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5 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  (640 - 650 of 761)
Gavavva Creator
Gavavva Feb 4 2009, 1:24pm says:

Sorry everybody, my PC died the other week only just got everything back up and running, so I'll be posting new media soon :p

+2 votes   reply to comment
Knights Feb 5 2009, 9:57pm replied:

Wow you come to our page and troll away on our mod and yet you have nothing to show in any means of content or an original thought in this mod. Stay on your side of the line troll....

-4 votes     reply to comment
Gavavva Creator
Gavavva Feb 6 2009, 3:23am replied:

I came to your page to post honest to god thoughts. You are the guys that couldn't take it, and now you think the best course of action to show you are better is to act like a child by coming here and posting childish insults?

Keep going. Your doing nothing to add to the already poor public image your mod has.

As for original content, a lot of what we present is original (READ: Not ripped from COD:WAW, or L4D/Killing Floor). I don't think you can talk about being original when your making a zombie mod for the source engine, eh? Not many of those around is there...

+2 votes   reply to comment
noobthenoob Feb 17 2009, 7:18pm replied:


+2 votes     reply to comment
Samuk Feb 17 2009, 4:15pm replied:

There both good mods, Zombie panic is quite fun when your playing with a bunch of friends.

But Overdose seems to me, the better mod. Its practically using its own engine. A unique style. A solid team.

Best of luck to both mods, and lets stop this pointless argument.

+2 votes     reply to comment
bassi Feb 17 2009, 10:19am replied:

lol people on this site hate critisism for some reason.

+2 votes     reply to comment
ÐiamonÐ Feb 18 2009, 12:34am replied:

So ******* true. God, it's like people here only come for the public attention, and not for ideally improving their mod.

Also, please drop those CSS arms. That's originality there amirite?

To an extent, I support Knights on the basis of calling you out. You had no right to flame and troll ZP:S's mod. It's extremely unprofessional of YOU to go to other mods and start whipping your high horse like you have some weight.

It's like no one respects anyone anymore.

+1 vote     reply to comment
Gavavva Creator
Gavavva Feb 18 2009, 3:23am replied:

Theres a fine line between flame/trolling, and posting honest feedback.

Tell me, with his mod released and ready to play, and our game not available, which one of us do you think was trolling?

I'll respect whatever somebody says, but lets face it, you need to expect views from both sides of the coin, and that mod team is very well known from just telling people who don't agree "lol no, you are wrong".

At the end of the day, its not the devs that play it. Its the fans. Keep them happy as much as possible without moving away from your original goal. Listen to the fans that bitch and whine with a close ear, and examine what they say. Its usually the people who moan a lot that have a few valid points, no matter how much you as a dev may not like them.

+1 vote   reply to comment
Samuk Feb 18 2009, 3:54am replied:

Gavavva, don't bother responding.

My self being a developer, seem to get stick every time I put a point across. People that don't know how mods are made appreciate everything that looks fun to play.

I am not being one sided but overdose is on a whole different level of modding compared to zombie panic, which I downloaded and had fun with once or twice.

And Diamond, it seems you have to right to discuss the issue, clearly are a zombie panic fanboy and a overdose hater. Proof, you would have known about there kick *** hand/arm they made instead of talking crap about them using the CS ones for demo purpose's.

+2 votes     reply to comment
ÐiamonÐ Feb 18 2009, 9:05pm replied:

You are obviously misjudging me. I don't really like the mod ZP:S. I just don't like how other misjudge on how much work it actually took for the ZP:S team to develop what they made. Plus, I never said I hated this game. Hell, I've been watching it for quite some time.

Anyhoo, I can not compromise with people who have a stone rigid mindset. Go ahead and -1 karma me (like hell, it makes all the difference, lol). Ultimately, I am here for the benefit of the community, and if I have to defend mods out there from people who obviously do not understand then so be it.

Also, you claim to be using positive feedback. Let's check what you said.

"I guess until this mods half decent (Right now its not even that...), I'll keep playing better mods... Until you change that attitude of yours, this mods just going to get worse, and worse, and worse."

How the **** is that helpful? I'm fairly certain a majority of the community disagrees with that statement.

"This mod is very, very poor. Very unoriginal, and very badly made. Rough around the edges I think is the best way to describe it."

I agree, unoriginal. Badly made? Very poor? ******* fail. Especially the recent update enhancing the animations, there is some serious talent going through the ZP:S team. Give some good examples next time you trash talk.

"You however, seem to be ignoring those people, and loving the people who enhance your ego. You sir, are the exact opposite of what makes a good modder."

Again, example please. All I see Tatsur0 do is help the community as much as possible to offer everyone a good mod. I don't see him as ego *****. As a matter of fact, I can claim everyone is egocentric, simply because by helping others you ultimately help yourself and make yourself feel good. That statement holds absolutely no weight.

+4 votes     reply to comment
Gavavva Creator
Gavavva Feb 19 2009, 3:29am replied:

Thats the last comment made from ZP:S fanboys. Next comment onward gets deleted.

I don't have to explain myself, at all. The points I made were valid and were sticking up for other members of the community who had expressed concerns and were told to "**** off". Reading them as quotes they can be taken out of context, but come on, you really are reaching here.

Plus you just said a Zombie mod on the source engine was original, so whatever points you could make are now null and void lol.

Anyway, any more comments and they will be deleted. I've already told you to make a forum post about it on the ModDB forums if you really don't like it. Deal with it, and don't clutter up this area, yeah.

0 votes   reply to comment
Gavavva Creator
Gavavva Feb 18 2009, 3:47am replied:

Oh, and just for the record (Which will be the last I'll say on the matter here)...

You just defended a mod team who publicly insult their own fans and tell them they are wrong, a mod team who jump on the flame wagon every time a none-positive post is made...

...By attacking our team, because we made some hand models that were too generic, and when our fanbase moaned we changed them...

Sooooo... I don't quite see the point you were trying to make lol. Either you are 100% all aboard the fail boat with that "dig", or you really are playing on our side?

Anyway, thats the last of the ZP:S comments lads. If we want to start up a convo lets hit the forums, yeah?

-1 votes   reply to comment
Mars_3K Jan 23 2009, 9:52pm says:

So how come you're not just using the Doom 3 engine?

+1 vote     reply to comment
UltimaRage Mar 27 2009, 12:06am replied:

Why would they downgrade to the Doom 3 engine? Do you even know what they've done with the engine they've modified?

+1 vote     reply to comment
Gavavva Creator
Gavavva Jan 24 2009, 5:53am replied:

We have spoke about this before:

The reason for not using the Doom 3 engine is that we already made an engine on par with Doom 3 years ages ago, and now our engine is a lot better with a lot more tweaks. Why use an engine like Doom 3's and be restricted to only doing certain things? Doom 3 has stencil shadows, we have shadow maps. Doom 3 lets us change only the game source side of things, we have access to the entire engine, including netcode and all sorts...

Its not just a case of "Well it looks kinda like Doom 3, so why not use Doom 3" because that just wouldn't work. We are far more advanced that Doom 3's engine... And the Doom 3 engine isn't even GPL right now.

So using Doom 3's engine even a year ago, never mind now, would be a huge, massive step backwards and force us to pretty much do nothing we want to do with regards to the game... It just wouldn't work.

+3 votes   reply to comment
Gavavva Creator
Gavavva Jan 24 2009, 6:12am replied:

Wow, I sound like a random French person at times... I really need to work on my ENGLISH seeing as I'm from ENGLAND. loooooooooool

0 votes   reply to comment
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