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6 comments by Gavavva on Aug 30th, 2014


OverDose, ladies and gentlemen, is dead… Dead as a can of spam. That is of course you’re one of the internet busybodies who seem to know everything about our development. Its sarcasm guys, I’m British. You’ll get used to it ;) Things have been mental, moving home, sorting out my wedding (December 27th, and thank you!), all sorts. It’s been crazy! So, what’s it been? About 2 weeks since our last update? Well, I guess we have a lot to talk about… Lets start with the sound, shall we?

OverDose Has A New, Built From The Ground Up Sound System

You know that stuff that comes from your speakers? That’s called sound. The problem is that most game developers sort of forget that sound exists. The real reason is pretty obvious… You can’t show off sound in a (Faked) screenshot. Sound doesn’t sell. Pretty graphics and, occasionally, boobies… Those sell. So most game devs forget all about giving any sort of attention to sound. This means you get in the game and get smacked in the face with per pixel wibbles and million polygon wobbles, but the sound is the same as Half-Life, which dropped in 1998. Wow, 1998… Time flies when you’re stuck in an air duct with just a crow bar. It’s the reason that you play a game as amazing as Wolfenstein: New Order (Haven’t played it? Fix that.) and hear some impressive sounds, but notice that the actual sound design, the tech behind it, is flawed. Gun shots as loud as voices is a common problem. It’s all a bit STALE.
So, what are we doing with our single coder? It’s simple… Everything we can. The first thing we do, is allow our mappers to split levels up into “areas”. These “areas” are fantastic for a multitude of reasons, they allow the designers to set up different graphical effects, weather effects, wind amounts, post processing… All sorts. But they also allow us to set up different sound settings per location. This is how we can make an air vent give that lovely metallic echo, or a toilet sound, well, like a toilet. It’s classy. It’s sexy. It’s powerful. It’s also very, very easy to use. Take a look:


As well as, of course, allowing the designers to totally tweak each speaker entity to their hearts content to get it just how they want.


But we try not to stop there. Another simple idea we have is that all our locations can actually have a delay on echo. It’s a simple idea really, it’s that sound you hear when out in a large location. Make a bang and listen for the follow up echoes. It’s very effective. But like I said, it’s not really something I can show in a screenshot. So, here’s a duck. See if you can hear the echo:


Another thing we have added is something not a lot of people ever think about or even know about. It’s called HDR Audio. In theory, it's the same as HDR lighting in a way. One fakes a high dynamic range in LDR monitors by scaling and remapping light levels. the other fakes a high dynamic range in LDR speakers by scaling and remapping amplitude levels. It’s basically the same concept really. The idea is that every sound has a volume. A babies cry is far louder than the sound of a dripping tap, for example. So, have you ever tried to listen to a dripping tap while hearing a baby cry? Ever had loud music on and had a hard time hearing somebody who was speaking to you? It’s the same idea… One sound drowns out the other. And that’s what our new sound engine does, it figures out the current highest volume and loudness, then rescales the volumes of all other playing sounds. It’s simple, but again, very effective. It just doesn’t make for very good pictures, that’s all. Thankfully we have a LOT of sound tools that help the designer to get just the right effect.

OverDose Now Has A Fully Scriptable Particle And FX System

I know, you’re likely thinking if you read that right? Well, we’ve been busy. What most games do these days is hard code a bunch of stuff, flop it out, and let you just get on with it. But we don’t like chains, no sir no way. So we took a leaf out of the legends that are id Software here as well. Everything in OverDose remember is to be fully scriptable and can be changed by even a twerp with notepad. The same goes for all our FX and particle files. Don’t think the effect a bullet makes as it rips into sand? CHANGE IT. Just open the text file, edit it, and save. Boom, done. Who knows, maybe you can even lick our own work and make some pretty sexy effects that we could adopt? It really is as simple as this:


So of course, you get some nice effects where the only real limit is on what you feel you want to do. I can’t wait to see what people come up with for this :)


Website Status?

As I mentioned previously, the website just wasn’t getting enough traffic compared to our ModDB page here, and so we decided to let our contract end and not renew. Both Nicolas and I have our own lives, with our own expenditures, and we do OverDose in our free time. So spending money on a website we couldn’t afford that wasn’t being used seemed like a bit of a silly idea. Granted, when OverDose is ready, the site will be back up and boom… Its on like Donkey Kong. But for now, we will remain using our ModDB site.

