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 :)
If you really did more than we have that's fine, really it is, its not sine sort of competition. But we have currently 10.4gig of data, 17,192 different files. Its not even anywhere near the full list as that's just in my working directory. You have done more than that on your own? Nice one, you should look into a job.
If I was to say "nothing", would I be wrong?
OverDose has its own features and additions to the genre that will make it fresh, as well as a true return to classic RtCW style objective based play, which those titles don't all have as such.
But if I was to say "nothing", would I be wrong? See, I live in a house that has a PS4 and an Xbone... And a Wii U, a PS3, a 360, a PC, a 3DS and a Vita... And an iPhone... and iPad... Sooo... Am I only allowed to play one of those at once...? Because, you know, fanboys and all that...
Oh wait, I have COD:AW installed on my PC... And also Black Ops... ****, I can only play one, right...?
Do you see where I'm going with this?
Sometimes people don't want you to reinvent the wheel. Sometimes you just want it a bit smoother, a bit fancier, a bit different looking, oh and 5x cheaper.
"People are not interested in first person shooters anymore"
490,132 843,845 Dota 2
103,924 395,858 Counter-Strike: Global Offensive
31,927 66,070 Team Fortress 2
19,457 41,174 Sid Meier's Civilization V
17,410 72,645 Football Manager 2015
16,281 37,621 The Elder Scrolls V: Skyrim
14,478 36,524 Garry's Mod
13,612 21,997 Warframe
11,059 27,801 Evolve
10,627 22,082 H1Z1
Of the top 10 games on Steam... 7 are FPS games.
Lights updated, btw, see pic
That guest was me guys lol.
I've reuploaded the pic again, keep on going lol...
Head shots are in, of course. But not as common as you may think. Head shots happen:
* When shot in the head ONLY, up close with a shotgun..
* When shot in the head ONLY, with a sniper.
* When health is depleted on a "downed" enemy.
They are in, complete with full head swap and gib effect + animation.
The engine isn't complete, no? The rendering engine is complete, but thats a totally different "bit" :p
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.
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.
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.
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.
Oh and just as an "aside", we don't compete with anybody. Least of all another indie team who don't get paid big bucks for all this. Anything that progresses hobby guys like us is fantastic. We do have a kickstarter page set up, but we are waiting on launching it.
I'll pass it onto Stefan if he hasn't already seen it :p
No custom ammo types lads, but attachments are certainly in.
Love it guys.
"Where we're going we don't need eyes to see..."
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.
Then change the sky portal scale per instance...........? *sighs*
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
Because DNF holds a patent on taunts... That we had... 2 years ago...
I really can't stand people like you. If everything isn't 100% a new idea, then its a copy, and of course, copying is bad, right? Because it doesn't matter if an idea is good, if its not original, its bad by default.
I really wouldn't play any Call Of Duty title if I was you. You just may **** your kegs...
Even more so when its all the same model... Dingle bert...
Sorry guys that second vid will have to wait until likely Tuesday. I'm going to Munich for Oktoberfest now, and won't get chance to do much in the way of pimping. I was hoping to have it up, but the build got delayed. Just means it will be more complete when I get the video done.
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:
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.
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.
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.
Its almost like I used an already existing pic as an example of what the effect does...?
The beauty of creative licence is that we can take basic shapes and ideas and not really have to stick to them. Theres nothing stopping us strapping a giant rubber ***** to the side of the gun, because its not X companies gun... Its our gun.
If you are asking me if I like, understand and appreciate real comedy, then yes, I am British. :p
Its really not, plus it doesn't show ODRadiant at all... Or any of the ingame tools and stuff that will be in the next video (Maybe tomorrow).
Online is the same as Offline, its just in Offline you wont rank up with the offical rankings.
The custom heads are there for anybody to select, its to allow people to tweak the way they look a bit. The actual classes stay the same, but its nice to allow people the choice when selecting stuff. I don't want to be stuck playing a black guy when I'm white, but a Chinese guy may hate the fact hes playing "ANOTHER" pretty boy American... More choices are better in this case.
Ok, its not the same as differnt models, but this is a class based game, you need to know just by looking at the players what role they play in the game. We can't have everybody running around with totally different bodies. But heads... Thats fine.
