So, we've continued work on the mod and we have some new audio tracks made by Damagefilter available for streaming on our media page. The main highlight of this news post though, is that we are moving to the Half-life 2: Episode 2 engine. Although we originally decided against it we felt that the benefits the mod would get from it such as improved visuals and decreased work time out weighed the down sides. This is going to mean that players are going to need to have a retail game that uses the episode 2 engine. We hope you can understand our decision. (Portal, Team fortress 2 or half-life 2 episode 2)
We've also worked on weapon ideas specific to different player chosen styles of gameplay (*Hint* Ever wanted to throw a head crab at an unsuspecting combine guard? *Hint*). Furthermore, storyline and character development is ongoing, but I can't say anything about that though because that would be spoiling. Anyways, check it out and make up your own mind: ModDB page
Intro track below:
You don't see me complaining.
Hey, I think that any game of the OB its necesary, just the Orange Box SDK, I'm wrong?
That's what I thought.
it depends what resources the game uses
Given that they list /all/ of the OB games, I think they're mistaken. You'd either need one of them, or none!
"Stealth"? Delicious! I hope that mechanic is done well! (and rewarded well)
Wait, how does working with the episode 2 engine "decrease work time"?
Well, we had originally planned to add in enemies that you saw in later episodes and code in dynamic shadows but by switching to the episode 2 engine all those enemies are already coded and the dynamic shadows are already present.
How will the dynamic shadows work?
If it's an NPC thing that has to do with illumination levels, it may be even harder to code because A) You're working with Valve code and B) It's Valve ENGINE code, which is twice as bad from what I've heard.
I love the maps and all the constrasting shadows. Should make for a good game.
The shadows wont change a lot anymore since they're improved in orangebox.
But still, there are some restrictions and things, we will remove and improve, so that, as said already, the shadows will react on light and also will react correctly on dynamic lights instead of set by a preset of the engine or the shadow_control.
Thanks for the nice words on the maps :)
there is not as much documentation out there for OB