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[Berserk]
[Berserk] - - 84 comments @ OverDose

Thanks mate. Yes, we are, just at a slower than desired pace, but we never abandoned anything.

Good karma+3 votes
[Berserk]
[Berserk] - - 84 comments @ OverDose

There will be, but we can't say when. We work on this in our spare time, we can't put more than just a few hours a week into it unfortunately, and, again unfortunately, we're only three guys working on it ATM.

Good karma+1 vote
[Berserk]
[Berserk] - - 84 comments @ OverDose

A complete rewrite of the code. And I really mean complete.

Good karma+3 votes
[Berserk]
[Berserk] - - 84 comments @ OverDose

Nope, never heard of it myself, tho I'm a programmer, not into map design at all. We have our own version of Radiant anyway, which supports everything we need and everything works exactly as it should... for us, of course.

Good karma+1 vote
[Berserk]
[Berserk] - - 84 comments @ ODRadiant Now Available For Download!

We have around 15 GB here, but not sure how much is actually downloaded and how much is local backups, etc.

Good karma+1 vote
[Berserk]
[Berserk] - - 84 comments @ ODRadiant Now Available For Download!

If you edit textures you can just reload all materials (Materials -> Reload All... or use the button in the materials inspector, at the top right).

Good karma+1 vote
[Berserk]
[Berserk] - - 84 comments @ ODRadiant Now Available For Download!

Small typo: the old behaviour is actually with "Centered transforms" unchecked.

Good karma+1 vote
[Berserk]
[Berserk] - - 84 comments @ OverDose

1) I don't think that map is available anymore, it was made for testing some texturing stuff. But yeah, that tutorial should be good enough, you can get working terrain in OverDose using that method. Currently, we are using a huge terrain model (func_terrain entity) with vertex blending for the texturing (as in that tutorial), but I'll be looking into a better texturing method in the future, something more flexible and easier to work with.

2) 1 game unit equals 1 inch (or 0.0254 meters). As a reference, the player's bounding box height is 74 units (about 1.88 meters) and size is 32 units on each side (about 0.80 meters).
Remember to export models in ASE, OBJ, or LWO formats, and use the ODModel tool to convert them to the format used by OverDose.

Good karma+1 vote
[Berserk]
[Berserk] - - 84 comments @ OverDose

You mean a brush "face" or the whole brush? Because faces yeah, they are limited to polygons with just a few sides by design. Try doing what you need with more adjacent brushes or some other trick.
If it's the whole brush, while in theory it should be entirely possible to do, in practice you're not really supposed to make very complex shapes with brushes, you're better off using models. Anyway, if you're having this problem with a 14 sides brush (not a 14 sides face), please send me a sample .map file so I can reproduce the problem here and find a fix.

As for the sky, no idea as I'm not a designer, I'll point Gavin to your question. In the meantime there are quite a few sample maps in the "maps/sdk" directory, you may find some example there.

Good karma+1 vote
[Berserk]
[Berserk] - - 84 comments @ OverDose

Yeah, you can, but beware the game code is work in progress and while the engine itself is 100% functional as it is, it is missing quite a few planned features and some bug fixes / optimizations. That is, use it at your own risk...

Sourceforge.net

Good karma+1 vote
[Berserk]
[Berserk] - - 84 comments @ OverDose

Type "sv_pure 0" at the console before trying to load any map. It's a development thing... the final game will not require this from normal users.

Good karma+1 vote
[Berserk]
[Berserk] - - 84 comments @ OverDose

Sorry, guest above is me...

Good karma+1 vote
[Berserk]
[Berserk] - - 84 comments @ OverDose

Look in renderer/r_postProcess.cpp and sound/s_reverb.cpp files.

Good karma+3 votes
[Berserk]
[Berserk] - - 84 comments @ OverDose

edit?

Good karma+1 vote
[Berserk]
[Berserk] - - 84 comments @ OverDose

Shouldn't. Sounds like OpenGL is crashing when loading shaders or setting up framebuffers or something like that.

