Short development updates and latest progress.
Half-Life Episode Two begins exactly where Half-Life ended, after accepting the job agreement with Gman, Gordon Freeman is sent back to the Black Mesa Research Facility, why? It's up to you to find out. Explore never seen before areas of Black mesa in seven chapters that will immerse you into a spooky and dark environment while you search for clues to reveal one of the darkest secrets of the facility and the reason why you were sent back in.
Half-Life Episode Two is a horror/action single-player Half-Life 1 modification currently under development, the adventure features improved and redesigned game-play mechanics, lots of exploration and action, deep atmosphere well as a it's own unique plot set on the Half-Life Universe while partially staying true to the original Half-Life game-play.
With a restructured and improved game platform Half-Life Episode Two will feature lots of graphical improvements, extended game-play elements, a new sound platform, high quality level design, high quality models and compelling presentation.
The game will not, as of currently, support multi-play.
The Trinity rendering engine, or Raven as I used to call it before it had an official name, is now free for download with source code available, released under LGPL license you are allowed to do as you please with the code as long as credit to the original developer is kept, source code for Half-Life Episode Two however will remain indoors as of now.
Half-Life Episode Two is powered by the Abyss engine, the successor of the Trinity rendering engine, which supports the following features:
The code-base is compiled in the latest C programming software and libraries using high level optimizations and support for advanced processor extensions. Vertex buffer objects are used to render world, models and particles, as a result performance is very fast.
Other advanced post process visual effects also include:
Due to high end requirements it is necessary that your system support at least OpenGL 2.0, as well as a fast enough processor with SSE support.
The game only supports the OpenGL renderer meaning that inferior video chip vendors might not correctly handle the game. Nvidia 5 FX series not supported.
This modification also uses the Amnesia Sound Engine, an open source sound platform, based on FMOD Ex library, available under LGPL license.
After a three month old update I finally found the appropriate moment to announce what has happened during the time nothing was posted on the profile.
I joined the army and by now, I almost finished recruitment, this of course means during that time I had little time to rest let alone work on hlep2, so that means development was stopped for the past 11 weeks, but I'm currently on vacation now and not only did I decide to tell you folks whats up but also to resume development, should be easier from now on and depending on my working schedule and activities I will try to give hlep2 some time whenever I can.
The rendering engine was also updated once more, and more updates are coming, not only is the engine incredibly fast but also looks nicer.
See ya around whenever I get a reasonable amount of new content developed, just enough to post another media update.
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