Wowsies, yet another year. But it was so worth it. Before extending too much myself, I am going to do a quick recap of the status of the project. So, here we go!
(EDIT) New working launcher from Shepard
This way, you will make sure you will have the latest version up to date, plus there's options to customize your game, in case you want to increase performance or quality.
Heavy clean up of code plus usage of SDK 2.4
We noticed that the code we already used it was around, 8 years old. It did contain very old code and tests that went nowhere, but bits and nuts were there. That caused many problems with memory, content, and truck load of bugs.
This is why we decided to start from a clean SDK, and started to add ONLY the features we needed in.
Repository usage for coding
Sharing code before was a mess. And prone to leaks and grab & use with no credit. Not to even mention colaboration between in-house programmers. This is why we created a private repository to track, protect and have better control of the the brain of the game.
VBO for the masses, cubemapping, shadowmapping and more
Having an improved, and cleaner compilation, plus new methods of rendering, helped the world to perform almost 300% faster. This will help us to create more detailed and complex scenarios.
Shadow mapping lets the designer spawn special lights to create a more realistic and inmersive environment. This also lets the story of Arrangement shine brigther.
Cubemapping let us give special refractions to certain kind of surfaces. The process of creating the cubemaps is easy, modders friendly, and increases the quality overall of the game.
Cubemapping and special texturing that supports alpha and hi-res dimensions, combined together, could be used for great effects that were not taken into account.
A new particle system based on Trinity's renderer, lets the designers create incredible particle effects. Each particle reacts intelligently to the world and interacts in a detailed way.
We will let you guess what this one is about ;)
New I/O Filesystem to avoid exceptions
We replaced the way GldSRC reads and writes on files. This give us 100% control and proper debugging when it comes to memory and profiling. This also fixes the popular file system bug that was present since Quake.
New custom NPC models, finally
A picture is worth a thousand words!
So, that would be all for this friday. More updates coming soon. Big thanks for everyone involved in the making and the fans that show us that awesome support.
You can suscribe to our studio's channel to get updates about our projects, ARRANGEMENT included!: Youtube.com
Thanks!
Awesome job my friend !!!
Thanks from the dev team ^_^
Oh my this gonna rocks really hard! The weapon origin alone already made me drool in anticipation! Weapon origins super important imo if there's no aiming down option makes the guns feel you're actually pointing it at the right direction via hip.
If I am not mistaken, all weapons should have the same origin, will make you happier than ever ^_^
one handed weapons have same origin, two handed weapons, a diff one :)
Nice
Impressive as always!
Thanks from the dev team, glad you like our stuff ^_^
This mod looks amazingly impressive.
Thanks from the dev team, hope you will like playing it once it will be released as we enjoyed making it ^_^
Amazing, this will be just amazing
Thanks from the dev team, glad to see you like the mod ^_^
Great and interesting update!
I can't wait to play it, and test some maps out with this modified Goldsrc!
Thank you for the updates. :)
Thanks from the dev team, we don't update too often to avoid spoilers but it feels nice to share cool stuff like this with the community ^_^
I totally agree with you. And thanks a lot for the share. :)
Will you release the engine's source code once the mod is released? I've asked this question once before, but no one replied, unfortunately.
Thank you in advance. :)
We will ask programmers stance about that, in the meantime, the latest public source code is on our forums here : Am.half-lifecreations.com
Oh, thank you!
But I'd rather wait for the final code if you will release it. Otherwise, I'll use this.
Thanks a lot for the reply! :)
Great work, all this time and you guys are still putting lots of effort into making this mod look amazing, can't wait to play it :D
Thanks from the dev team, we're polishing the game as hard as we can for you (the players) ^_^
its a sp+mp game ??
Singleplayer only, we dropped the multiplayer part because it would require too much time to be perfect. I don't know yet if we will be working back on the multiplayer side when Am got released or if it stay a singleplayer only game.
Lookin' awesome, guys! Keep up the great work!
Thanks from the dev team, lovely comments motivates us ^_^
espectacular!!! los felicitoooo
Is that actual dynamic lighting in Goldsource of all things? If so, holy hell that's impressive!
Thanks for the dev team ^_^ Yes, this is dynamic lighting.
or just add a deathmach mode like half-life ??
can you ??! like the beta => Youtube.com
The game mode featured in this video is Cooperative and not Deathmatch, the beginning of the video was a friendly fire test I think.
Like I told you to your other comment, we discarded multiplayer in order to be focused on the singleplayer campaign, if we want to support multiplayer even for a HL Deathmatch style, this is a summary of what we would have to do :
1) Technically speaking, we will have to review all Arrangement features that were added into HL, some or most of them are designed for 1 player only and may causes sync issues on a MP game.
2) Make maps for multiplayer, the CS maps were just placeholders for testing.
3) Adapt the gameplay to make it interesting in multiplayer and this is not an easy job.
We may work again on multiplayer after Arrangement's release, but not now.
okay thank you for explaining everything :D
wow 0o you guys are rly redoing the engine to make this mod
FANTASTIC WORK!!
Thanks for the dev team, we are not really "redoing" GoldSrc, we just have improved it (with help from other people of course) ^_^
oh my god...... awesome work!!!!!! release date?
Thanks for the dev team, release date = this year ^_^
This is pretty amazing, can't believe its hl1, I'm alot more excited than I was before if thats possible..