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  (60 - 90 of 607)
Gavavva
Gavavva Aug 22 2012, 6:27am replied:

Most people have at least some form of common sense. You would think that when somebody sees "early" they think "before its ready" or "before its time". The fact is, we show stuff to show things being worked on, and don't have to at all.

So, I'll post the next update in 6 months time now.

-2 votes   media: VERY Early Physics Test
Gavavva
Gavavva Aug 21 2012, 5:26pm replied:

Damn it... If only I said it was a VERY early physics test of code thats only just made it in... If only I saw that a box, ball and barrel couldn't possibly all act the same... Geeeeeeeeeeeeeeee....

0 votes   media: VERY Early Physics Test
Gavavva
Gavavva Aug 21 2012, 2:54pm replied:

Really... It sucks? Because it looks so bad in Call Of Duty, right? :p

Remember what happens when you "die". You go into a "help, medic" animation. Its not a case of not being able to do it, its a case of not needing it.

+1 vote   media: VERY Early Physics Test
Gavavva
Gavavva Aug 21 2012, 12:44pm replied:

First of all, we have specific plans for what we need, and they are simple things such as boxes and cans moving around when shot/blown up. We don't need/want rag doll or anything of the sort, simply because, well, we can't. How would that work if when a player dies, he goes into a "waiting for medic" animation?

So yeah, theres that.

Also, I dont think you really understand the differences here.. Its not a simple line change. You can't take, for example, Doom 3's code and drop it in here, because the colision system and bsp system is totally different. It wouldn't be a single line, it would be near enough the whole thing. So, you would actually spend MORE time changing it to work with whats there, than just making your own.

If it really was as easy as just grabbing an already existing physics codebase (of which there are LOTS), don't you think everybody would have done it by now, in the hundreds of other source ports...?

0 votes   media: VERY Early Physics Test
Gavavva
Gavavva Aug 21 2012, 10:45am replied:

No, it would waste more time...?

Take already existing code > Understand how it works > Retrofit it into existing code > Risk having to change already created code.

Or...

Code from scratch onto existing code.

I know which I would pick. A lot of people seem to think these things are all drag and drop type efforts, like "oh, yeah theres a physics system out there, just use that". It doesn't work like that. What about our colision system, our bsp? Our model types, animation system? Its the same as saying "why dont you just move to D3 code, its the same thing". Why, because its per pixel lighting? Its nowhere near the same.

Sadly, a lot of people don't see these things.

+1 vote   media: VERY Early Physics Test
Gavavva
Gavavva Aug 21 2012, 9:55am replied:

Bullet...? This is all Nicolas, his own code, hes not using external stuff.

+1 vote   media: VERY Early Physics Test
Gavavva
Gavavva Aug 16 2012, 6:43am replied:

Our movement system has been a focus point for a while, and has always been something we have tried to pimp. Without it, we are just another shooter, so of course we try to pimp it as much as we can. Thats why I have to facepalm a bit when people say they haven't heard of it... Its usually the first thing that I harp on about.

Sadly, there are far too many people out there who will see shooter... See id tech 2... And then just go off in a mood because "oh lordy, its all been done before, wont somebody think of the kids".

+5 votes   article: A few... Silly... Questions Answered
Gavavva
Gavavva May 18 2012, 8:05am says:

Bloody hell that tree and bush there are low quality, need to sort those out... they mess up bad with 8x AA and alpha to coverage lol!

+9 votes   media: I accidentally the whole thing :(
Gavavva
Gavavva Mar 9 2012, 3:44pm replied:

For now the 763rd time, we posed moving PLAYERS in a real time MAP that were mid ACTION. I'm not sure how this isn't getting over still.

+1 vote   media: OverDose Ingame Update 2
Gavavva
Gavavva Mar 9 2012, 4:38am replied:

I don't actually think you are paying attention to any of this, to be fair. For about the 17th time, I'll say it again; The screenshots are not faked, they are set up using ingame real time assets, moving ingame in real time, to show off action in the best possible light we can do. We didn't just "create a screenshot" in Photoshop.

If thats SERIOUSLY an issue for you, then I think you may want to stay away from ANYTHING media related bud, because thats exactly what nearly everybody else does. The exception of course being people who do worse, and FAKE screenshots.

