OVERLOAD - From the makers of Descent
OVERLOAD - The Ultimate Six-Degree-of-Freedom Shooter, as described in their Kickstarter. https://www.kickstarter.com/projects/revivalprod/overload-the-ultimate-six-degree-of-freedom-shoote http://store.steampowered.com/app/450220/ We've put his demo together in a hurry, and though we've done as much as we can to make it perfect, it still has some rough edges. And of course we're still very early in development -- we're showing off a few sample levels and some cool weapons and robots, but there's lots and lots more to come. I just saw this while doing a Steam search for the RE7 Teaser to download. No idea if it's any good, but the required specs make me think that it might not be, unless they are wrong for some reason. SYSTEM REQUIREMENTS MINIMUM: OS: XP SP2+ Processor: SSE2 instruction set support Memory: 4 GB RAM Graphics: Shader model 2.0 support DirectX: Version 9.0 Storage: 700 MB available space Copyright (c) 2016 Revival Productions, LLC Estimated single player release date March 2017, multi-player to be added later. https://www.youtube.com/watch?v=mjpf5ztwTRw
OVERLOAD - The Ultimate Six-Degree-of-Freedom Shooter, as described in their Kickstarter.

https://www.kickstarter.com/projects/revivalprod/overload-the-ultimate-six-degree-of-freedom-shoote

http://store.steampowered.com/app/450220/

We've put his demo together in a hurry, and though we've done as much as we can to make it perfect, it still has some rough edges. And of course we're still very early in development -- we're showing off a few sample levels and some cool weapons and robots, but there's lots and lots more to come.

I just saw this while doing a Steam search for the RE7 Teaser to download. No idea if it's any good, but the required specs make me think that it might not be, unless they are wrong for some reason.

SYSTEM REQUIREMENTS
MINIMUM:
OS: XP SP2+
Processor: SSE2 instruction set support
Memory: 4 GB RAM
Graphics: Shader model 2.0 support
DirectX: Version 9.0
Storage: 700 MB available space
Copyright (c) 2016 Revival Productions, LLC

Estimated single player release date March 2017, multi-player to be added later.

#1
Posted 12/19/2016 06:12 PM   
This looks great. Just to mention, there is another Descent like game called Sublevel Zero, which has beta VR support. It has great reviews and is already released. http://store.steampowered.com/app/327880/ https://www.youtube.com/watch?v=mJTBlk6Pu14 zig posted this on this forum but it didn't pick up much traction. His thread is here: https://forums.geforce.com/default/topic/883812/3d-vision/sublevel-zero/
This looks great.

Just to mention, there is another Descent like game called Sublevel Zero, which has beta VR support. It has great reviews and is already released.

http://store.steampowered.com/app/327880/



zig posted this on this forum but it didn't pick up much traction. His thread is here:

https://forums.geforce.com/default/topic/883812/3d-vision/sublevel-zero/

Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.

#2
Posted 12/20/2016 06:27 AM   
[quote="RAGEdemon"]This looks great. Just to mention, there is another Descent like game called Sublevel Zero, which has beta VR support. It has great reviews and is already released. http://store.steampowered.com/app/327880/ zig posted this on this forum but it didn't pick up much traction. His thread is here: https://forums.geforce.com/default/topic/883812/3d-vision/sublevel-zero/[/quote] There's a fix for Sublevel Zero: http://helixmod.blogspot.com/2015/12/sublevel-zero.html I just re-downloaded the game & verified the fix still works.
RAGEdemon said:This looks great.

Just to mention, there is another Descent like game called Sublevel Zero, which has beta VR support. It has great reviews and is already released.

http://store.steampowered.com/app/327880/

zig posted this on this forum but it didn't pick up much traction. His thread is here:

https://forums.geforce.com/default/topic/883812/3d-vision/sublevel-zero/


There's a fix for Sublevel Zero: http://helixmod.blogspot.com/2015/12/sublevel-zero.html

I just re-downloaded the game & verified the fix still works.

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

#3
Posted 12/23/2016 07:05 AM   
[color="orange"] A Release Date! April 23 - Revival Productions We have some great news for you! Overload will move out of Early Access for release on May 31. The game will have the entire 15-level single-player campaign, challenge mode with everything unlockable, and full multiplayer support. We are proud of the progress we accomplished through Early Access, and are excited for you to play the entire game.[/color] https://steamcommunity.com/games/448850/announcements/detail/2521329249683178141 Note: This is using Unity, so the store page listing Windows XP and shader model 2 are definitely wrong.

