Report article RSS Feed City 17: Episode One - Part 2 | The Update Strikes Back

It's Part two of our New Years update! Todays update features tech-demos of sun-shafts, particles and more!

Posted by MrtwovideoCards on Jan 6th, 2011

City 17: Episode One

The Update Strikes Back

One of the largest design aspects of City 17 focuses around using the most out of the newest features the Orange Box engine brought online: Particles.

Orange box introduced a whole new Particle system brought out of programming and placed right into a friendlier, more effecient and less costly "on the fly" editable format. As we've mentioned in previous news updates we've been focusing on replacing a lot of the older code based Half Life 2 enviromental effects. Since then we've entirely replaced everything ranging from fire, impact effects, water, water splashes, dust, explosions, weather effects, and weapon effects such as muzzleflashes and tracers.

In older news updates we've always presented screenshots of them, but this time we feel a video is the only way we can do these new effects justice. Sadly we didn't have the time to get them done in part 1 a few days ago, sorry for that!


Be sure to watch in glorious 1080p!


Depth of Field
We've created both a simple and cheap Depth of Field effect for basic implementations such as iron-sighting and scenes.




We debated pretty hard on this one. It hurt our souls to commit even more map media and actual sections of gameplay then we had intended. "Wait, more than what we've shown on Day 1!?MADNESS!" shouted 1/4 Life as he slammed his head into the wall leaving a rather large hole behind, then storming off in pure rage.






1/4 is now off for the holiday, as his forehead slowly heals. That's it for part two! Drop us your thoughts in the comments below, or feel free to send us an email at gear.dev@gmail.com! This only marks part two of our Three-Part New Years update, check back often over the next couple of weeks. We'll be bringing out the big guns for the third and final New Years update!


City 17: Episode One
Post comment Comments
Sparky245
Sparky245 Jan 6 2011, 9:38am says:

Looking fantastic :)

+3 votes     reply to comment
Kamikazi[Uk]
Kamikazi[Uk] Jan 6 2011, 9:54am says:

Nice to see you guys adding something different.

+1 vote     reply to comment
JoshZemlinsky
JoshZemlinsky Jan 6 2011, 11:48am says:

Nice just saw the update. I'll track this mod :)

+1 vote     reply to comment
]BlackPhoenix[
]BlackPhoenix[ Jan 6 2011, 1:20pm says:

Holy ******* piece of **** tahts ******* good work !

+2 votes     reply to comment
ᎶʋƝʂℋɨƤ_ℳƘ_ƖƖ Online
ᎶʋƝʂℋɨƤ_ℳƘ_ƖƖ Jan 6 2011, 2:49pm says:

You have added Godrays ( Lightrays, volumetric lightning )?

Why i'm still not track this? badbadbad.

Briliant work!

+1 vote     reply to comment
firebird2009
firebird2009 Jan 6 2011, 3:12pm says:

looking great guys !!!

+1 vote     reply to comment
Deathace13
Deathace13 Jan 6 2011, 3:34pm says:

How did you make the explosions slow down, and not the player? I MUST KNOW. If it's lua then fine, but if its a console command I must know it!

+1 vote     reply to comment
QuarterLife
QuarterLife Jan 6 2011, 5:54pm replied:

r_particle_timescale X

+2 votes     reply to comment
Croco15
Croco15 Jan 6 2011, 4:31pm says:

Those are some sexy effects.

+1 vote     reply to comment
xalener
xalener Jan 6 2011, 4:36pm says:

I still don't like those water sprites. They look too much like the l4d 2 ones. Plus I just don't see how you could see the visible globby spheres of water in the sprite, but they're all white. Wouldn't they have less of a visible shape to be white? If you're going for the "globs" I'd bank on just the refraction/ reflection.

+2 votes     reply to comment
Raphiell
Raphiell Jan 6 2011, 5:39pm says:

will you be able to turn off DoF?

+1 vote     reply to comment
QuarterLife
QuarterLife Jan 6 2011, 5:54pm replied:

DOF is only used in scenes and while ironsighting. It's not a constant effect.

+1 vote     reply to comment
Ekonk
Ekonk Jan 6 2011, 5:48pm says:

The new fire is a definite meh for me. It just looks odd and round. Just sayin', you know. Looks totally awesome in every single other way.

+5 votes     reply to comment
Mr.John
Mr.John Jan 7 2011, 12:27am says:

nextgen ironsights= Move camera, not gun.

+1 vote     reply to comment
MrtwovideoCards Author
MrtwovideoCards Jan 7 2011, 6:25am replied:

Thats more or less the same thing.

+1 vote   reply to comment
DeltaForce95
DeltaForce95 Jan 7 2011, 1:13am says:

I wish I had gotten HL2 for 87 cents!!!!!!

+1 vote     reply to comment
levan563
levan563 Jan 7 2011, 1:50am says:

whoa nice media =)

+1 vote     reply to comment
R3bornSh4dow
R3bornSh4dow Jan 7 2011, 3:26am says:

I'd love to play this if its released.. but before that I've gotta get a new PC.. cuz my current PC won't handle this badboy :'(

+1 vote     reply to comment
ZombieDeath
ZombieDeath Jan 12 2011, 8:32am replied:

when its released*

+1 vote     reply to comment
thefoofighter
thefoofighter Jan 7 2011, 5:44am says:

How did you do the slow motion inside the engine?
Is it a console command?

+1 vote     reply to comment
PWnR_87
PWnR_87 Jan 10 2011, 10:21am replied:

Should be something along the lines of cl_phys_timescale / phys_timescale with a value set to less than one (0.3 for example).

Or demo_timescale if you're playing back a demo file.

+1 vote     reply to comment
Killer_man_1996
Killer_man_1996 Jan 7 2011, 9:47am says:

Looking amazing... as always :D.

+1 vote     reply to comment
Clear_strelok
Clear_strelok Jan 7 2011, 11:49am says:

This is source ? Seriously ?
Wow, this just look... fantastic.

+1 vote     reply to comment
fier_
fier_ Jan 7 2011, 3:16pm says:

Looks amazing, but how much will this increase system requirements?

+1 vote     reply to comment
MrtwovideoCards Author
MrtwovideoCards Jan 7 2011, 3:51pm replied:

If you can run Left 4 Dead, you can run City17.

+1 vote   reply to comment
l0p
l0p Jan 7 2011, 6:00pm says:

Awesome! but i cannot watch the vid in 1080p cus it would take like an hour to load the first 5 seconds :( ah well 360p will have to do

+1 vote     reply to comment
Dnst
Dnst Jan 9 2011, 7:43am says:

Does the grain-Effekt appear dynamically or do you have to integrate it manually?

+1 vote     reply to comment
Mess
Mess Jan 13 2011, 8:05pm replied:

we have dynamically integrated the grain effect into areas we think need it :)

+1 vote     reply to comment
SolidFake
SolidFake Jan 9 2011, 10:31am says:

omg, updates, iz thiz real?

+1 vote     reply to comment
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