I have the sinking feeling I'm dealing with a troll, so I'll just end the conversation here. I think I've said more than enough on the matter.

+1 vote   media: OverDose Ingame Update 2
Gavavva
Gavavva Mar 8 2012, 4:08pm replied:

Soooooo... Making sure characters are running around firing at each other in a level in a real build and then picking a pic that shows the action off best and still looks good...................


............... Is worse than faking a pic with assets not from the game the doesn't represent final quality...?

Ok chief. Well, that's... Ok.

+1 vote   media: OverDose Ingame Update 2
Gavavva
Gavavva Mar 8 2012, 3:56am replied:

Now would you like to know if this is real or setup? I'll tell you. Its both. Its real ingame stuff, these are the graphics you see as you play, with the characters you pick while playing, with the animations they show while you kill people. Simple as that. Is it set up.........?

You bet your arse its set up.

I challenge you to find me one single pic that isn't that shows a game off. Take a look at the new hitman shots... The yshow Agent 47 mid strangle, or with police in the background, or in a crowd... Those are set up shots showing off a certain "thing".

Or did you expect me to hammer F12 and just post loads of badly shot, pointlessly taken screenshots...?

Now I FULLY agree with what you are saying... Don't lie, don't post **** that isn't true etc. But we are not Nuclear Dawn, and lets face it, the work we have done with such a small band of merry men on the engine its based on ALONE should show you we mean business and don't take ****. I mean when you put it like that, its even more silly... We remake an entire engine, bring it above and beyond current spec, making all these AAA assets, but then its all a lie... It would be the biggest waste of time since this morning when I had a **** and only a rabbit dropping came out.

True Story.

Have faith. If you don't like what you see, help. if you do, comment, but tell us where we can go better. But we are in this for the long haul, and we aim to misbehave.

+1 vote   media: OverDose Ingame Update 2
Gavavva
Gavavva Mar 8 2012, 3:56am replied:

I don't quite follow this, so bare with me... Are you actually saying we went to the trouble of making characters, animating them, showing them animate in game, but then... don't have animated characters...? We don't have a HUD yet. Know why? Because the GUI code isn't final and I'm still waiting on it, and because the gamecode isn't final and I'm still waiting there, too. Why should I make a hud, only to remake it when the GUI codes done, and then remake it when the games done and reflects a totally different requirement...?

I get your "making progress that isn't actually happening" statement, totally. But in order to FAKE progress like this, you have to actually MAKE progress... Because otherwise, you are wasting effort? Why would I pose characters that haven't been animated, when I could just, you know, show them animated...? It doesn't make sense.

Theres a reason why we don't have a lot of gameplay videos out. Know what that reason is? Its nowhere near far enough along to show off. So that would just mean opening the floodgates to millions of people who complain on the little things, things that wont even be done, things that we already know about. Thats the nature of the beast sadly. You post things for feedback, you get feedback and you implement it. I got a lot from this pic on several sites alone... One pic. Scales, lighting, a LOT. That helps me. Moaning that "a pic showing real time action dopesnt look real time" on a SCREENSHOT seems a tad... Odd.

+1 vote   media: OverDose Ingame Update 2
Gavavva
Gavavva Mar 4 2012, 7:32am replied:

It's not posed. Even if it were, in my honest most original English accent... Who the **** cares? Screenshots are presented to show you what the game looks like. As long as its not ubi soft levels of photoshoppery, and what you see IS what you get, who cares?

Let's say this screen is fake, something I COULD do; it would still be totally ingame, with effects, key framed animation so that it was all right to show it off etc... Even if it was faked, it would be nothing more than posing a scene to show what you want. Every game company and his mother does that. What do you want? Really ****** pics? Do you know how hard it is to show stuff mid action and have it look good ALL the time?

This pic, like the last, was set up to show a certain feeling. But it's still 100% ingame and is still somethig you would see, because shock horror, that's how it was took. The only thin I will say is that these pics won't look as good as the final, because there's. I effects AT ALL ATM.

Honestly... Sometimes I think you guys ask way to much. Flaming that other mod for posing pics is retarded. As long as they don't "fake" them with stuff you'll never see ingame and it's totally possible what they are showing. .. Who the **** cares?