A Release Date!
April 23 - Revival Productions

We have some great news for you! Overload will move out of Early Access for release on May 31. The game will have the entire 15-level single-player campaign, challenge mode with everything unlockable, and full multiplayer support. We are proud of the progress we accomplished through Early Access, and are excited for you to play the entire game.


https://steamcommunity.com/games/448850/announcements/detail/2521329249683178141

Note: This is using Unity, so the store page listing Windows XP and shader model 2 are definitely wrong.

#4
Posted 04/24/2018 12:53 PM   
just... WOW ! it's made to play in 3D ! love this type of games so much, ty there is a playable "teaser" with some missions on steam u can try
just... WOW ! it's made to play in 3D ! love this type of games so much, ty

there is a playable "teaser" with some missions on steam u can try

#5
Posted 04/26/2018 11:22 PM   
I just got this and it does not render correctly in 3D out the box. Is anyone planning to fix this with DSS Unity template?
I just got this and it does not render correctly in 3D out the box. Is anyone planning to fix this with DSS Unity template?

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#6
Posted 06/17/2018 06:03 PM   
[quote="mike_ar69"]I just got this and it does not render correctly in 3D out the box. Is anyone planning to fix this with DSS Unity template?[/quote] Ill have a look.
mike_ar69 said:I just got this and it does not render correctly in 3D out the box. Is anyone planning to fix this with DSS Unity template?


Ill have a look.

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

#7
Posted 06/17/2018 07:03 PM   
You can use this WIP for play the game until i finish the fix up, i have to look @ the screen Space reflections...PLEASE DISABLE IT in the Game options and will work out a propper UI as well.... If i will find some more time ^^ //deleted Done With DSS unity5 template and DHR universal 5.6 fix // and some light changes by me ^^
You can use this WIP for play the game until i finish the fix up, i have to look @ the screen Space reflections...PLEASE DISABLE IT in the Game options and will work out a propper UI as well....

If i will find some more time ^^

//deleted

Done With DSS unity5 template and DHR universal 5.6 fix // and some light changes by me ^^

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

#8
Posted 06/17/2018 08:09 PM   
There is also a free [url=https://store.steampowered.com/app/450220/Overload_Playable_Teaser_30/]demo[/url].
There is also a free demo.

3D Vision must live! NVIDIA, don't let us down!

#9
Posted 06/17/2018 09:24 PM   
[quote="Losti"]You can use this WIP for play the game until i finish the fix up, i have to look @ the screen Space reflections...PLEASE DISABLE IT in the Game options and will work out a propper UI as well.... If i will find some more time ^^ https://s3.amazonaws.com/losti/Overload.rar Done With DSS unity5 template and DHR universal 5.6 fix // and some light changes by me ^^ [/quote] WOW - thanks for the super fast response! I'll give it a whirl now :-) **EDIT I had to change the following in the d3dx.ini file for it to work: [code]get_resolution_from = depth_stencil[/code] I flew around a bit and it looks great! I turned off Screen Space Reflections like you said, but main thing that is off right now is when you press the "F" key it fires a Flare, and the lighting is wrong for that. [img]https://forums.geforce.com/cmd/default/download-comment-attachment/75255/[/img] **EDIT2 Hmmn, after stopping and restrating the game with teh same 'depth_stencil' change, its not working properly anymore. I will investigate other settings. I will attach an image of what it looks like.
Losti said:You can use this WIP for play the game until i finish the fix up, i have to look @ the screen Space reflections...PLEASE DISABLE IT in the Game options and will work out a propper UI as well....

If i will find some more time ^^

https://s3.amazonaws.com/losti/Overload.rar

Done With DSS unity5 template and DHR universal 5.6 fix // and some light changes by me ^^



WOW - thanks for the super fast response! I'll give it a whirl now :-)

**EDIT
I had to change the following in the d3dx.ini file for it to work:
get_resolution_from = depth_stencil


I flew around a bit and it looks great! I turned off Screen Space Reflections like you said, but main thing that is off right now is when you press the "F" key it fires a Flare, and the lighting is wrong for that.

