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 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.
Half-Life Episode Two is powered by the Trinity rendering engine, which supports features like the following:
And other post processing effects not entirely related to Trinity such as:
To run this mod at its full quality and support with optimal performance, your system must meet the following recommended requirements:
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.
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.
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.