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Plot:

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 an Half-Life 1 modification currently under development, the project focuses on creating a singleplayer adventure with improved and modernized gameplay elements, lots of exploration and action, with a eery and moody atmosphere as well as a deep and interesting plot while partially staying true to the original Half-Life gameplay.

With a reworked and improved game platform Half-Life Episode Two will feature lots of graphical improvements, extended gameplay elements, a new sound platform, professional standard level design, very high quality models and overall compelling presentation.

The game will not, as of currently, support multiplay.

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 Trinity rendering engine, which supports features like the following:

  • Rewritten BSP renderer, with support for multipass per-pixel shaders, high resolution textures, vertex buffer objects, shadowmaps and detail textures;
  • Rewritten Studio renderer with support for per-pixel shaders, high resolution textures, vertex buffer objects, shadowmaps, decals and Intel advanced instructions set;
  • A Scriptable Particle engine widely used for advanced visual effects;
  • Water Shader with reflections, refractions, fog and frustum;
  • Client Prop manager that uses vertex buffer objects to load unlimited amounts of models into the video card;
  • Fallback to legacy rendering is possible for older systems.

And other post processing effects not entirely related to Trinity such as:

  • Aura Glowshells
  • Motion Blur
  • Screen Glow
  • color effects
  • Depth\Radial fog
  • Caustic effects

To run this mod at its full quality and support with optimal performance, your system must meet the following recommended requirements:

  • OpenGL 2.0 capable video card, Nvidia Geforce 6000 series or better with 256 Mb of dedicated video memory;
  • Intel Pentium 4, 2.6 Ghz or better;
  • 512 MB system ram.

The game is perfectly playable in all common graphics card types (Nvidia and ATI video cards). Intel graphics chips are also supported but are known not to perform perfectly. Nvidia 5 FX series are not entirely compatible. Other video card vendors were not tested and therefore are not guaranteed to work.

This modification uses Amnesia Sound Engine, an open source sound platform, based on FMOD Ex library, available under LGPL license here.


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Half-Life Episode Two Launcher Half-Life Episode Two Launcher Level Design
Blog RSS Feed Report abuse Latest News: Update 22\11\2012

6 comments by hunk_guerrius on Nov 21st, 2012

Howdy

There is not much to say this time around, other than the fact that the game is being worked on as usual, has made progress since the last update but mainly intrinsic progress, programming or gameplay related, the kind of thing I don't show off much even if it is worth showing, but thats a little problem of mine, I rather work on it than show it off, the time will come eventually.

I have one major thing to talk about, I gave it some thinking, and seeing as a lot of games nowadays have their own launcher applications, where you can usually customize the more advanced game options without having to start the game first, I decided to develop a launcher for HLEP2 as well. You can view it by browsing the images tab.

Half-Life Episode Two Launcher

It is my first C# project and I am quite proud of the final result.

It is possible to customize just about any of the relevant game options, and the game will read those as a custom .cfg file the hl engine execs at startup. Other than that, the launcher saves any control properties to the windows user appdata directory.

There are also a couple of new visual effects added, such as water caustics that I haven't bothered showing, screen glow effects or bloom (for a more commercial expression), object legacy glowshells were replaced by a aura shader for a prettier look and full per-pixel lighting was added.

Another thing that is being worked on but is still under conceptive research is extending the H.E.V suit system, new warnings and new functions, such as light augmentation and actual health care. Basically complete what Valve didn't.

Naturally, the game design will allow you to explore these functions as great as possible.

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Post comment Comments  (50 - 60 of 400)
ikill4fun32
ikill4fun32 Oct 15 2011, 8:46pm says:

is it won compadible sorry bad spelling

+1 vote     reply to comment
supercapo999
supercapo999 Oct 2 2011, 6:28pm says:

THIS MOD IS AWESOME!

+2 votes     reply to comment
ranma5261996
ranma5261996 Sep 8 2011, 5:33pm says:

I have played the alpha demo version of this mod some time ago and now, I still have it:) Well, i hope the beta will be released this year....

+1 vote     reply to comment
EpicLord9
EpicLord9 Sep 5 2011, 9:18am says:

I saw the alpha on youtube...... IT WAS EPIC!

+2 votes     reply to comment
Super_Hell_Knight
Super_Hell_Knight Sep 8 2011, 12:25pm replied:

an alpha gameplay or just trailer cuz I did a gameplay on the demo

+1 vote     reply to comment
Super_Hell_Knight
Super_Hell_Knight Aug 16 2011, 4:17pm says:

how's the mod going dude

+1 vote     reply to comment
Doommarine23
Doommarine23 Aug 31 2011, 3:37pm replied:

Decent, just needs a few more maps and fine tweaks done before public beta test

+1 vote     reply to comment
Super_Hell_Knight
Super_Hell_Knight Sep 8 2011, 12:36pm replied:

I will probably do a gameplay on the beta when its ready just like the demo

+1 vote     reply to comment
Super_Hell_Knight
Super_Hell_Knight Sep 8 2011, 12:26pm replied:

ok thanks

+1 vote     reply to comment
Doommarine23
Doommarine23 Aug 31 2011, 3:37pm replied:

Going to released as a beta soon on HLZ.

+1 vote     reply to comment
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