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The fight for survival is on! OverDose is a class, team & objective based multiplayer game set on a post-apocalyptic Earth. With gameplay in the tradition of classic games such as Return to Castle Wolfenstein and Enemy Territory, melded with up to date gameplay mechanics and movement, OverDose is a unique blend of online action, team play and of course, lots of gore. Using id tech 2 as a base, OverDose features updated engine features like full real time lighting and shadow mapping, physically based rendering, particle and physics simulations and more. Plus, in classic id Software tradition, our engine and game are fully moddable and scriptable, meaning even amateur mod makers can bring their own creations to life with ease. This isn't war... It's an all out apocalypse!

Post news Report RSS New Hands To Shake, New Music To Shake With...

OverDose gets a Hand model update, plus some new tunes to listen to straight from the mutants mouth...

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Well Happy New Year All!

I bring gifts of pic's, gifts of sound and gifts of... Well that's it really. But come on, a gift is a gift! First of all, I want to introduce you to the new hand/arm models. Feast your year 2009 eyes on these puppies:

User Posted Image User Posted Image User Posted Image

Well, why the change? A few of you had a few nasty things to say about our old hands. That we copied CS:S's style, they wasn't original etc etc... Well yeah, ok, that's true. Many people thought they were fine, but a few really didn't like them and wanted something original. So we went back to the drawing board and came up with these. Now these ARE WIP, I'm sure you understand, so don't take them as final just yet. But please, LORD, post your thoughts below, yeah? The more feedback we get on what YOU want and YOU like, the more YOU will enjoy this thing when it hits... Sooner than you may think. *cough*

Secondly, I updated the ModDB page with some of our music. These tunes have been on the OverDose website for a while but I never thought to upload them here... So, now you can all listen to them straight off the ModDB page! The links are below!

OverDose Title Music
Apocalypse Tension Music
Apocalypse Action Music
Surface Tension Music
Surface Action Music

*** Fixed links since site move to Games section ***

Finally, I dunno if you noticed but there is a HUGE ModDB "VOTE" logo on the page... Well, that logo is there for you to click if you think the work we are doing is worth any praise at all. I'm hoping at least a few people click it, we really would like to see how many people like what we are doing! So get clicking! :)

Thank you guys, remember to post feedback thoughts and chat on the boards at the OverDose site or below. The more the better!


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orangeduckster
orangeduckster - - 13 comments

Why not just cover their whole arms and hands with gloves and long sleeves? Unless there are actual main characters in the game, I don't see what's wrong with just making them generic soldiers.

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GavinStevens Author
GavinStevens - - 620 comments

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…

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orangeduckster
orangeduckster - - 13 comments

this is not what i mean. Take killzone for instance. The helgaust and ISA both only had 1 single player model each in the noncampaign mode. The big difference was that the helgaust were fully covered. The ISA however, were all, white, bald middle aged males that were clones of each other. Do u get what I'm saying? If you're going to show some skin then a variety would be nice. Otherwise a generic, fully clothed soldier would be nice if you aren't going to do multiple models to show different races, gender, etc.

This is just a suggestion and is not that big of a deal in my opinion.

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GavinStevens Author
GavinStevens - - 620 comments

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...?

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orangeduckster
orangeduckster - - 13 comments

Nothing else cause it's already sounds awesome.

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Gregs2k2
Gregs2k2 - - 161 comments

These will be the hands for the first person view, so detail is a must.

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nightz
nightz - - 29 comments

yeah i hope they get correctly culled because those pollies will kill my framerate :P

Btw, great work guys, keep it up!

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GavinStevens Author
GavinStevens - - 620 comments

You DO know thats a high poly source mesh to be rendered to texture for the normal map thats used over the low poly ingame model, right...?

Or did yo uexpect each model to be a few million polies, when no other game matches that detail ingame? :p

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armanguy
armanguy - - 128 comments

loving it great job guys!

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Jam3s007
Jam3s007 - - 1,217 comments

damn good work as always.

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Dragonlord
Dragonlord - - 1,934 comments

Wait a minute... the engine is listed as Quake2... and then such a detailed normal/bump map? I don't have the engine limits present in my mind but can it even do this?

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dinky
dinky - - 146 comments

ModDB staff is reluctant to fix the OverDose mod profile. It's not a Q2 mod, they just used the Quake 2 engine source code as a base for developing their engine. It's a stand-alone game. I don't think the OverDose team is able to fix the problem.

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GavinStevens Author
GavinStevens - - 620 comments

Nope, we cant. But its a Quake 2 SOURCE mod, which at the time of registration, meant they were unwilling to make it an indy game... Even though the technology is re-written from Quake 2's engine.

So it WAS Quake 2 at its heart, but we re-wrote it all.

I'll try again, but it seems my emails fall on deaf ears...

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ausbushman
ausbushman - - 343 comments

Just curious, why didn't you guys start off using a more recent engine to save you from updating Quake 2 with more modern rendering? :)

The hands look great. At first when I looked the little finger especially, I thought they looked too short and stubby, but I think it's just the gloves. Should be fine :)

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GavinStevens Author
GavinStevens - - 620 comments

Because there is no other recent engine that gives us the flexibility we needed. Quake 3 was the only other choice.

We wouldn't even dream of going with one of those "other" engines like Ogre and stuff, no chance lol.

OverDose, in code, is pretty much 99% all new, coded how we want, the way we want. Clean and fast. Thats what we needed more than anything. Engines like Ogre and stuff are, to be fair, full of ugly code and hacks. We didn't want that.

Plus, OverDose started out by using the Evolved engine, which is our previous engine, which was a source mod for Quake 2 that improved the graphics to that, so it all made sense.

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