Image

**EDIT2
Hmmn, after stopping and restrating the game with teh same 'depth_stencil' change, its not working properly anymore. I will investigate other settings. I will attach an image of what it looks like.
Attachments

Overload008_050.jps

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#10
Posted 06/17/2018 09:36 PM   
Ill have some time this evening to have a closer look, was running out of time yesterday and only have had a quick WIP. Whats the Problem if you use an other get_resolution_from ?? Everything was ok here as far as i can say. //EDIT: Please find the new WIP fixing the lightening problem and the HUD is more handy....BUT its not complete at all....there is a problem with the DEPTH of the impacts that i cant track down that easily. The impacts are too deep into depth like thete is no collision request but the cirley from the impacts are OK ^^ OK....dont know if i will work on it today hence here is my last state. [url]https://s3.amazonaws.com/losti/Overload_WIP_V0.2.rar[/url]
Ill have some time this evening to have a closer look, was running out of time yesterday and only have had a quick WIP. Whats the Problem if you use an other get_resolution_from ?? Everything was ok here as far as i can say.

//EDIT: Please find the new WIP fixing the lightening problem and the HUD is more handy....BUT its not complete at all....there is a problem with the DEPTH of the impacts that i cant track down that easily. The impacts are too deep into depth like thete is no collision request but the cirley from the impacts are OK ^^

OK....dont know if i will work on it today hence here is my last state.

https://s3.amazonaws.com/losti/Overload_WIP_V0.2.rar

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

#11
Posted 06/18/2018 10:45 AM   
[quote="Losti"]Ill have some time this evening to have a closer look, was running out of time yesterday and only have had a quick WIP. Whats the Problem if you use an other get_resolution_from ?? Everything was ok here as far as i can say. //EDIT: Please find the new WIP fixing the lightening problem and the HUD is more handy....BUT its not complete at all....there is a problem with the DEPTH of the impacts that i cant track down that easily. The impacts are too deep into depth like thete is no collision request but the cirley from the impacts are OK ^^ OK....dont know if i will work on it today hence here is my last state. [url]https://s3.amazonaws.com/losti/Overload_WIP_V0.2.rar[/url][/quote] Thanks! The issue I had "went away" - I think it is a nvidia driver issue to be honest because it happens randomly, and can be (randomly) fixed by disabling and enabling 3dvision, running the 3dvision test screen etc. I tried to attach an image yesterday of the problem but it kept failing, so I will try again later. But I won't worry about it too much for now. I did notice the "impact depth" thing as well, with the light blob being too deep into the wall or floor. It's a small detail though. When I stepped through the shaders, it seems like it is a glowy light effect that renders too deep. I did also notice some shadows are too deep, I'll attach a picture later tonight. It looks like they have just been missed in the automatic/scripted fix (probably some new special case). It may well be that a similar new fix will be appropriate for both glowy light and shadows.
Losti said:Ill have some time this evening to have a closer look, was running out of time yesterday and only have had a quick WIP. Whats the Problem if you use an other get_resolution_from ?? Everything was ok here as far as i can say.

//EDIT: Please find the new WIP fixing the lightening problem and the HUD is more handy....BUT its not complete at all....there is a problem with the DEPTH of the impacts that i cant track down that easily. The impacts are too deep into depth like thete is no collision request but the cirley from the impacts are OK ^^

OK....dont know if i will work on it today hence here is my last state.

https://s3.amazonaws.com/losti/Overload_WIP_V0.2.rar


Thanks! The issue I had "went away" - I think it is a nvidia driver issue to be honest because it happens randomly, and can be (randomly) fixed by disabling and enabling 3dvision, running the 3dvision test screen etc. I tried to attach an image yesterday of the problem but it kept failing, so I will try again later. But I won't worry about it too much for now.

