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.
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.
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.
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...
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 :)
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.
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.
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.
Max, Milkshape (yeah even), Mudbox, Photoshop, CrazyBump, Radiant :p Also, I'm a major rookie. :p
Oops... I just noticed these pics were taken on lower quality than Ultra, and no bloom... :p
Did we read...? Its like, it says in two places....?
Read the top right ;)
I'm not a mapper, I'm a bit **** at it to be fair, so I wanted to make something I can not so much copy, but more so "evolve" from, you know? OverDose can have as many new maps as people want (Once people start mapping for it other than me) but atm, I wanted something I could get done a little easier without thinking about balance etc. Its all already done, see.
Well, I guess it would have to get one of those ***** things that shoot stuff out the end? OverDose has always been a "girl" so I don't honestly think it can come in anything :s
But seriously, not sure yet. PC is clearly the main platform, and after that, is up for grabs.
The fixed version:
Yup totall swapped, and fixed :p I also increased the size of the pelvis on the one axis slightly so it looked more natural.
Well no, its just a low detail mesh, it didn't really need several million hours on it, so I just put in what I had to. Remember in Fallout 3 where you had these skeletons in places, sat in chairs, in the corners and stuff? Well like that, its for low quality misc detail in the world.
Nah, that had more hair :p But yeah, did look at that, but wanted to go with this style a bit more because the few hair strands was a bit more freaky :P
I just upped a new pic, but yeah, I'm amazingly STILL waiting on that build to show off what I wanted to haha! Its coming, dunna worry! :p
It works as it should, i.e. when theres a light behind the surface and not much in front. You can increase the effect, but its a universal effect for the entire surface, meaning it will then look over done any other time. As it stands, the effect is correct, as you can't see it that much when the light is right on the surface.
For example, these two shots have exactly the same model position in relation to the light source:
None at all, likely one mins work tops even.
All is fair in love and war... But if they do, I may have to rape them.
"Its the high poly" :p
I.E we sculpt in high poly, then render this over a lower resolution mesh to get our normal maps. The actual ingame hands are about 2.6k a piece.
Its also shown here without ripped sleeves.
Its he high poly, so 2.5 million.
Rage uses one texture for the level load, its called a "mega texture". That means that every single object in the world, every surface, every POLYGON has its OWN UV space. Thats amazing because it means that you can create a world packed full of objects, and have zero tiling, even on multiple copies of the same thing, like a wall full of paint cans, they could all be different.
The problem is, they are HUGE files. Uncompressed Rage is like, 1tb worth of data... So they have to compress the textures down a **** load.
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.
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.
In Reply To:
Hell_Diguner 7hours 23mins ago replied:
"Could somebody explain to me why people seem to think Rage is a graphically spectacular game? Because I just don't see anything special in that department."
Because Mega Texture allows the entire world, and every object in it, to have its own UV space. Unless you are a texture artist you won't understand why thats so awesome. Of course, its far, far too early to be using it, so things like dynamic lighting are out, plus as you can see it takes up that much space it has a seriously reduced resolution... But in a few years time, it will look THE ****.
There is no "downed" animation in this video. Animations are, in order:
Prone Move Forward
Into Prone From Standing
Crouch Slide enter, Loop and End as one Anim
Vault Over Tall Object
Yes, because there are no doors. That shot was taken in an SDK map used for testing scales, movement etc.
Thats called FOV 90, and its a twat. The doors obviously measure up. I knew I shouldn't have posted this, its already outdated, what with the wet effects, foliage and ****.
That was the plan, to just stay clear and let it work its way out, but bugger me, some people, its like pulling teeth lol.
As for the lower head, its actualy the same pixel ratio as the rest, so it might be something else.
Man I love cake. I would have sex with cake if if knew I wouldn't get aids. But these days, you just don't know...
Well the site is currently down. Its been down a lot just recently. We are working on getting a new host :(