+5 votes   media: OverDose Ingame Update 2
Gavavva
Gavavva Feb 29 2012, 4:11am replied:

No its not? Its the same guy for sure, with the same head model... Its also the same map?

+2 votes   media: OverDose Ingame Update 2
Gavavva
Gavavva Feb 28 2012, 2:20pm replied:

Do tell...? :s

+2 votes   media: OverDose Ingame Update 2
Gavavva
Gavavva Feb 8 2012, 1:03pm says:

And before you ask... Yes, it is ingame with no editing in PS. Read the description also.

+13 votes   media: Dem Pesky Mutants... - WIP
Gavavva
Gavavva Feb 1 2012, 5:27am replied:

Its pretty simple. Rather than a long, 3 minute looping track full of guitars and heavy music that drowns out the game and people turn off anyway, they simply have several short, 30 second or so ambient style tracks. These play at various points during the match, so that music isn't always playing, but even when it does, its short, atmospheric and complimenting, rather than over powering.

+1 vote   article: Sound Track Previews And Updates
Gavavva
Gavavva Aug 15 2011, 5:50pm says:

Also, heres the texture flats to see how these things are created, just incase people may be interested:

Team-blur-games.com

Team-blur-games.com

+2 votes   media: OverDose ViDoc - Parallax Occlusion Mapping
Gavavva
Gavavva Mar 5 2011, 6:24pm replied:

It will suport custom content and maps of course, we feel its insane OT to support those things these days. The game is 100% multiplayer, at lease THIS version of OverDose is.

+1 vote   media: OverDose ViDoc Four - Cross Processing
Gavavva
Gavavva Dec 19 2010, 5:31am replied:

Marauder arms are in the design stage now, so I can't say yet. But its only an additonal detail, it serves no point other than to look pretty.

+1 vote   article: First Person Arm Models+Texture
Gavavva
Gavavva Jun 5 2010, 1:17am replied:

It was a temp shot from Crysis, thats why, put there as placeholder while I was still taking the pics.

+1 vote   article: New Site URL And Update Features
Gavavva
Gavavva May 26 2010, 10:46am replied:

It was back in the Q2E days when OD was still a mod for Q2, and he took pretty much all our art. Remember back then there was a lot less control on media. Super Soldier or something it was called.

0 votes   article: New Site URL And Update Features
Gavavva
Gavavva May 26 2010, 4:04am replied:

First host was Planet Quake. Was always going down and too slow, didn't work and they said we had to go as it was no longer "quake" oddly.

Then we got hitched with a forum member, who was a dirty sneaky Ruskie who sold us down the river, stole most of our **** and claimed it as his own, and even though he sold it for money we couldn't do owt as he was in Russia and the laws for copyright are pants there.

Then we moved to a friends hosting but he went bust, totally messing up everything...

And now we are here with a new PAID host, never been any issue with them reported and its been smooth sailing so far, but we had to change the URL :(

+1 vote   article: New Site URL And Update Features
Gavavva
Gavavva Dec 26 2009, 5:48pm says:

HOLY **** ITS HALO 3!!!

0 votes   download: Color launcher (doom3)
Gavavva
Gavavva Dec 25 2009, 10:51am says:

Its worth noting the level in the background is temp until I get the 3d area sorted out. It's also one of those ones where you have to see it moving to understand I guess, but a pics better than none. This IS only the title screen remember.

+2 votes   media: New Title Screen
Gavavva
Gavavva Dec 25 2009, 6:36am says:

Some serious issues with smoothing groups there and also far too high poly for the engine you are using. Remember the PSP doesn't have a high res screen, most of those details will be lost.

+1 vote   media: The AR-33
Gavavva
Gavavva Dec 22 2009, 5:20am replied:

Hmm... I would give Nico (berserk "at" teamblurgames "dot" com) a mail anyway, like I said we need certain tools doing?

+1 vote   article: Whats New
Gavavva
Gavavva Nov 17 2009, 11:16am replied:

Yeah that is ingame, not a mock up, lol

+4 votes   media: Rank Up!
Gavavva
Gavavva May 23 2009, 10:23am replied:

Strange, the video displays in 16:9 for me and a few other people, at least the source does. Its not pixel perfect HD of course, its a 10meg file.

