Estranged, the story of a lone fisherman, stranded on a mysterious island during a violent storm. Explore rich environments and meet the curious inhabitants of the island as you find a way back to the mainland.

Post news Report RSS Act I Full Source Code Now Available

The source code for Estranged: Act I is now available in its entirety on GitHub.

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The source code for Estranged: Act I is now available in its entirety on GitHub!

The code includes the custom menu system, the implementation of HBAO and depth of field, all fixes for dynamic lights, the custom vgui::HTML HUD control, and other miscellaneous features.

We release the code in the hope that it will help other mod teams using the Source SDK 2013 implement features in the future, now that Estranged: Act I has been released.

Download Estranged-Act-1-master.zip

Git: https://github.com/alanedwardes/Estranged-Act-1.git
SVN: https://github.com/alanedwardes/Estranged-Act-1/trunk
Comments
delt4
delt4

Great :-)!

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Crypt

Ah, sweet!

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Templarfreak
Templarfreak

At first I was a bit confused, but I see that this is meant to show people how you did the things you did and not necessarily meant for people to make mods or help you in making changes. xD

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AlanEdwardes Author
AlanEdwardes

The intention is to let other people use the code as they wish, as long as they don't claim their game is Estranged! I'll clarify that on the repo soon.

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AlanEdwardes Author
AlanEdwardes

I just added some information to the license file: Github.com

It basically says you can use the code for what you want, but you can't sell it, or use the Estranged name or logo. Also says we're not liable if it breaks stuff!

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Gambini
Gambini

I a question. Your mod features many things I´d love to have in my mod like multiple projected textures and ambient occlusion but it seems to be simplified/cut in other areas such as weapons and env_suit. If I compiled your source code as it, removing the Estranged name from it -and giving proper credit, of course- will a regular ep2 mod work within it? I mean, does it break anything from the original game or it´s just the improvements?

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AlanEdwardes Author
AlanEdwardes

Unfortunately a bunch of stuff from Half-Life: 2 was changed and removed for Estranged: Act I. For instance, we used the CHL2_Player class for the player, so a bunch of that has been altered (and would no longer work properly with HL2).

To use specific features, you'll have to manually port the code. I attempted to simplify that process by first committing the vanilla 2013 code, and then committing the Estranged: Act I codebase (so if you diff the files, you can see what was changed for Estranged: Act I).

If there's anything you can think of that will make the process easier, let me know!

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Gambini
Gambini

Thanks for your answer. I have no experience with hl2 coding. I was hoping to find someone to compile your codebase for me. But this isn´t something I have thought well enough.

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Explosive_Cheese
Explosive_Cheese

Will you be writing any guides or tutorials for a better in-depth explanation of certain areas of your code?

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AlanEdwardes Author
AlanEdwardes

I was considering recording a video tutorial about building it and places of interest in the code - is that something you'd be interested in?

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wazanator
wazanator

I don't suppose you could go over VGUI some in a video tutorial by any chance?

I've been working on a custom player model selection menu for the open source mod I'm working on and I just can't figure out what I'm doing wrong when it comes to the VGUI.

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AlanEdwardes Author
AlanEdwardes

I just pushed this up: Youtube.com

Let me know if there's anything you would like to cover in particular.

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Explosive_Cheese
Explosive_Cheese

I think it's always good to learn a little bit from the mod creator himself! :) I would be very much interested in a video.

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AlanEdwardes Author
AlanEdwardes

I just pushed this up: Youtube.com

Let me know if there's anything you would like to cover in particular.

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ntgd
ntgd

great

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