Add "+set com_developer 1 +set com_logFile 2 +set r_logFile 1" to the command line and after running the game look for a file called "renderer_DATE_TIME.log".
Post the last few lines here or, better yet, email the file to nicolasmf@hotmail.com (attach the console.log file too).

Good karma+1 vote
[Berserk]
[Berserk] - - 84 comments @ OverDose

The command in OverDose is "+set com_logFile 1", but I'd suggest "+set com_logFile 2" instead which doesn't buffer writes to disk, meaning messages can be lost in the event of a crash.

Good karma+1 vote
[Berserk]
[Berserk] - - 84 comments @ OverDose

Yeah, you must download the DirectX SDK from June 2010.

You don't need to go through all the hassle if you don't want to do anything with the code BTW. I always upload the latest binaries whenever I update the code.

Good karma+2 votes
[Berserk]
[Berserk] - - 84 comments @ OverDose

Hopefully soon, keep in mind we do this in our spare time. Everyone is welcome to help with maps, models, art, etc... that would allow a faster progress too :)

Good karma+3 votes
[Berserk]
[Berserk] - - 84 comments @ OverDose

Yeah, thing is Gavin moved recently and he's still working on his new house. I could post some screenshots, but programmer screenshots suck, so... forget it, lol.

Good karma+3 votes
[Berserk]
[Berserk] - - 84 comments @ OverDose

I use VS 2010, but newer versions should work if you convert the project files I suppose.

You need the Windows SDK and DirectX SDK (June 2010). The rest should be included already.

Good karma+2 votes
[Berserk]
[Berserk] - - 84 comments @ OverDose

There is no weapon code in the public build yet.

Good karma+1 vote
[Berserk]
[Berserk] - - 84 comments @ OverDose

You need to set "sv_pure 0" at the console every time. Then load a map with the "devMap" command.

You can add this to an autoexec.cfg file in the "base" folder so that you don't need to type it every time you run the game:

set sv_pure "0"

Good karma+1 vote
[Berserk]
[Berserk] - - 84 comments @ OverDose

If you download all our files from the SVN repository, there are binaries included (tho they are debug builds, ie: a lot slower on the CPU). If you have Visual Studio you can try compiling a release build yourself with full code optimizations.

Good karma+1 vote
[Berserk]
[Berserk] - - 84 comments @ OverDose

Well, both DarkRadiant and GtkRadiant should work, as well as the integrated level editor from DooM 3 (or Quake 4 for that matter). We use the same map format, however a few things are different when it comes to materials/textures. It may be a bit annoying at first, but it's not that big a deal really, and it works while we develop our own level editor. Unfortunately I'm not a mapper myself, so I don't know the exact details. I'll ask Gavin about it, maybe he can write a small doc explaining how to set things up.

Good karma+1 vote
[Berserk]
[Berserk] - - 84 comments @ OverDose

1) If you use a SVN client (such as TortoiseSVN) you can use the "SVN Update" option and it will just download the new/modified files to keep your copy in sync with ours. The final game WILL have an updater that'll automatically download patches once available.

2) No bots are planned at the moment. Good AI takes a lot of time and we rather concentrate our efforts in a well balanced "humans vs humans" gameplay. It's not a feature we will never consider though, just not a priority.

Good karma+1 vote
[Berserk]
[Berserk] - - 84 comments @ OverDose

Yeah, ODRadiant is being developed from scratch by Buzzard. It doesn't do anything useful ATM.

Good karma+2 votes
[Berserk]
[Berserk] - - 84 comments @ OverDose

The main menu doesn't do anything ATM.

You need to set sv_pure 0 in the console before loading maps (otherwise the code only tries to load files from pk3 packs).

Good karma+1 vote
[Berserk]
[Berserk] - - 84 comments @ OverDose

Thanks for the compliments. And yes, we're always looking for help.

Good karma+2 votes
[Berserk]
[Berserk] - - 84 comments @ OverDose

No, you still need a modern computer, even to get a stable 30 FPS.

Good karma+1 vote
[Berserk]
[Berserk] - - 84 comments @ OverDose

If it's really (and properly) supported on other GPUs, and it's not too much time and effort to port the current OpenGL code, I might consider it.

Good karma+2 votes