Oh well, I guess I'll keep my eyes open for the next one.

+1 vote   media: OverDose Technology Demo Part Three
Gavavva
Gavavva May 23 2009, 9:55am says:

Ok I admit it, I flamingoed up... This should be in WideScreen, its in 16:9, but wont actually display here or on YouTube in 16:9... VERY strange..

Heres a direct link to the HD Source, which plays in perfect WideScreen:

Files.filefront.com

+1 vote   media: OverDose Technology Demo Part Three
Gavavva
Gavavva Feb 23 2009, 5:32am replied:

The last shot is new, actually.

+1 vote   article: Interview #2
Gavavva
Gavavva Feb 18 2009, 3:34am replied:

Well thank you :)

+1 vote   article: Evolution Of Design Part One – Building Terrain
Gavavva
Gavavva Feb 1 2009, 12:35pm replied:

Ba-dum, cha!

+2 votes   media: WIP Flamer
Gavavva
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   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 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 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 Sep 23 2008, 10:42am says:

"why is there no first person shooter game out there that dares forcing the players into cooperation?"

Erm... A LOT do... I think your about 10 years to late.

+1 vote   article: Tanks and Rogues - from answer to modification
Gavavva
Gavavva Aug 21 2012, 7:45am replied:

Fun fact; We have called it the "Evolved" engine for years now ;)

But you wouldn't say COD4 was built on the COD engine now would you. Its the Q3 engine.

+2 votes   article: A few... Silly... Questions Answered
Gavavva
Gavavva Aug 17 2012, 2:49pm replied:

The engine isn't complete, no? The rendering engine is complete, but thats a totally different "bit" :p

+2 votes   article: A few... Silly... Questions Answered
Gavavva
Gavavva Aug 17 2012, 2:15pm replied:

Creating an engine is a huge task, even for a dedicated full time team. So, rather than do it the silly way and just shoehorn stuff in left and right, we are doing it in the right order. Gameplay comes last, because thats all easy to change as its totally scriptable, same as everything else. In other words, its not at a decent enough level to show it yet, because Nicolas has been working tirelessly on the rendering engine, tools and sound engine, among other things.

+2 votes   article: A few... Silly... Questions Answered
Gavavva
Gavavva Aug 17 2012, 6:52am replied:

The number includes misc models and filler, map models and clip models.

Also, come on, don't tell me you think content = playability? We could be sitting at 50gigs worth of stuff that isn't worth a damn for all you know.

+3 votes   article: A few... Silly... Questions Answered
Gavavva
Gavavva Aug 16 2012, 1:33pm replied:

Feel free to get in touch, we always need more animators. Contact me at odium@team-blur-games.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 :(

+3 votes   article: A few... Silly... Questions Answered
Gavavva
Gavavva Aug 14 2012, 5:39am replied:

Freelance = Paid

Paid = Money

Money = From donations

:p

+2 votes   game: OverDose
Gavavva
Gavavva Aug 12 2012, 5:50pm replied:

Also, back to the whole Q2 engine thing... We brought OverDose to better than Doom 3 level engine wise, all with ONE coder, with it's own SDK, wiki and tools... That's better than Carmack level. We like to think people can spot the difference between that and ANOTHER UDK game that somebody made without doing any large amounts of code for.

Trust me when I say the second I see some polished, decent enough gameplay, I'll release more than enough media. We have one coder. ONE. Give us time and well deliver, I assure you ;)

+4 votes   game: OverDose
Gavavva
Gavavva Aug 12 2012, 5:32pm replied:

Typed on a phone by the way so ignore typing :p

+2 votes   game: OverDose
Gavavva
Gavavva Aug 12 2012, 5:30pm replied:

We can't all believe the world is full of idiots. So why think it is? The shear fact that it says id tech 2 isn't an issue... The most popular MP shooter of all time is well known to be on id tech THREE. The shear point we even say what the engine is, is two fold. One, we have to. And two, because we want people to see just how far weve taken this and improved upon it.

There's a reason the indie go go campaign didn't succeed, and it's simple - we didn't show gameplay. There's a reason for that.

