Community mods for Overload
Overload is a registered trademark of Revival Productions, LLC. This is an unaffiliated, unsupported tool. Use at your own risk.
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Download the latest release from olmod.overloadmaps.com
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Extract olmod in the Overload main directory (where
Overload.exe
/Overload.x86_64
/Overload.app
is also located). -
On linux / mac, execute
chmod +x olmod.sh
from the terminal after changing to the correct directory. For example aftercd "~/Library/Application Support/Steam/steamapps/common/Overload"
-
Run
olmod.exe
/olmod.sh
(linux / mac) instead ofOverload.exe
On mac you might get a warning about
olmod.dylib
, you can add an exception in System Preferences, Security & Privacy, General. -
Use
olmodserver.bat
/olmodserver.sh
(linux) to start a LAN server, useolmodserverinet.bat
/olmodserverinet.sh
(linux) to start an internet server. For the internet server you need to open UDP port range 7000-8001
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Allows access to the unfinished Monsterball multiplayer mode (with tweaks by terminal). The Monsterball multiplayer mode only works when both server and clients run olmod.
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Puts a MP player in observer mode if it uses a pilot name starting with OBSERVER. The observer mode only works when the server and the observer client run olmod.
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Reads projdata.txt / robotdata.txt with custom projectile (weapon) and robot settings. You can extract the stock data from the game with the included tool
olgetdata
. The txt files must be in the same directory as olmod.exe. You can run olgetdata on linux withmono olgetdata.exe
. -
Adds
frametime
non-cheat code -
Adds a rearview option for all game modes, with an option to allow it in a multiplayer game
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Allows MP with up to 16 players / 8 teams (server and all clients must run olmod)
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Writes match log files on server (by luponix)
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Fixes MP client homing behaviour (by terminal)
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Allows shoot to open doors and disables door open when nearby in MP
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Allows pasting in the MP password field
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Allows joining in progress matches when enabled for the match
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Adds option to enable console with ` key
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Adds console commands: xp, reload_missions, mipmap_bias, ui_color
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Allows custom music in custom levels
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Allows powerup spawn data for custom MP levels
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Adds Internet match option with built in olproxy
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Adds -frametime command line option
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Adds custom mod loading, add Mod-xxx.dll assembly to olmod directory
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Automatically downloads MP levels from overloadmaps.com
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Adds MP level select screen, sorts MP level list
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Disables weapon speed/lifetime randomization in LAN/Internet MP
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Adds Capture The Flag and Race match mode (Race mode by Tobias)
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MP Prev weapon switch fix from Tobias
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Adds support for some missing textures (crystal) and props (fans, monitors) in custom levels
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MP server writes kill/damage log and optionally send it to tracker
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Always makes all MP loadouts available and uses Impulse instead of Reflex for Warrior
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Fixes missing doors and teleporters in MP levels
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Less strict item pickup for inverted segment MP levels, originally by terminal
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Adds MP presets by Tobias
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Allows more simultaneous sounds for large MP matches
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Adds server browser by Tobias
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Replaces default networking model with a sniper packets style, resulting in more consistent network play. Older clients can still play with the newer clients, but won't experience the new networking model.
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Better synchronizes energy, ammo, weapon choice, missile counts, and devastator firing/triggering when using sniper packets.
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Shows you in the version whether you are running a modded version of olmod or not.
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Improves the primary spawning algorithm.
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Adds weapon and missile autoselect for multiplayer games, by luponix.
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Adds a multiplayer game option to scale respawn time by team size, by Tobias.
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Adds a Classic Spawns game mode, which makes the game play like other 6DoF multiplayer games such as Descent 3, by Tobias.
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Adds an option to allow or disallow boosting when running the flag in CTF, by Tobias.
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Adds an option to allow or disallow specific modifiers for games, by Tobias.
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Open solution in Visual Studio 2017 or 2019
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In the GameMod project, find the file Directory.Build.targets and replace the OverloadDir variable with the path to Overload 1.1 on your machine.
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Run
Build the shared object library:
$ cd linux
$ make olmod.so
Build the GameMod.dll file containing the game logic:
$ cd linux
$ export OLPATH=/path/to/your/Overload/installation
$ make GameMod.dll
Please note that you will need the Mono C# compiler for this to work.
Build the dynamic library:
$ cd linux
$ make olmod.dylib
Build the GameMod.dll file containing the game logic (untested):
$ cd linux
$ export OLPATH=/path/to/your/Overload/installation
$ make GameMod.dll
Please note that you will need the Mono C# compiler for this to work.
The regular Overload.exe
just runs UnityMain
from UnityPlayer.dll
.
The replacement olmod.exe
also runs UnityMain
, but intercepts calls from Unity to the mono C# engine
to also load GameMod.dll
. The file GameMod.dll
contains a C# class that
uses Harmony to modify the game
scripting code in memory.