• Register
  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
RSS Articles


Well well well...

Hey all, I have a new update for you today, and this ones sexy. Like cheese. You like cheese don't you? Cheese is amazing. What do you mean you don't like cheese? Well then we can't be friends. I mean, you have cheese on pizza, and pizza is like, the best thing ever. Because of cheese. Wait where was I...? Oh yeah, OverDose! So, today I bring you some new media, but more importantly the news that ODRadiant is now pretty much finished and available for public download. So what are you waiting for, Christmas? Oh you are... Well, that's nice.

OverDose Level Editor - ODRadiant

For those not in the know, we have been working for many years with really subpar tools. Hacking in support to existing editors was not only hard, it was also very buggy, and never really gave us the results we wanted. What's worse, it meant that when asking people for help with mapping, they were greeted with the most useless, cumbersome way of mapping you could think of.

In short, it was pants.

So we decided that enough was enough, and looked into making our own.

Many moons passed, many arguments developed, many stressful evenings trying to explain to a coder why a feature he's never used was important, or a coder trying to explain to an artist why it just wasn't as simple as I thought. We laughed. We cried. We kissed (No tongues). Then... We got there. Buzz and Nicolas worked their magic and created a level editor from the ground up with the sole purpose of working with OverDose. It was clean. It was fast. It had new features. But best of all, it was bug free. Remember those days of manipulating verts and having them go crazy? Gone. Remember loading your map up and finding textures suddenly misaligned? Cya. Remember compiling your map and noticing massive gaps and missing surfaces? So long, buddy!

This thing WORKS, and it works well. And best of all...? Its available to download. Like, right now. See, this button says so. And buttons don't lie. Just look at Donald Trump.

OverDose - ODRadiant - September 11th 2016
See. Buttons don't lie.


Do note again however that this release is simply the editor and a few base files for it to run. It doesn't include content such as model, texture and sound media. So those of you making levels with this version will need to grab our full asset collection if you want to use it fully with pre-existing stuff. That's available to anybody who wants to try, but of course we won't be making that public so easily, as that's all our content. So, get in touch if that's what you need and I'll hook you up.

Game Code Updates & Help Wanted

User Posted Image


Game wise, the game is really coming along. We are still short on media, which includes weapons, players and levels, and as such are really looking for new blood to come on-board and help. The good news is that right now the game is at such a stage that we can drop these in and see them working and blending correctly as they should be, making the whole thing much easier than before. So, if you fancy yourself a good mapper, a good character artist, a good weapon modeller, or a good animator, then please get in touch, because we really badly need people like you on the team. While I can't promise payment at this time, do know that you will be helping a very ambitious indie development team fulfil their dreams, and as such I can maybe throw you a few lolly pops your way, or maybe a t-shirt with my face on it. Hell, once the game hits, lets just say I keep very good records of who did what, and I'll say no more. But do let me know your shirt size.

With such a small team, things are looking good seeing the stage we are at, and I would love to finally be able to say "my whole team" rather than "the couple of guys".

For a taster of what we are up to, here's a little preview. But if you don' feel good enough to get in touch, all I'll say is... Let me be the judge of that. E-mail me at: odium "at" team-blur-games "dot" com.

UI Updates

Things are looking great! The limbo menu is pretty much complete, the options menu now works and lets you set all video and sound stuff, and the HUD works a treat with just a few still in progress features left. Our scriptable language gets more and more feature complete every day. I really feel that people will have a great time working with this and modding. And best of all, like everything in OverDose, none of this is hard coded. So, from the weapons to the classes to the particles to the UIs, its all scriptable. Great stuff.

Website Status

I'm currently looking into getting the website and forums back online. These things cost time and money, two things we are short on these days, but I do see it as something I miss. A good community. So, give me a little time, and I'll see what I can do :)

Donating To The OverDose Project

I did originally have a short video by Bob Geldof here, but he didn't like the fact I wouldn't let him rename the game to "Bobs super happy fun time" and had to remove it. Donating to the OverDose project means the world to us. We are passionate, hard working gamers who want nothing more than to see our dream project come to life, but one thing always stands in the way, the time versus money argument. I myself have just recently become a father to a baby girl and work a full time job, so things like funds for new talent is something I just can't afford on my own. Websites, hosting, everything costs money these days. What I will say, is that we keep records of every donator and helper, and those of you who donate over a certain amount receive a pre-order promise, that is once the game is released, because you were a part of its creation, will be gifted a copy of the game. Regardless of contribution, every donator gets their names in the credits, no matter how large or small. So, if you can spare 20p, why not donate and let us life out our dreams. Thank you.

