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We've kept our audience in the dark in the past months about the status of Triage Part 2 and we apologize. In this news post I'll give a quick explanation as to what's been happening and the future of the mod.

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Hi everyone, it's WilsonC here, the lead developer of Triage.

It's been a few months since the release of Part 1, and we've left our audience in the dark as to what's happening to the project, and I apologize for that.

I also have to apologize for some bad news: Part 2's development has halted and will not be completed. However, Part 1's major game breaking issues will be fixed in a patched release, and the functioning and presentable portion of Part 2 will be uploaded as a "behind the scenes" release, though we can't promise it will be fun, we hope it will be a slight consolation to aspiring modders and our dedicated fans.

There were many reasons for this, and it wasn't easy. Please let me explain.

Triage was started in 2008 by me, WilsonC and my friend FRABAR while we were in high school. As teenagers we had pretty ambitious goals, and throughout Triage's long development (2008-2013) many team members joined and left (including FRABAR). I don't blame them for leaving, the commitment was pretty demanding and it was purely volunteer work, modding has no guarantees or rewards.

Anyways, after releasing it and reading through the reviews, we realized we'd made a mod that wasn't as fun as we wanted. We were just a small team and making this huge project required many sacrifices, and in the last couple years the mod became a chore we had to finish and we just didn't care anymore about making it fun.

Part 2 is about 75% complete, but after going through the reviews of Part 1, we played through it and realized it suffers the same problems as Part 1. The level design, voice acting and overall polish of the mod suffered as a result of the sacrifices we had to make to complete it. Even if we fixed those, we'd have to find a way to make it more fun, and that would be impossible when we're not even enjoying developing the mod. So we took a break, and the team moved on to their own things. I talked to some of them recently, and we again agreed that it wouldn't be worth it forcing out a mod we wouldn't enjoy making and people wouldn't enjoy playing.

So that's what happened, and that's why Triage will not be completed. I will still be working on fixing up Part 1's major bugs (the broke radio, level clipping etc), and I will upload the better parts of Part 2 to those who really want to see it. I will also post another news post showing some reviews and commentaries we found to be interesting, both positive and negative. If you'd like to have yours mentioned, please let me know in the comments below!

On behalf of the team I'm really sorry that we could not finish the mod. I would like to thank my team for working so hard and doing what we could, our loyal fans for supporting us the whole time, and anyone else who played it and gave input, all feedback is helpful.

Comments
AncientT
AncientT

'Part 2 is about 75% complete" why not let others finish it for you ? based on your designs ?
i'm sure there will be people out there who would help! i sure would.

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flippedoutkyrii
flippedoutkyrii

It's a shame to see this mod won't be finished, but I'm grateful that you are considering uploading the finished portions of part 2 :)

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notaclevername
notaclevername

yeah, what he said. You did some great work guys! If you get bored with normal life things, don't be afraid to come back and continue development!

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zonbie
zonbie

you would do the modding community a great service by releasing the code base and your assets so we can continue work on the project.

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dinnerblaster1
dinnerblaster1

Even after these sad news, I'm glad you managed to get even this far as most mods here just give up on living before getting even released.

So congratulations for all the hard work with this mod, I'm damn sure gonna download it :)

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skullkan6
skullkan6

That being said will the tech behind the AI and the optimization of it be released to the public?

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GooberTrooper
GooberTrooper

I know I dropped a few reviews, privately and publicly. If you deem them worthy of publishing feel free too. You can combine, edit, and mesh them together into one if you like. The material is free for you to use.

This is also sad news to hear, especially so since I was very eager to help contribute to this project, but you are closing this quite well.

Best of fortune to you sir and all your endeavors!

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Шill
Шill

I am going to miss this mod very much. Best of luck in your future mod projects.

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Шill
Шill

Will the source code be released? If not, can you tell me...
Did you use use this for the headbob?
Developer.valvesoftware.com
How did you make it sway side-to-side instead of front-to-back? I believe you commented on the article saying it looked better with a 'z offset', how would one go about doing that?

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wilsonC Author
wilsonC

Hey, thanks for writing. On the talk page, someone commented that they added the z-offset with this line:

float zoffset = sin( 2 * gpGlobals->curtime * cl_viewbob_timer.GetFloat() ) * player->GetAbsVelocity().Length() * cl_viewbob_scale_z.GetFloat() / 400;

There's more in his comment here: Developer.valvesoftware.com

Hope that helps!

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xXFreedomCatXx
xXFreedomCatXx

You should continue, in my opinion. Part 1 was axtually really, really good.

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uvis
uvis

This mod was so fun to play but its sad that part 2 will not be completed
i hope it gets worked on 2016 or sooner

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