Donating To The OverDose Project

As always, the guys here at Team Blur Games are making OverDose with an exceptionally high hourly wage, plus several holidays per month and a monthly bonus. Also, look at that pig flying outside my window? Nah, we don’t get anything for this work, and all work is done in our own time after we manage to sort out our own lives. Donating to the project allows more work to be done, more talent to be hired, the website to go live, and also allows us to look into new and better ways of supporting the game.
So if you’re a true OverDose supporter, any donation, no matter how small, goes a long way to helping us. Any funds we raise will go towards hiring out more talent and funding people for help, which we see as only fair. Its amazing we have gotten so far with so little funding at all, because pushing these visuals, creating this media with some really awesome people, all for free… Its fantastic. But I sure as hell wish we could repay these guys before the game ships, just to keep motivation up more than anything. Any donations, no matter how small, will go a long way. Thank you.


Gavin Stevens
Lead Designer for Team Blur Games [TBG]
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OverDose Tools Set

OverDose Tools Set

Jan 16, 2011 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

Jul 7, 2010 Other 2 comments

An updated version of the OverDose Design Document for 2010.

OverDose Game Design Document

OverDose Game Design Document

Feb 17, 2009 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...

Post comment Comments  (50 - 60 of 760)
V01D-eXe Apr 7 2014 says:

[Firstly , I tried to edit the below post to post this , but it got stuck while saving and then the 5 minute editing time was over, so I re-posted this]

Well , I downloaded the game and it is pretty good , I am gonna recommend it to my friends as well.

Now I have another question .

Q) I wanted to create a map so I started ODRadiant . There is a pretty bad-looking bug on it . Over the ENTITIES tab in INSPECTOR , useless buttons [ FX , SOUND , GUI etc. etc.] show up and block my view. So can i use any other radiant [till ODrad becomes better] . If yes how .

Mainly I would like to use DarkRadiant , as that is my favourite. Can I use that to create maps for OD. If yes, how ?

If no , then tell me about GtkRadiant ?

[[[ Mainly what I want to know is how to set up DarkRadiant or GtkRadiant for creating maps for OD ]]]

+1 vote     reply to comment
[Berserk] Apr 7 2014 replied:

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.

+1 vote     reply to comment
V01D-eXe Apr 8 2014 replied:

Thanks , and BTW , this is what I was talking about ->
Just look at the INSPECTOR tab at the bottom. Those buttons are not meant to be there. They are meant to be below them and not over them. A pretty small but annoying bug.

+1 vote     reply to comment
V01D-eXe Apr 8 2014 replied:

And this is it in whole [ a lot annoying ] ->

+1 vote     reply to comment
Gavavva Creator
Gavavva Apr 8 2014 replied:

Sorry for the delay in replying, I've been seriously ill recently.

1) you can use OdRadiant yet. It's currently being worked on by Buzz as quick as he possibly can, so right now it's just where we are with that. I suggest using D3rad/Q4Rad/DarkRad for now, anything that let's you work with doom 3/q4s map formats.

I have provided in the extras folder replacement materials for every material we use in the game. Simply copy those over to your doom/quake materials folder, and copy all media/models over too, and begin editing. It's that simple. But you will of course need to save your maps in overdoses map folder.

Keep in mind however that we rely on map models and model geometry a LOT more than doom 3 or quake 4 ever did. So we use brushes for basic walls and hull work and hen models for the rest. It's much better this way.

+1 vote   reply to comment
V01D-eXe Apr 7 2014 says:

thanks ,.,

+1 vote     reply to comment
V01D-eXe Apr 6 2014 says:

I went to the sourceforge page and am currently downloading the latest snapshot of the game .

Now I have two questions ->

Q1) Does it contain an UPDATER or do I need to redownload the whole game whenever an update is released ?

Q2) Does it have a PLAY WITH BOTS option [ or is it coming anytime soon] , because that will help a lot when testing a newly created map and will be fun playing when the internet is not working nicely ?

Please answer both !

+1 vote     reply to comment
[Berserk] Apr 6 2014 replied:

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.

+1 vote     reply to comment
V01D-eXe Apr 8 2014 replied:

got it !!!

+1 vote     reply to comment
Gavavva Creator
Gavavva Apr 5 2014 says:

I know I haven't done an update here in a while, and trust me its coming.

I've been ill recently, and recently had to undergo emergency surgery. So I haven't been able to do as much as I would have liked. But I'm back on it like a car roof rack, and have LOTS of new things to talk about.

So stick around ;)

+2 votes   reply to comment
Guest Apr 6 2014 replied:

where do i download overdose .,., searched a lot but couldn't find a download link,.

+1 vote     reply to comment
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