "AT" hotmail "DOT" com" and I'll sort you out :)
Its been a busy month! But we are still plodding onward, like the crazy little donkies we are.
I thought you had erectile disfunction...? :s
Entities... Are... A pain in the arse... Nicolas is having some trouble with trains atm, or lifts, or something. Also, no progress update, but its still alive peeps, its just busy busy busy...