City17 aims to bring the player a Rebel perspective of the Half Life 2 Universe. From the City Streets to the Canals, City17 Ventures through the Episode 1 timeline.


City17 also brings a list of graphical Features towards the Source Engine Including:

  • Volumetric Lighting, creating god rays and volume light shafts.

Media

  • Dynamic Lighting, including scalable lighting at realtime, with proper occlusion, and realtime shadowing.
  • Improved AI, resulting in more realistic battles, and smarter Opponents.
  • Dynamic Triggering System, giving the player a choice of different paths, resulting in highly contrasted game play.
  • Improved Radiosity, creating realistic lit scenes.
  • Phong Shading, adding depth and realism to more of the characters and models around you.

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24 comments by QuarterLife on Oct 1st, 2009 digg this super bookmark


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)

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Comments  (50 - 60 of 320)
wilsonC
wilsonC Jul 25 2009, 3:57pm says:

I got a suggestion for the team. Since you guys know how to write shaders, wouldn't it be really cool if you guys made a shader for bump mapped particles? It'd make flecks and smoke look so much better.

+1 vote     reply to comment
drewskad00d
drewskad00d Jul 26 2009, 11:51pm replied:

Particles never should be bump mapped. They don't support that type of light transfer. They only find the ambient light. The only one that does, is a different type, those generally only refract.. But they don't get the ambient lighting unlike the first one I mentioned. :P

+1 vote     reply to comment
MrtwovideoCards
MrtwovideoCards Jul 26 2009, 9:28pm replied:

It would be incredibly expensive.

+1 vote     reply to comment
Bocca
Bocca Jul 23 2009, 3:09pm says:

This is gotta be the smexiest mod out there 8)

+1 vote     reply to comment
Lockdown323
Lockdown323 Jul 21 2009, 11:59pm says:

Some of this stuff you do is just outstanding. Great job! Tracking

+1 vote     reply to comment
flyingtoaster
flyingtoaster Jul 18 2009, 12:14pm says:

this mod looks beutiful with all the particles and graphics id say this will be very popular when it gets released

+1 vote     reply to comment
wudi343
wudi343 Jul 15 2009, 12:37pm says:

yeah, it needs cool splashes!!

+1 vote     reply to comment
bogie
bogie Jul 14 2009, 6:32am says:

Nice ripples but there is no splash. Take a look at some WWII footage of baircraft bullets striking the water. BIG SPLASHES!!!!

+1 vote     reply to comment
R0CKET_B0MB
R0CKET_B0MB Jul 13 2009, 6:18pm says:

Wow, there's so much progress since I last saw this! Rank #2 WOOOOOO

+2 votes     reply to comment
waldone
waldone Jul 13 2009, 5:45pm says:

im guessing the new weapon is an energy ball launcher like the ar2 but its only launching energy balls.and it looks like a portal gun and a gravity gun style.
but im guessing it has something to do to combine teleporting.so maybe its a combine portal device with energy ball launchig device.

+2 votes     reply to comment
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