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  (120 - 150 of 594)
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 26 2012, 5:18pm says:

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.

+6 votes     media: OverDose Is Now Accepting Donations!
Gavavva
Gavavva Feb 26 2012, 4:28pm replied:

id tech 2 (Quake 2) ^^^^^

+1 vote     game: OverDose
Gavavva
Gavavva Feb 26 2012, 10:54am says:

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!

+2 votes     media: OverDose Is Now Accepting Donations!
Gavavva
Gavavva Feb 26 2012, 10:08am says:

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

+2 votes     media: OverDose Is Now Accepting Donations!
Gavavva
Gavavva Feb 26 2012, 8:52am says:

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...?

+1 vote     media: New Eliteguard Look
Gavavva
Gavavva Feb 24 2012, 11:53am says:

Fixed typos as far as I can see :p Made a few changes too, thanks guys.

+1 vote     article: Team Blur Games Is Now On IndieGoGo/RocketHub & Is Accepting Donations!
Gavavva
Gavavva Feb 23 2012, 4:28pm replied:

TBD at this time, it all depends on when we get help :(

+1 vote     game: OverDose
Gavavva
Gavavva Feb 23 2012, 3:06am says:

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?

+1 vote     article: Team Blur Games Is Now On IndieGoGo/RocketHub & Is Accepting Donations!
Gavavva
Gavavva Feb 20 2012, 5:47am says:

Once I get md5anim support in the ui, then ill do that. For now, this is the best I can do.

+2 votes     media: OverDose - New Theme Song & UI
Gavavva
Gavavva Feb 19 2012, 8:09am replied:

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.

+2 votes     media: OverDose - Sky Portal Test
Gavavva
Gavavva Feb 18 2012, 5:52am says:

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.

+2 votes     media: Give me head, hoooo ho hoooo...
Gavavva
Gavavva Feb 18 2012, 5:49am replied:

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

+2 votes     game: OverDose
Gavavva
Gavavva Feb 13 2012, 4:45am replied:

Yeah, we have. But with one coder... You know ;) Be happy if we even GET animations :p

+1 vote     game: OverDose
Gavavva
Gavavva Feb 9 2012, 9:52am replied:

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.

+1 vote     media: Dem Pesky Mutants... - WIP
Gavavva
Gavavva Feb 8 2012, 6:07pm replied:

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.

+2 votes     media: Dem Pesky Mutants... - WIP
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 3 2012, 6:24pm replied:

It wasn't animated, there's no animations yet because there's no animator.

+2 votes     game: OverDose
Gavavva
Gavavva Feb 2 2012, 5:31am says:

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?

+3 votes     media: OverDose - Sky Portal Test
Gavavva
Gavavva Feb 1 2012, 6:28pm replied:

Then change the sky portal scale per instance...........? *sighs*

+3 votes     media: OverDose - Sky Portal Test
Gavavva
Gavavva Feb 1 2012, 7:37am replied:

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.

+1 vote     article: Sound Track Previews And Updates
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 Jan 31 2012, 4:53pm replied:

We are looking at basic client side physics for objects like tin cans and things, stuff that wont need to be sent over the network and isn't that big a game changer at all (So no barrels or anything that would clip projectiles/players). Players wont have rag doll, simply because we dont NEED rag doll. When players die, they go into a "downed" state waiting to be revived by a medic. They can die instantly with no chance of a revive, but only by gib or huge head shot damage, but even then they will use a classic canned animation. We just don't need rag doll. I mean look at COD, that doesn't have rag doll? And that doesn't hurt anything.

As for bots, there isn't any plans at this time. We *may* look into it later... Way later... But its not a concern or even on our minds right now.

+3 votes     game: OverDose
Gavavva
Gavavva Jan 11 2012, 5:49pm replied:

Because of course, after a few nukes drop on an installation, foliage would be neat and tidy in the right places, and desks wouldn't be messy and pushed aside...

+2 votes     media: Beach Assault - Update 3
Gavavva
Gavavva Jan 2 2012, 12:51pm replied:

Without sounding too emo, the drawn out colours and lack of saturation on there on purpose. It's fits a specific style and theme that's not a limitation of the engine, it's just what I designed this part like.

The key word there is part. There's lots of colour in the map, this is but one room. Even the bathroom screenshots are using the wrong color correction post process. Give it time, I'm but one man :)

+1 vote     media: Beach Assult - OverDose WIP 5
Gavavva
Gavavva Dec 31 2011, 9:00am says:

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.

+1 vote     media: Beach Assault - OverDose WIP 7
Gavavva
Gavavva Dec 19 2011, 11:28am replied:

jpeg compression is messing a tad with the colour there, its not AS sepia ingame, although I am doing it a lot on purpose. Not only does a lack of saturation help sell the theme and setting, it also helps when it comes to playing colours inb the level off each other as different areas have different visual tones/themes.

+1 vote     media: Beach Assult - OverDose WIP 5
Gavavva
Gavavva Dec 17 2011, 6:04am says:

The top image is from id Tech 3 shooter RtCW, which OverDose is VERY losely based around in gameplay.

OverDose is based on Quake 2 at its heart, as it started from Quake II Evolved.

+1 vote     media: Beach Assult - OverDose WIP 5
Gavavva
Gavavva Dec 16 2011, 8:14pm says:

Max, Milkshape (yeah even), Mudbox, Photoshop, CrazyBump, Radiant :p Also, I'm a major rookie. :p

+1 vote     media: Beach Assult - OverDose WIP 4
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