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 :)
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.
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....
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.
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...?
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.
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.
Bullet...? This is all Nicolas, his own code, hes not using external stuff.
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".
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!
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.
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.
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.
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.
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.
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.
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?
No its not? Its the same guy for sure, with the same head model... Its also the same map?
Do tell...? :s
And before you ask... Yes, it is ingame with no editing in PS. Read the description also.
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.
Also, heres the texture flats to see how these things are created, just incase people may be interested:
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.
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.
It was a temp shot from Crysis, thats why, put there as placeholder while I was still taking the pics.
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.
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 :(
HOLY **** ITS HALO 3!!!
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.
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.
Hmm... I would give Nico (berserk "at" teamblurgames "dot" com) a mail anyway, like I said we need certain tools doing?
Yeah that is ingame, not a mock up, lol
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.
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:
The last shot is new, actually.
Well thank you :)
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...?
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…
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.
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.
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.
This guys just bad ***. Look at him. LOOK AT HIS TOES! :p
Locking down design choices. We went with an updated Marine style and look, such as this one: Moddb.com
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.
"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.
Theres a reason why we like Natalie Portman over Katie Price, amigo ;) Natural beauty over in your face works a lot more, plus its weighted a lot better this way it seems.
Maybe if we had weapon specific melee it would be ideal, but we don't, so theres no need. ATM, it serves as a nice little extra. But value the point, and maybe it can be brought over into the more heavy hitting weapons like the MDR assault rifle?
Yeah the old plan was it was going to be free, and certainly that can be said about alpha and beta access, but the final game was going to be sold if possible, and that's more possible now. I don't want to sound greedy even, far from it, but at such a cheap price to help an indie dev who did it all for free to get there, 10 bucks is pocket change.
De attachments are in progress matey boy and coming soon enough, give us chance old bean :p
Yeah: Indiegogo.com (check updates tab)
I just made some MASSIVE changes to the pricing. You should check it out:
• $1+ - Every little helps, and will secure you a place on our credits screen for all the world to see!
• $15+ - Donating $15 will secure you a copy of the game on release.
• $45+ - Donating $45 or more will net you access to the OverDose Alpha/Beta (when available) as well as access to the soundtrack complete with updates if/when they become available! Soundtrack written and recorded by Luciano Giacomozzi & M. Baran Yasar.
• $150+ - The big one... Not only do you get all of the above, but you will also have the chance to see yourself in the game as a player selectable head... and then watch as some no good dirty mutant blows it clean off. Good times...
NOTE: To any female donators, we ARE going to be adding female player classes. At this time, only male player classes are in progress as we feel it was important to get one full set of classes available for the release rather than a mixed bag.
id tech 2 (Quake 2) ^^^^^
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!
You get the game for $100. We see it as "You paid that much tp help the development, why shouldn't you get the game for free on release as well?"
As for the credits list, that may be true but its only fair :p
I don't mean to be "that guy" but you do knwo you can't use these assets inyour game right? Not without permission from id Software/Raven first. They usually don't allow that.
Might be best to just remake the art yourself...?
Fixed typos as far as I can see :p Made a few changes too, thanks guys.
TBD at this time, it all depends on when we get help :(
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.
They were low res... Really low res, in fact. They really dropped the ball aiming for 60fps in a game that didn't really need 60fps. Seems a bit silly, I feel they cut back waaaaaay too much. I'm hoping Doom 3 returns to glory and gives me some real time lighting, thats aimed at 30fps for the SP.
I agree, but I can't do a lot about it because its not my model, lol. The strange thing is, that the player models simply don't look right when shown like this, and never have. But when ingame, with the correct FOV etc, they all work better and look more correct and "true to life".
Its a bit odd. I wish I could implement your fix, but I simply don't want to mess with somebody elses work, plus the fact that these are not just simple diffuse only skins and would require a LOT of extra work to "fix"... It really makes it harder than you thik for such a small team.
