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 :)
Doubles? There may be a few hick ups with frames being odd, I dunno if thats what you mean? But the same anims never played in this one twice if thats what you mean. The animation set in this video contain:
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
No game on the planet has zero clipping, trust me on this. And for a rig/animation set that works on all our player classes, made by a single person, for free, for an indie team that doesn't get paid and does this in its spare time no less, I think its good enough.
People are MORE than welcome to step up and do a better job if they think they can, I'm sure Ben wouldn't mind at all people sharing the work load :)
Name me a game that doesn't have clipping in some form, and I'll get it fixed.
There isn't a kick? Thats the vault over objects animation that plays when you sprint/jump into lower vaultable objects. The other odd ones are prone dive and crouch slide.
I'm so not happy with that hair/harline, I'll re-do the texture when I get home from work.
I can haz a moan :(
It's like having sex with jessica alba and then having Justin Beiber as a kid and nor being able to do anything about it :(
Quake 2 as a base, of course. Same way Rage is the Quake 1 engine really, its just updated over the years.
Anyway back on topic, there has to be some people willing to help? ATM, we STILL can't get any help. Nobody wants to bother, sadly, and what help we do get goes AWOL for no reason and leaves stuff half finished, so I'm telling everybody now this FACT...
If we don't get help that can actually do something within say, the next month, we are pulling the plug on the whole project. It’s as simple as that, sadly. We just aren’t anywhere we want to be with this, and that’s because the ratio of people moaning at us to people helping is 100,000:1.
Sucks... But it’s true :( I hope the next post I make is about how well things are going, rather than us closing shop.
No, its id softwares secret version of the idTech 4 engine that they added shadow mapping and vastly enhanced glsl shaders to, but only sent us the source. But sshhhh, its a secret, don't tell anybody :p
The game isn't public so neither is the engine source at this time, and wont be until release (unless we buy a licence). This conforms with GPL s requirements. Anybody who wants to work on OverDose can get in touch, but source isn't shared at this time. We obviously have our reasons for doing things this way.
Usually I'm all for more detail, but in this case, that would likely result in just too much, oddly. It may even turn to noise, with it being on the side of a weapon held at an angle. I'll say that I'm happy with what its at atm, and that we should move on at this stage.
100,000 hits! Took long enough lol! :p
Here is a very, very early tease, with no screen effects/movement and no animation blending:
Yes, because there are no doors. That shot was taken in an SDK map used for testing scales, movement etc.
High praise indeed, thank you. Why don't you give our coder a message, I'm sure he would love to hear from you:
It's the variant that will display in woodland/sand themed levels, that's all. We decided that, in this case, we didn't need a separate texture for these two on this weapon. The snow version obviously has much more frost on it. The hands will still be themed to the location even if the weapon isn't, and other weapons will change (for example the colours/camo on o37) but if it's not needed we dont need to make more work for ourselves.
Aye, but it's from my mises. She wanted to thank you. She was pleased... Several times.
Heart breaker :(
You will like the next stuff, its sexual... In a totally... Metallic moving way...
Attachments have been planned (and done) for ages, so yeah, its getting a bit chilly around here :
Thats a pretty famous pic of UE3, so I would assume people would know, but yeah this is the internet. I may update the pic and slap a UE logo on it.
Gamecode is a long way off, thanks to nobody wanting to help on the project, so you may be waiting a while.
Its almost like I used an already existing pic as an example of what the effect does...?
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.
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.
Wasn't mine, have to say. Every single pic on ModDB is "By Gavavva" because its uploaded by me. No need for the undertone Atree.
Because with everything we have shown, you really think we would be so stupid as to do that? Of course its normal mapped.
OverDose is in no way shape or form related to ET. Unless you count the Nazis. But they just work on the team.
Its a game, you either have rain hitting the door, or you don't. Its all the same surface. To split it into multiple surfaces makes it more expensive, and at what cost? ATM the scene loads in less than a second for me. This is a UI scene, for the background of the main menu. That means everybody loads it when loading the game. If I keep adding and adding and adding, sooner or later we are gonna be left with the problem of people waiting minutes just to get into the game, which lets face it, nobody wants.
As of right now, the menu system all loads in 1-2 seconds. THATS GRAVY. I know full retail game with dev teams of 100+ that cant get simple 2d image UI's loading in less than 30, and don't get me started on the videos, too.
Quick and snappy. The real juice will come from in the actual game, mark my words.
Its a menu... I think some of you are forgetting that. Its an alpha tested sprite.
Weapon textures REQUIRE that the normal map be made from a high poly source mesh, and that the diffuse/spec is made with this in mind. Otherwise they will end up looking rubbish. Its far easier to make level textures. Unless you mean you cna do old school diffuse only stuff, which to be fair wouldn't work in OD.