1


Gavin Stevens
Lead Designer for Team Blur Games [TBG]

User Posted Image



Happy New Year! OverDose Update!

Happy New Year! OverDose Update!

News 6 comments

Happy new year all! I bring good news, everyone! Updates! Pics! Details! Oh my!

OverDose Update - Sound

OverDose Update - Sound

News 6 comments

A little update on the sound, and where we are at :)

New Scriptable Particle & FX System

New Scriptable Particle & FX System

News 1 comment

A new Particle and FX system? Oh hell, yes please! :D

OverDose Site Issues, Woes, & General Turtles

OverDose Site Issues, Woes, & General Turtles

News 6 comments

Come on in, get sat down if you like, for I have a strange tale to tell...

Add file RSS Files
OverDose - ODRadiant - September 11th 2016

OverDose - ODRadiant - September 11th 2016

Mapping Tool 0 comments

A media stripped release of our ODRadiant level editor, for use with OverDose only. Please get in touch if you would like the files our media and maps...

OverDose Tools Set

OverDose Tools Set

Graphics Tool 1 comment

ODCompress, ODFont, ODVideo, ODModel and ODMap, for use in both OverDose and your own projects!

OverDose Design Document - 2010

OverDose Design Document - 2010

Other 2 comments

An updated version of the OverDose Design Document for 2010.

OverDose Game Design Document

OverDose Game Design Document

Full Version 3 comments

This is the OverDose Game Design Document, detailing everything the game will feature. Download here to find out more about classes, weapons, ballistics...

Comments  (0 - 10 of 776)
Guest
Guest

Have you guys considered taking your project to Indiegogo?

Reply Good karma Bad karma+1 vote
Gavavva Creator
Gavavva

We were on Indiegogo, sadly I did the whole thing too early, it failed and we didn't make much of anything. I'll be trying a kickstarter or something, but not until I have solid stuff to show for backers, otherwise its not really fair to pull that again.

Reply Good karma+1 vote
Guest
Guest

Hey guys. I would like to create a medieval style mod with this engine, would this be possible? I've read an article that this was open source, could I compile the open source and then mod it? Give me a shout here or ethanbowes at gmail dot com

Reply Good karma Bad karma0 votes
0Buzz
0Buzz

If you need anything code related, just hook me up and i will see what i can do.

Reply Good karma Bad karma+1 vote
Guest
Guest

Sure. Maybe one thing you can help with is getting the physics back to the original Q2 so I can add trick jumping into the levels for my game, or atleast adding those physics for certain areas?

Reply Good karma Bad karma+1 vote
[Berserk]
[Berserk]

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

Reply Good karma Bad karma+1 vote
Guest
Guest

Thankyou :)

Reply Good karma Bad karma0 votes
Guest
Guest

A question. Everything is working fine, and the game looks great, but I'm having a few problems in ODRadiant. If I make a brush more than 14 sides I get the message: 'MAX WINDING PER POINT'. Also, when I use the sky texture for a skybox, it doesn't appear anywhere as nice as in the test videos I've seen, I wonder how I'd do a proper sky.

Reply Good karma Bad karma0 votes
[Berserk]
[Berserk]

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.

Reply Good karma Bad karma+1 vote
ethan371
ethan371

It would seem that even if I make adjacent foursided brushes to resemble, let's say a 16 sided hollow cylinder, I still receive the message.

A few more questions.
1) How is terrain made for Overdose, and is that the newest most up to date method designers are using? How would I access this map: Indiedb.com and how is it made? Is this: Katsbits.com a good tutorial to follow?

2) How do you get the dimensions of the model in blender to be the same in the mapping program?

Thanks.

Reply Good karma Bad karma+1 vote
[Berserk]
[Berserk]

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.

Reply Good karma Bad karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
OverDose
Platforms
Windows, XONE, PS4
Developer & Publisher
Team Blur Games
Engine
id Tech 2
Contact
Send Message
Release date
Game watch
Follow
Share
Style
Theme
Sci-Fi
Players
Multiplayer
Project
Indie
Boxart
Boxart
Twitter

Latest tweets from @teamblurgames

Apologies to all who received spam, seems the account password was hijacked by a bot. Changed, and deleted the spam. Thanks all!

Jan 11 2015

RT @Gavavva: My Blog entry for my perfect game for @GAMEdigital Visit: Tinyurl.com Wish me luck, this would make an amazing xmas :) #PerfectGAME

Nov 20 2012

Do your part. Help Nuke Town come back to those who fecking paid for it. #bringbacknuketown2025

Nov 19 2012

Embed Buttons
Link to OverDose by selecting a button and using the embed code provided more...
OverDose
Statistics
Last Update
Watchers
1,068 members
Files
4
Articles
49