Yeah but I guess you can't just call it id Tech 2 anymore with all the work Nicolas has done to the engine. We started with our old engine, which wasthe Quake II Evolved engine (A per pixel lit Quake 2 engine source port). So over the years, we simply just added, tweaked and improved what we can :p
Yeah, we have. But with one coder... You know ;) Be happy if we even GET animations :p
There isn't any darker edges. You are looking at foliage being lit away from a light source, so the edges are of course going to be darker. Foliage is still created from high poly models, same as every other surface in the game.
About as much as can be for one coder, but better than most people would expect. Everything you can disable, we let you, and everything that eats performance has a boat load of options to lower quality and make things faster while still giving you nice enough detail.
It wasn't animated, there's no animations yet because there's no animator.
I get the fast moving clouds comment. It guess its more stylised? But its certaintly not a hard coded solution, same with the size of things as well. Its all easily changable and I guess depends on the location.
But I couldn't very well upload a video of a sky portal that has multiple layers to the clouds and have them hardly move :p May as well use a static box then :p
Anything is better than Rage's skies....... Right?
Then change the sky portal scale per instance...........? *sighs*
In between. Fast is Quake 3. Slow is Rainbow Six. Theres realistic tones here, you have iron sights, you can't sprint and shoot and hit anything etc... Think of it like COD, Killzone, Gears, you know a hint of realism, a hint of arcade, but its own beast.
Team? One person. Also the tree is old and being remade anyway.
You never finished Skyrim...? Fallout 3...? Vice City...? Duuuuuuuuuuuuuuuuuuuude....
Ivy are made of simple planes, and then a few tris in random places over the face of the Ivy to give volume. Its actually a really low poly solution that fakes depth, its cheap and as you can see, fools the eye quite easily.
Its been toned down and changed lads, fear not :p
Already changed the colours and stuff based on feedback :p
Normal mapped from a high poly sculpt... Gotta love modern day tech :D
Well with Brink, they sadly stream lined the game way too much. It wasn't ET like it should have been, it was more like TF2, but without any of the fun. The game chugged, on even amazing systems, and even when it wasn't chugging it felt way too heavy. It was just dull to play, sadly.
It sucks because the art was just amazing, and they had a good go at things. But when you throw everything at a game, you need to make sure "everything" is polished. Sadly, it was a game with a million and one things, none of which were polished enough to work or be fun... Don't even get me started on balance.
Without sounding too much of an arse... The more we distance ourself from Brink, in gameplay at least (not visuals, those were stunning), the better.
That's kinda the point. The original was just no good there, it was a cramped room with an odd layout... Seeing as this isn't a direct remake and it's more a reimagining, I took the liberty and went ahead in turning it into a more visually interesting shower room. The comparison is there to show you the general area.
Read the top right ;)
Aye, but it's from my mises. She wanted to thank you. She was pleased... Several times.
If you can call it single player... I have plans that IF this releases and IF its liked then we could always move onto a new project OD related, seeing as the engine is there, but it wouldn't be "single player" as such, more a coop focused story mode of sorts.
Its a game. Its also a UI scene, so I can't use things you would expect, particles and the like, its all hacked model surfaces. I only have so much memory to work with before it takes years to load and chugs, defeating the point.
Heres a changelog so far:
-Added green lights to the marine near his chest/wrist so cast some dynamic shading. Not sure why I forgot those in the first place.
- Changed the blood pool on the floor to be less pool and more "dragged".
- Re-worked the dude texture so hes more bloody, more beaten up, also shows on the normal. The space I have to work with is tiny for this to keep file size down, its not like the player model.
- Removed dudes left wrist, cut it off, and stuck it on the floor near him, made it whiter obviously, added blood and stuff to it as needed.
- Changed the light above the door to a rare random flicker, added flare to match as well as light.
- Changed light inside open doorway, now pushed back further but also added alpha tested character shadow of people running that randomly streaks over the screen in that room, making it look like theres action going on.
- Various other little tweaks etc.
- Add more surface impacts for rain, there isn't enough atm. More ambient stuff.
