Report article RSS Feed The fate of Triage part 2

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.

Posted by wilsonC on Apr 25th, 2013

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.

Post comment Comments
AncientT
AncientT Apr 25 2013, 11:20am says:

'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.

+12 votes     reply to comment
flippedoutkyrii
flippedoutkyrii Apr 25 2013, 1:08pm says:

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 :)

+2 votes     reply to comment
notaclevername
notaclevername Apr 25 2013, 1:57pm says:

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!

+3 votes     reply to comment
zonbie
zonbie Apr 25 2013, 2:37pm says:

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.

+3 votes     reply to comment
dinnerblaster1
dinnerblaster1 Apr 25 2013, 2:44pm says:

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 :)

+3 votes     reply to comment
skullkan6
skullkan6 Apr 25 2013, 5:13pm says:

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

+3 votes     reply to comment
GooberTrooper
GooberTrooper Apr 26 2013, 11:46am says:

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!

+2 votes     reply to comment
Шill
Шill May 5 2013, 7:57am says:

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

+1 vote     reply to comment
Шill
Шill May 7 2013, 11:42am says:

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?

+1 vote     reply to comment
wilsonC
wilsonC May 14 2013, 3:52am replied:

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!

+1 vote     reply to comment
xXFreedomCatXx
xXFreedomCatXx Jun 22 2013, 12:03pm says:

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

+2 votes     reply to comment
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