I did notice the "impact depth" thing as well, with the light blob being too deep into the wall or floor. It's a small detail though. When I stepped through the shaders, it seems like it is a glowy light effect that renders too deep. I did also notice some shadows are too deep, I'll attach a picture later tonight. It looks like they have just been missed in the automatic/scripted fix (probably some new special case). It may well be that a similar new fix will be appropriate for both glowy light and shadows.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#12
Posted 06/18/2018 05:30 PM   
[quote="mike_ar69"][quote="Losti"]Ill have some time this evening to have a closer look, was running out of time yesterday and only have had a quick WIP. Whats the Problem if you use an other get_resolution_from ?? Everything was ok here as far as i can say. //EDIT: Please find the new WIP fixing the lightening problem and the HUD is more handy....BUT its not complete at all....there is a problem with the DEPTH of the impacts that i cant track down that easily. The impacts are too deep into depth like thete is no collision request but the cirley from the impacts are OK ^^ OK....dont know if i will work on it today hence here is my last state. [url]https://s3.amazonaws.com/losti/Overload_WIP_V0.2.rar[/url][/quote] Thanks! The issue I had "went away" - I think it is a nvidia driver issue to be honest because it happens randomly, and can be (randomly) fixed by disabling and enabling 3dvision, running the 3dvision test screen etc. I tried to attach an image yesterday of the problem but it kept failing, so I will try again later. But I won't worry about it too much for now. I did notice the "impact depth" thing as well, with the light blob being too deep into the wall or floor. It's a small detail though. When I stepped through the shaders, it seems like it is a glowy light effect that renders too deep. I did also notice some shadows are too deep, I'll attach a picture later tonight. It looks like they have just been missed in the automatic/scripted fix (probably some new special case). It may well be that a similar new fix will be appropriate for both glowy light and shadows.[/quote] I have tracked down the shader for the light blob but the correction i have applyed is not working...and strange: the PS is a peer shader of the hud shader... I will need some more time to investigate. May i have tracked the wrong shader. The shader hunting is realy confuding in this game because it seems that some shaders for the hud or general lightening are coupled to each other....
mike_ar69 said:
Losti said:Ill have some time this evening to have a closer look, was running out of time yesterday and only have had a quick WIP. Whats the Problem if you use an other get_resolution_from ?? Everything was ok here as far as i can say.

//EDIT: Please find the new WIP fixing the lightening problem and the HUD is more handy....BUT its not complete at all....there is a problem with the DEPTH of the impacts that i cant track down that easily. The impacts are too deep into depth like thete is no collision request but the cirley from the impacts are OK ^^

OK....dont know if i will work on it today hence here is my last state.

https://s3.amazonaws.com/losti/Overload_WIP_V0.2.rar


Thanks! The issue I had "went away" - I think it is a nvidia driver issue to be honest because it happens randomly, and can be (randomly) fixed by disabling and enabling 3dvision, running the 3dvision test screen etc. I tried to attach an image yesterday of the problem but it kept failing, so I will try again later. But I won't worry about it too much for now.

I did notice the "impact depth" thing as well, with the light blob being too deep into the wall or floor. It's a small detail though. When I stepped through the shaders, it seems like it is a glowy light effect that renders too deep. I did also notice some shadows are too deep, I'll attach a picture later tonight. It looks like they have just been missed in the automatic/scripted fix (probably some new special case). It may well be that a similar new fix will be appropriate for both glowy light and shadows.


I have tracked down the shader for the light blob but the correction i have applyed is not working...and strange: the PS is a peer shader of the hud shader...

I will need some more time to investigate. May i have tracked the wrong shader. The shader hunting is realy confuding in this game because it seems that some shaders for the hud or general lightening are coupled to each other....

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

#13
Posted 06/18/2018 05:37 PM   
Maybe ask on the Steam page?
Maybe ask on the Steam page?

The very powerful and the very stupid have one thing in common. Instead of altering their views to fit the facts, they alter the facts to fit their views ... which can be very uncomfortable if you happen to be one of the facts that needs altering.

-- Doctor Who, "Face of Evil"

#14
Posted 06/20/2018 04:25 AM   
I picked this one up in the Steam sale and tried it with Unity universal fix (I did not realize there was a WIP fix available, or this thread). The universal fix fixes everything as far as I can tell...EXCEPT the HUD. When I turn up the convergence (and you must turn up the convergence in this game, the particles and explosions never get old in 3D), the HUD elements split and are messed up. At first I disabled the HUD shaders, but now I am just playing with the HUD on and never looking at it. Luckily the large reticle is fixed, pushed to depth and looks fine. Definitely playable. I will try the WIP and see how it compares, maybe I can take the WIP HUD fix and retrofit it into the universal fix version for this game.
I picked this one up in the Steam sale and tried it with Unity universal fix (I did not realize there was a WIP fix available, or this thread). The universal fix fixes everything as far as I can tell...EXCEPT the HUD. When I turn up the convergence (and you must turn up the convergence in this game, the particles and explosions never get old in 3D), the HUD elements split and are messed up.

At first I disabled the HUD shaders, but now I am just playing with the HUD on and never looking at it. Luckily the large reticle is fixed, pushed to depth and looks fine. Definitely playable. I will try the WIP and see how it compares, maybe I can take the WIP HUD fix and retrofit it into the universal fix version for this game.

#15
Posted 07/05/2019 01:50 PM   
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