Student from the UK. Likes programming and cornflakes
Right now the focus is on Act II's development. I don't want to promise anything on this front, but it's certainly something we would all love to do!
Apologies one of us didn't see this question sooner! The sound is actually packed away in the game's files, but it can be downloaded here: S.alanedwardes.com
It is called Estranged Short Theme, and was produced by our very own AniCator. The whole soundtrack is available here: Anicator.bandcamp.com
Thanks for playing Estranged: Act I!
I just pushed this up: Youtube.com
Let me know if there's anything you would like to cover in particular.
Griggs: Forget it!
I was considering recording a video tutorial about building it and places of interest in the code - is that something you'd be interested in?
Unfortunately a bunch of stuff from Half-Life: 2 was changed and removed for Estranged: Act I. For instance, we used the CHL2_Player class for the player, so a bunch of that has been altered (and would no longer work properly with HL2).
To use specific features, you'll have to manually port the code. I attempted to simplify that process by first committing the vanilla 2013 code, and then committing the Estranged: Act I codebase (so if you diff the files, you can see what was changed for Estranged: Act I).
If there's anything you can think of that will make the process easier, let me know!
I just added some information to the license file: Github.com
It basically says you can use the code for what you want, but you can't sell it, or use the Estranged name or logo. Also says we're not liable if it breaks stuff!
The intention is to let other people use the code as they wish, as long as they don't claim their game is Estranged! I'll clarify that on the repo soon.
Hello, this is actually done by manipulating the mat_motionblur console variables.
No, you don't need HL2 to play Estranged: Act I. You can absolutely have multiple mods installed alongside the game.
Hope that helps!
Custom character sounds are a bit of a tricky issue - the sounds in the scenes have to be of a certain length, and also contain data about how the actor's mouth pronounces the line. Since this is a bit broken in Source 2013, we are unfortunately unable to support that for players.
Sorry about that.
No, you do not need Half-Life: 2 to play Estranged.
Gotcha - well you seem to know what you're doing. I haven't heard anyone else trying to do this, but we will issue a patch if it's something more people ask for.
If you'd like to replace that model, you can drop a new Kleiner model into the estrangedact1/models folder - the game should pick that up and use it instead of the content in the VPK (lose files take a higher priority).
In addition - we are looking for character modellers to help us with replacing the Half-Life: 2 models in Estranged.
If that's your forté, and you'd like to help out, I'd love for you to add me on Steam! Steamcommunity.com
You're making perfect sense. Thank you for that feedback, and thanks for re-playing the Steam version.
I know, it's something we'd love to do! If you know any character modellers that can help us out with that please send them my way :)
3 acts are planned in total for Estranged :)
I posted about the them being free on the Steam forums: Steamcommunity.com
If you can run Half-Life: 2, the episodes, Team Fortress 2, Portal etc, it should work (I just havn't confirmed).
If you'd like to give it a test, feel free to add me on Steam and I can hook you up with a pre-release key! Steamcommunity.com
Sorry, the STS is the Steam Translation server.
This is some fan-contributed art for Act I - more available here: Steamcommunity.com
Sorry, there has been so much to organise and complete over the past few weeks - we wouldn't have been able to read and implement the in-depth feedback we got from the Beta Testers Collective like we did for Act I beta.
I've actually been testing using various people that offered to help out, members of the STS, etc. This time around the game was finished aside from a few things, so we were looking for critical issues.
You will all remain in the credits however, with a link to the website - I really appreciate your testing for Act I beta :)
The outlet is the map containing Tempest, the underground Water Treatment Facility. (You can get to it by typing "map sp07theoutlet" in console if you are playing Act I Beta).
I'm afraid the beta doesn't work with VR, the Steam version will however.
Yes. I'm actually looking for more Mac testers, so if you'd like to help test in exchange for early access, add me on Steam: Steamcommunity.com
Have you installed the SDK Base 2013 Singleplayer from Steam > Tools?
Yep, Act I will be free on Steam!
Once I'd merged the latest changes from the GitHub repository and the binaries from the "upcoming" depots on Steam*, there was just tweaking some ConVars and disabling some of our screenspace effects that messed with VR. Feel free to add me on Steam if you'd like to talk about it - Steamcommunity.com
* Note to anyone reading this in the future, these changes will likely be in the main public depots in a few weeks. Merging these was only necessary for me because we are shipping as a standalone game, not a mod. It will more than likely just work for mods using the SDK Base 2013.
Estranged: Act I will be free on Steam.
I switched Estranged to 2013 a few weeks ago. You get the same level of access to code you did with 2007 unfortunately.
I'm exactly the same. Sure it could've been a better game, but those environments, man.
I hope a sequel will do it justice (I've heard there's one planned), but I fear it won't because of Dice having to appeal to a wide audience to justify the cost of development. Robert Briscoe isn't working on it either, he was one of the environment artists on ME1. From that I'm worried that they're not using the same artists, and then it obviously won't have the original's charm.
It's an homage to the Mirror's Edge level, that's one of my favourite games of all time!
I think I'm going to go ahead and ignore Windows 8. Since Steam doesn't officially support it (yet?), and it has features such as the aforementioned one that make it a backwards choice for an OS, I hope it can be safely ignored and goes the way of Vista.
That said, apparently you can fix this issue: Blog.laptopmag.com however be prepared to do a lot of searching to fix absolutely stupid stuff like that, stuff that has nothing to do with developers. Or downgrade to a real OS and moan to Microsoft about their awful software.
I'd like to keep packaging Estranged up into an executable, that way it's terribly easy to install and download, and without the above fix applied that isn't going to work on Windows 8.
Thanks! I think this is one area where I haven't gone nuts with bump mapping (the thing that makes a texture look bumpy/self shadowed) and used it pretty effectively.
Every other level sure, but this one feels more justified.
Thanks. Doesn't matter, I love making detail!
yah I guess it is. work in progress haha.
Awesome, thanks :)
haha, I don't. Resisted the temptation to change that limitation in the code... think it would bring lower end systems to a crawl. Added some stuff to work around it instead though, like turning off lights automatically when another one is turned on (Portal 2 style). *sigh*, the things I do for cool shadows...
yup! This one is from Alpha #2 so has a bit more fog than it does now, but yeah, all unedited, straight from the engine.
I used Hammer to make the steering wheel (bigger than it is there), and used Propper to scale it down and make it into an SMD. That way I don't have to resort to 3DS Max etc and can create models of a higher vertex density than if I'd just used brushes.
Indeedy. Wish Valve would release a new version with the SDK with the shadow mapping from Portal 2/CS:Go, but I guess this does the job.
thanks, that's good to hear. I was really pleased how this bit turned out.
Normal mapping and specular reflections added to one of Valve's wall textures.
I love what Valve's dynamic lights do for a scene. They're rather buggy and grainy though, I wish they'd release an updated SDK with the lighting tech from Portal 2 and CS:Go. That'd make stuff like this look even better.
agreed, if I get any time I'll work on them.
Haha, my bad! This has been just waiting to get a pretty hefty update for a while now.
Thanks! No, I wanted to completely detatch it from Half-Life 2, create a standalone story.
Yeah it's not finished, the beauty of a mod is that I can finish earlier bits based on feedback and get them released, then add more maps.
I'd love to do that! I didn't know if anyone would find it useful though- I'm not sure if I'm doing it in a rather dumb way. It works, but I'm using a replicated CVAR to store the current objective and then display it. I can write a tutorial though if you'd find it interesting.
Thanks! I'll get those fixed.