Blog | About | Contact | Submit Mod | Join Mod DB | Site Map | Media Kit | Desura | RSS
Missing Information aims to recreate Valve's original Half-Life 2 storyline found in Raising the Bar.
This isn't the most interesting video, but we wanted to keep you guys posted on our progress. Hopefully we'll be able to show some new content in the next video.
As you can see we've made a lot of progress since our last video. After considering the deferred rendering implementation we've decided to ditch it for now. It is simply too hard to get good results over what we know already with the pre-calculated lighting system, which was improved a lot with the Alien Swarm engine.
We have things like the Citizens not carrying any weapons and minor bugs like the bloodspray missing we still need to sort out before we're done with porting. And obviously everything being so shiny, that's a problem with the map though so don't worry.
Rebels! Y U NO PICK UP WEAPON?!
Beside those problem, it is looking quite fancy :)
Great job!
I wish striders made that kind of destruction in the retail game.
1:13 that steam message the avatar seems so similiar and exactly the same, of one of my friends who converted asdk to hl2 for his own mod, could it be the same person? ken
Yes, it is :)
Yay! I got recorded into the video :P
hey ken
omg lol i just talk to him what are the coincidence i added him because i needed help converting my own.
Now I can see lightmaps) Interesting progress, tracking!
I'm not trolling or trying to be a ****, I'm just genuinely interested. And not being much of a tech head in the area of game engines, i'm just curious to know what has changed from the source engine to this one? is it better lighting? easier to use? or something else? just curious, i'm still a huge fan and can't wait to see more from this mod! :) keep up the good work!
probally the lighting aspect, and the fact users dont have to pay money for the base game (alien swarm is a free game)
The main arguments for switching over were better model light, better particle system, multicore rendering and better overall performance. There's a couple of other features that's nice to have too.
Does the lack of custom shader support not worry you? I can imagine this mod not really needing custom shaders, but if the need ever arose...
Valve recently released the shader code, but the shader editor is an alternative if we wanted to take that route. So far we haven't run into anything that's scared us away :)
Ok then, that's fair enough! definitely excited to see how it turns out now... will you be releasing nothing but episode 1 when it's done? or will it be like before with updates like the 1.6 release leading upto episode 1?
Anyways, thanks for getting back to me :)
We're not doing more releases with the e3 maps, and Borealis only.
A lot of things look way too wet/shiny/white. And it goes without saying that the Gravity Gun looks completely screwy.
any idea where i can find a way to doing this myself converting alien swarm to hl2 ect. I mean i dont understand why no one ever released it, i can only fined the template im starting to learn how to code, only know html, any idea where i should start for c++? ive build a dll for a source mod, i understand what each file does about have back ups, is c++ any close to c#?