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 content RSS feed City17: Episode 1 | Late September Update

Maxsi Distribution system, Dynamic Lighting, and Babies. Rolled up into a miniature update.

Posted by QuarterLife on Oct 1st, 2009

Welcome to the City17: Episode 1 September update! This month's going to be a short and sweet update, instead of the usual 3 day updates, but we at Team Gear feel that we've packed plenty of great new info and features into this update.

The Options Menu

Will City17 set your video card on fire? Probably. Since we first began working on the coding aspect of City17, we've been continually making engine optimizations and adding options to disable our frame-rate lowering improvements in an attempt to not set your video card on fire, or you. So, we've implemented a state of the art Options Menu.

With Tabs, and Organization!

Through the tabs within the menu players can lower some of the various things we've added to the engine for more performance. The menu also holds controls to FaceAPI, and the Maxsi Distribution system.

This thing isn't radioactive, is it?

Nothing more need be said. Just keep in mind, the map featured in these screen shots is old, and was cut out long ago.

This is a video we set up to show off our projected texture enhancements, such as adjustable shadow blur amounts, and parenting. The video also demonstrates our new and improved water particles, which actually send up individual droplets of water, each of which make their own ripples. It's really quite amazing to view in motion.

Projected Texture Performance Enhancements

Projected textures now have an option to use pre-rendered shadows instead of rendering them in real time, allowing for DX7,8, and performance conscious 9 users to increase their framerates, while still retaining most features.

Projected Texture Based Muzzle Flashes

Much like Valve's Left 4 Dead, City17: Episode 1 now has muzzle flash lighting that casts real time shadows, giving a more cinematic feeling to the game. The light's intensity dynamically adjusts between indoor environments and outdoor environments.

City17: Episode 1 Wallpapers

Get them while they're hot!

These come in bitmap format at a resolution of 1920x1080. That's 5MB of raw, uncompressed awesome per wallpaper image.

That's it!

And that's it for this month! Catch us on PlanetPhillip within the week for some awesome exclusive media.

Also follow us on Twitter, were we sorta normally update! (Only on days that we can muster the strength in our index fingers)

City17: Episode 1
Post comment Comments
Connway Oct 1 2009 says:

Wow, that's a hell of a lot of enhancements. I congratulate you. Definitely looking forward to this.

+9 votes     reply to comment
Stoudemire15 Oct 1 2009 replied:

Of Course, not for long Valve Corporation were been impress by them.

0 votes     reply to comment
kinesis916 Oct 1 2009 says:

Looks great. I like the sound of that FaceAPI, is it all working yet.

+7 votes     reply to comment
Stoudemire15 Oct 1 2009 says:

No other fan development can match the mod of City 17: Episode one it were been more Awsomes after this release and also, some special news about them after this is finish there will develop a sequel for this mod.

+1 vote     reply to comment
Vizitas Oct 1 2009 says:

i shat brics :D ...no srsl this is insane!!! ... i know what im voting on moty :) ps. i think il get a cam just for this

+8 votes     reply to comment
Visorak06 Oct 1 2009 says:

Amazing updates guys. I really hope you are ready to release some stuff to us by the end of the year!

-Vis From The 1187 Team-

+1 vote     reply to comment
MrtwovideoCards Creator
MrtwovideoCards Oct 1 2009 replied:

Thats our Goal! As far as we will allow ourselves in January, or February of 2010.

+1 vote   reply to comment
Captain-Arse Oct 1 2009 says:

One word...... Awesome... :'D makes me think about getting a web cam for FaceAPI.
Oh! For the Projected Texture Perfomance Enhancements what are the downsides aimed at? DX7/8 modded or DX9? I'm confused. :P

+1 vote     reply to comment
MrtwovideoCards Creator
MrtwovideoCards Oct 1 2009 replied:

Dx8, and 7 are modded. Dx9 has full dynamic light sources.

+2 votes   reply to comment
Scriabin Oct 1 2009 says:

Any word on a technical demo or system requirements/recommendations? Also, how well is it multi-core optimized? Great mod, btw.

+1 vote     reply to comment
Armageddon104 Oct 1 2009 says:

THis is HAWT! :O

+1 vote     reply to comment
kukiric Oct 1 2009 says:


+1 vote     reply to comment
Sortie Creator
Sortie Oct 1 2009 says:

I'd like to hear a bit more about that Maxi Distribution thingey - gee, it sure does sound interesting.

+4 votes   reply to comment
MrtwovideoCards Creator
MrtwovideoCards Oct 1 2009 replied:

Do want.

+2 votes   reply to comment
Muffinssi Oct 1 2009 says:

You guys have made great improvements so far and that weapon looks crazy. Every new update this is getting better and better, keep up the good work!

+1 vote     reply to comment
vfn4i83 Oct 1 2009 says:

Incrdible work. Those water ripples are very nice.

+2 votes     reply to comment
PhyOS Oct 1 2009 says:

Wow. Just wow. You should be hired by VALVe.

+1 vote     reply to comment
Nebcake Oct 1 2009 says:

That is simply amazing work you guys are doing here

+2 votes     reply to comment
CuervoSp Oct 2 2009 says:


+1 vote     reply to comment
Myloman Oct 2 2009 says:

Yet another inspiring update. Loved the new and improved water and lighting effects. The fine details are becoming more and more enthralling. Always a pleasure to be tracking this :).

+2 votes     reply to comment
TiMbl4 Oct 2 2009 says:

Can't wait for it! :O

+1 vote     reply to comment
freredarme Oct 3 2009 says:

Wow ! It's nice ! Coding are impressive, mapping look bad ! xD

+2 votes     reply to comment
staberas Oct 7 2009 says:

wow srously HEADTRACKING ?

+1 vote     reply to comment
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