As long as its shader model 3 it should be fine, thats what, a GeForce 8 card? Those can be had for twenty quid these days.
Nicolas is putting a LOT of effort (Way, way, way more than a normal person should) into making sure the code is as good as possible so it runs smoother for everybody, but at the same time the entire game is tweakable to certain extents. If you have a PC from say, 4 or so years ago, and its geforce 8, you WILL be able to play OD... It may have to have a few (Read: Most) things turned off or set to low, but it will still play. The last thing we want is a COD:BO style release where people with really good rigs cant play the game at a smooth frame rate because of shoddy coding :p
Well like I said I'm not talking too much about it yet, but I'll mention that each element of the HUD can be turned on or off and has an opacity setting, so its fully tweakable.
Man you guys have really let me down on this, other sites have it and BAM! There it is....
Take the URL of the pic... Answer the questions... Get rewards not seen in the public before of something you may want to see...
There's a melee attack sure, but it does the same damage no matter what weapon you have selected.
One could almost say... It's a remake...?
*puts on shades*
Actually its already been done. Search Doom3world.org, a few people have real motion blur working with a small hit on performance, but nothing major. Looks much better than this cheap omni blur.
Its a test map, for features. The lights arn't set up correctly. Because its a test map.
So yeah, its a test map. For tests.
OverDose isn't a sci fi game though, so clearly you haven't understand the design the game has. The key point to understand is that the world pretty much stops at 2012. OverDose may be set in the future, but that doesn't mean there are flying cars and robot slaves. If the world was to stop in 3 years time, what would happen? Chances are, people would scavenge to find what they can, and improve on it in the most basic of ways. Seeing as OverDose is split between two very different factions, I can hardly see either side having rocket scientists working for them to make better weapons.
It makes much more sense to say "here is the world as it was, and this is the world as it is now. Everything is damaged, old, destroyed, everything isn't second hand, its more like eight hand".
Hell at least we have SOME ground in reality and what could happen. Look at Killzone 2. In that game, the main weapon is using a scope that’s available today, yet the game is set hundreds of years in the future when either side has VERY advanced technology...
So at least OverDose is grounded in that respect.
So while I thank you for the comment that you don't think it fits the world "WE" have made, I have to also say that "WE" think it does, because of the reasons posted. I’ll let other people comment on this further and see what people think, but as it stands, the weapon is perfectly suited. What would you have us use then, Ray guns? :p
If your interested in making a few maps PM me and I'll send you the details?
Yeah, it is. Class based objective based gameplay. No ranks like ET, we feel that destroyed the game a little too much.
There are no drivable vehicles in OverDose. These are just for detail and for mission brief/custcenes etc.
Thats not the high poly, that would be way to low poly lol.
Thats not the low poly, that would be VERY poorly modelled lol.
When I made the page, some guy from ModDB emailed me and told me to remake the entire thing under the mods section, because only fullscale games that are planning on going retail should be under the "games" section.
So yeah, I fully agree, but if I didn't put it here, I couldn't have it on ModDB. I agree its stupid, but what can I do...
But we COULD sell it if we wanted... A Q2 licence is all we need, and if we were serious about selling it we would be serious about buying that.
But for now, OD is free, and we cant see that changing on this project at least.
That would be because its a remake of Base 1, a map from Quake 2 ;)
Yeah its based on Quake 2's source code. Its not a mod as such, its a full blown multiplayer online title. The graphics engines been updated beyond even what Doom 3 does (Full per pixel lighting engine but with soft shadows. Light penumbras are working but we dont know if we will keep them, quite slow), and includes all the basics like full light editor and tools suite, md5mesh/anim, scriptable UI systems that can be placed on world models too, the usual vertex/fragment program high class support... Etc etc :p
But yeah, please do check it out. We are looking for new team memebers obviously to help with whatever we can. The latest news and stuff can be found on our forums.
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 :(
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.
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 :
Gamecode is a long way off, thanks to nobody wanting to help on the project, so you may be waiting a while.
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.
When its done... We are back down to three people working on it now, 2 full time, and its not easy because we still have zero mappers and one guy simply went awol for zero reason after doing a load of work and not sending us... So until we get:
At least ONE more coder.
At least ONE more mapper.
At least ONE more model guy.
...I wouldn't even expect a release at all...