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.

The Project:
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.

Trinity Custom Edition

The Engine:
Half-Life Episode Two is powered by the Abyss engine, the successor of the Trinity rendering engine, which supports the following features:

  • Rewritten BSP renderer;
  • Rewritten Studio renderer;
  • Full multi-pass per-pixel dynamic lighting;
  • High resolution real-time shadow-maps;
  • A Particle engine;
  • High resolution textures;
  • Vertex buffer objects;
  • Advanced water shaders;
  • Detail textures;
  • High performance model manager;
  • Rewritten decal system;
  • Real-time mirrors.

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:

  • Aura glow-shells;
  • Motion blur;
  • Screen warmth glow;
  • Color effects;
  • Depth\Radial per-pixel fog;
  • Underwater caustics.

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.

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2 comments by hunk_guerrius on Dec 21st, 2013

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.

Media RSS Feed Latest Video
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Texture Tool v1.2

Texture Tool v1.2

Sep 24, 2013 Source Code 1 comment

This is a tool I been working on for personal use. It auto generates a texture flag script for the external loader feature in Trinity\Abyss. It is very...

Amnesia sound engine version 4

Amnesia sound engine version 4

Aug 27, 2013 Audio Tool 3 comments

The Amnesia sound engine is a implementation of the FMOD Ex library into Half-Life as a complete replacement for the original audio engine. Developed...

Post comment Comments  (40 - 50 of 430)
ranmaabesamis Jan 12 2013, 5:57pm says:

This mod has its graphics extended to the highest level using the Trinity. The gameplay is also great ever since that alpha demo came out and it just got better in the beta trailer. No wonder why you're taking so long. So I guess there's no reason to rush for a release. By the way, I like the launcher very well.

+1 vote     reply to comment
TheObscure Jan 3 2013, 9:10am says:

How about adding an antialiasing and anisotropic feature in that launcher?

I think it would be awesome though.

+1 vote     reply to comment
RedFog Dec 12 2012, 9:28am says:

Hey Hunk! I see that you can use c# very well. How about coding trinity to be compatible with ENBseries? You can get a bunch of great effects.

+1 vote     reply to comment
Thanoshld Dec 3 2012, 4:25am says:

Hoping for a quick release! Voted btw ;)

+1 vote     reply to comment
h4wk99 Nov 26 2012, 10:36am says:

i'm shocked, because i never visited this mod(dont get me wrong but there are many medicore or garbage sp mods for hl), today i just got somehow attentive and now i see this. looks really good so far!

+1 vote     reply to comment
hunk_guerrius Creator
hunk_guerrius Nov 27 2012, 3:50pm replied:

Thanks, there are some decent hl mods out there, but I agree for most part.

+2 votes   reply to comment
ska4okserver1yt Nov 24 2012, 11:19am says:

Пещера Из Centralia

+1 vote     reply to comment
ranma5261996 Sep 1 2012, 10:06am says:

Man, does your mod uses contents from Half-Life Overhaul Pack?

+1 vote     reply to comment
amazingcomedy Aug 9 2012, 5:14pm says:

One question, does Trinity support models with a high poly count? And if so, how high? I'd like to know.

+1 vote     reply to comment
hunk_guerrius Creator
hunk_guerrius Aug 12 2012, 6:48pm replied:

Poly counts are not a matter of the engine but of the studio compiler, which Andrew didn't touch, sure it supports high poly counts but only if you divide every 2300 vertices into different model parts and then assemble them together, just like you have to do with vanilla goldsrc, though you can use trinity to override the model's original texture maps and replace them with high quality ones, hlep2 makes extended use of this, and yeah I'm using high polygon models if you're wondering, mainly for view models, some of them go past 10k polys.

+2 votes   reply to comment
RedFog Aug 10 2012, 12:39am replied:

Trinity supports more than 1024x1024 textures and per-pixel lighting on models.

+2 votes     reply to comment
hunk_guerrius Creator
hunk_guerrius Aug 12 2012, 6:51pm replied:

Public release of Trinity only supports per-pixel lighting for world and per-vertex lighting for models, per-pixel lighting for models is hlep2 only.

+2 votes   reply to comment
RedFog Aug 18 2012, 7:52am replied:

Oh, yeah, I forgot it, I am just not very clear between the meaning of per-pixel and per-vertex.

+2 votes     reply to comment
amazingcomedy Aug 10 2012, 11:28pm replied:

Nice! I can see the devs are making use of these features very well. By the way, the gameplay video was great!

+2 votes     reply to comment
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Half-Life Episode Two
Half-Life Episode Two
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