With the impending collapse of the Citadel, two members of the Resistance are tasked with evacuating any citizens remaining. Little do they know that their mission sees them gaining critical information that puts the early fate of White Forest in their hands.

Report article RSS Feed C17's Status

It's been a pretty busy year. So yeah. 50 characters limit A+ moddb.

Posted by MrtwovideoCards on Nov 28th, 2012

Things have been pretty hectic this year: Forming a game design company, making an indie game, getting busy with other licensed games to work on. It's mostly why c17:ep1 hasn't seen release yet.

That's the bad news: City17: Episode One probably won't be coming out for a long time, and when we say long we mean REALLY long. Probably more than a year. There are just way too many things that have taken over our time such as not going broke (ramen noodles all day everyday). C17 however shall not fade away into the shadows in vain! We do plan to release it eventually but that's going to be up in the air. We always intended on releasing c17 and it's content to the public for use, this included shaders, particles, materials, models, etc. I am happy to report that is still going to happen, and sooner before the release of c17. So soon we're talking next month December soon.

In other news we've just released Black Snow which you can grab here
(I'll be adding an official section in the tabs at the top of the page in RELEASES). It's a base of sort for our upcoming indie project which at this point I can only confirm that it's on Source and it will also most likely feature some open source stuff once it releases. Black snow was a small personal project of ours, mostly headed up by Kremator our lead designer. It's a horror adventure games that focuses on narrative through the exploring and deep atmosphere. Give it a try and tell us what you think!

Next to that you'll find all of our open source stuff on this site in the coming month. We'll keep you guys posted and we'll also be making the relevant posts onto moddb and interlopers and I guess everywhere else we can fit it onto. There are some other developments but we'll most likely post about those later in December along with the c17 content release. We should not that this content does not include any c17 specific content such as maps or vmf's or any of our custom game models such as npc's ( though it does include env props). Unfortunately it also does not include any c17 gameplay elements or specific programming systems. We've spent a great deal of time working with source 2007 only for it to end up sucking the big dick (it's a terrible engine to work with). We've officially moved onto Alien Swarm and specifically deferred rendering which we'll be making huge adjustments to within the coming few months that will be released officially on the Deferred Swarm SVN.

See you guys in December!

Post comment Comments
ferdyfist Nov 28 2012 says:

That is great news!
I am though a little worried about the 2007 engine then.
Everyone says it ****, and moves to AS. What's so bad about it?

+1 vote     reply to comment
MrtwovideoCards Author
MrtwovideoCards Nov 28 2012 replied:

Well I suppose it's not extremely terrible. Compared to anything of late though, it is. ASW just offers better perf in almost every area of rendering. That coupled with much better multicore rendering is what really separates those engines apart.

+3 votes   reply to comment
ferdyfist Nov 28 2012 replied:

Yeah, that and the vgui freedom are the only two things I can see as a really plus.
- Thanks for the reply btw.

+1 vote     reply to comment
AFellowStalker Nov 29 2012 replied:

As a hammer SDK mapper, I can tell you it is the most awkward and unintuitive pile of crap ever. You can make some great stuff, but ooohhhh **** is it hard.

+2 votes     reply to comment
Gjsdeath Nov 28 2012 says:

Looking forward to seeing and playing with the source. Sorry to hear that the mod is delayed though, but it's understandable considering you guys have other projects which are more important.

Oh, I was meaning to ask if you guys ever made a new shadow filter since the default ASW/Src07 one sucks hard. I know there are working ones for NV cards, but I don't believe they work for ATI ones.

+1 vote     reply to comment
MrtwovideoCards Author
MrtwovideoCards Nov 28 2012 replied:

Yo dawg. I believe 1/4 Life made a ati filter, but I am pretty sure he did not release it. last I've heard bio made one for the deferred build, but that's about it.

+1 vote   reply to comment
Gjsdeath Nov 28 2012 says:

Ah. I see, would 1/4 Life's filter be in the source you're releasing?

And I looked at Bio's deferred filters, since they are real nice. But it would take more than I currently understand about Source to port it. Seeing as his filter was made for his implementation of shadow mapping. So his filter(the software color space one that works on ati and NV) doesn't plug right into Valve's implementation.

+1 vote     reply to comment
MrtwovideoCards Author
MrtwovideoCards Nov 29 2012 replied:

Unfortunately I am not releasing the code mostly because I don't have all of it. 1/4 hasn't updated the src for a while now and I don't think he'll be doing that anytime soon.

I have no idea how the ati filter looked on c17 though because I am on a Nvidia card.

+1 vote   reply to comment
[Tox(sic)] Nov 28 2012 says:

Ahh, should have known you guys were behind Black Snow.

+1 vote     reply to comment
LiveMChief Nov 29 2012 says:

meh, not surprised, knew this was gonna happen.

+2 votes     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Half-Life 2 Icon
Send Message
Official Page
Release Date
Mod Watch
Track this mod
Report Abuse
Report article
Related Games
Half-Life 2
Half-Life 2 First Person Shooter
Related Groups
Gear Developer & Publisher with 9 members