- Change all the surface materials to a "Wet" effect. Waiting on shader.
I knew I shouldn't have uploaded that video so soon.
Its just a test rig. Why would we show you a rig of hands with no weapon in it that would be final? :p
Relax... Weapon shots may be coming soon, if we can get it up to snuff.
I'll try and get some videos of the onscreen team orders after Christmas (As in, when you issue orders to your team such as hold, attack, enemy spotted etc, the left hand will actually do that action ala Vegas 2).
Radiant? Whats Radiant got to do with anything? :p
Sam Fisher invented head goggles. Tru fax.
That reminds me, I really need to get Conviction on 360. I totally raped the PC version but I want the chevos because I have OCD's or something.
Thank you for being so descriptive in your feedback, I'll issue a refund to your account as soon as possible. You shouldn't have to buy a game looking like this.
No, nothing like Fallout 3's pipboy. Go troll some place else.
Its not a bag, its a backpack.
Well, theres a lot of info here: Team-blur-games.com :p
All foliage selfshadows and shadows the world, same as any other surface in the game (Including alpha tested surface, something Doom 3 won't do for example because the tech wont allow it). However we don't use sprites for anything thats lit, because sprites don't containt the correct lighting info unless they are updated every frame (Expensive!). So, every foliage model in the engine has to be an actual mesh, which isn't expensive at all, quite cheap, and looks so much fuller and better than an always looking at you sprite.
Everything in OD has optional levels of quality, including off (with the except of shadows, you can't disable them online).
So you can turn it off if you don't like it.
Because the pic isn't ours, its from Crysis. I submitted the news before taking the shots. I'm updating them with OD shots as quick as possible. The parallax shot was just there to demo what the feature is really, but with actual OD pics its better.
Currently Processing... OMGAH! ITS THE END OF TEH WURLD!!!!
Give it chance, ModDB like to check I'm not uploading porn and stuff.
WITH THAT SAID, this man has no hair. But that doesnt mean hes bald. Quack.
Man its depressing how bad this pic looks, if only you could see the new terrain...
*goes back to max*
Yeah, sorted that lol :p
Have you actually FOUND the five pics yet then...? That was fast, I should make it harder next time.
What issues do you have with Q2E? There is still a Q2E section at the forums :p
I think you need to re-read the plot of OverDose a little closer, and see that this weapon does indeed fit perfectly.
lol no, just for display :p
He has a face only a mother could love... Reminds me of somebody I know actually.
Not at all, still needs to be made.
Looks nothing like Nemesis lol
These guys are mutants, what would you like, skin care products as weapons?
Read the game design doc before slagging it off eh?
Erm, yes of course, lol. Think of it as Doom 3... With soft shadows.
No idea, but its not been converted yet for use, so don't read into any of that uglyness and stupid polyflow.
ModDB's high compression does wash out this pic some what... CLick it to enlarge it! :p
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?
You can tell I put 80+ hours into that game already :)
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).
Its almost like it is Doom 3's Hellknight... Oh wait... IT IS :p Its shown here as an example of the engines rendering ability.
Wait wait wait... "Marcus fenix-wannabe bullet shooter"...
Oh man... That has to be the new tagline :)
Come on Cheap Alert, play fair. At least let me slag off Open Arena first before you dive right in there with the low punches. (Which I haven't done, its sitting on my HDD, has been for a while).
Without sounding like a knob (Something I've been told I have a hard tiwe with) its better than HL2's water, because for some reason HL2's reflections go really ugly and blocky up close. Very pixelated. Here, we dont have that problem :)
We can also simulate waves too very easy in the material file.
Well, its not Quake 2 anymore ;)
But sure, why not? Our previous work, "Quake 2 Evolved", had bump mapping, spec map, vertex/fragment programs and Doom 3 style per pixel shadows.
Nope. I kinda re-made the tile texture and used it as my temp texture. A lot of people say "Thats UE3, right?" lol. Its just a temp texture. But no, thats OD in-engine.