Also, when it comes to no original ideas, you might need to look again. With our movement system alone, you're looking at something not done before in a MP shooter... Unless you can point towards another MP game you can climb, hang and even use team mates to pull yourself up and work together to get to new places. It's all about the team play.

So, in short... Add the fact we purposely didn't show gameplay, with the realisation it's a first person shooter on new tech, and... What do you expect? At the end of the day, there will be people that don't care and just see id tech 2... Or just see FPS... Or just see "quake". We don't care. The extra funds are for people to help, not to line our pockets. We get all we need from making this, working in the art/code, and enjoying it as we go.

Everything else is a bonus. :)

+3 votes   game: OverDose
Gavavva
Gavavva Aug 9 2012, 7:13am replied:

Iron sides are animated and ready to go, its just that theres no way to show the switch into them at the moment, so its a either/or effect ingame. Rather than have a million kids complain how the effect should look, I left it out of the video. I'll be making a new ViDoc soon with weapon handling, movement vs accuracy, iron sights and distances, so that will solve that one.

Also this video contains no DOF blur. DOF is on at all times by default, even when in normal none iron sight mode. However, it only applies itself to the weapon on screen. Heres an example:

Frictionlessinsight.com

Before anybody ***** the bed, everything can be enabled/disbaled, as this has no effect on gameplay.

+1 vote   media: Marauder Burst Rifle - Animations
Gavavva
Gavavva Aug 7 2012, 3:54pm says:

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.

+2 votes   media: Marauder Burst Rifle - Animations
Gavavva
Gavavva Aug 2 2012, 1:19pm says:

Cheers guys, animation video coming later.

+1 vote   media: Marauder Burst Rifle - Final Ingame
Gavavva
Gavavva Aug 2 2012, 11:38am replied:

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 ;)

+1 vote   media: CMC - Flash Grenade
Gavavva
Gavavva Jul 15 2012, 9:42am replied:

Its 3d foliage, but made with planes, lol. So it doesn't auto sprite ala Rage, its made of low poly geo.

+1 vote   media: Foliage Tests...
Gavavva
Gavavva Jul 15 2012, 9:39am says:

Bit of both, it was 8 shots to compete with the CMC pistol, but in different ways. Both teams have a-sym weapons, with this being a slower shooting but much more powerful weapon.

+1 vote   media: MDR Pistol - Update
Gavavva
Gavavva Jul 15 2012, 9:39am says:

A good few months back!!! :p

+1 vote   media: Marauder Locum
Gavavva
Gavavva Jul 15 2012, 9:38am replied:

With gameplay in such a rough, pre alpha state, it would be worse for us to do that at the moment :( But thats ok, we are a small team, and it IS coming along trust me!!!

+7 votes   game: OverDose
Gavavva
Gavavva Jul 4 2012, 6:41am replied:

One does not simply produce a gameplay video out of thin air.

+5 votes   game: OverDose
Gavavva
Gavavva Jul 3 2012, 9:59am replied:

By definition yes. It was made on the Quake 2 engine. But theres like, hardly any of it left now. Nicolas is a coding GOD in my eyes and hes ripped that engine apart.

+2 votes   game: OverDose
Gavavva
Gavavva Jul 3 2012, 9:58am replied:

PC, then if it take off we can look at those options later.

+2 votes   game: OverDose
Gavavva
Gavavva Jul 3 2012, 9:58am replied:

Check the forums for info on the SDK, Wiki and map editing :p

+2 votes   game: OverDose
Gavavva
Gavavva Jul 1 2012, 8:53am says:

Folaige for terrain is created using scripts and foliage alpha masks, so its automated but you have some control over it.

+2 votes   media: Foliage Tests...
Gavavva
Gavavva Jun 30 2012, 7:26am replied:

Trust me, I hear you. People want to see the art, not see it get ruined by post process.

The general feeling in the team is that outside, it really will be washed out like this, because it gives that really warm, burnt, post apoc look. Inside it will be much less severe.

+3 votes   media: Foliage Tests...
Gavavva
Gavavva Jun 28 2012, 7:10am replied:

Not dead, but the IndieGoGo funding not being met seriously hit us hard for getting extra help :(

+3 votes   game: OverDose
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