Missing Information aims to recreate Valve's original Half-Life 2 storyline found in Raising the Bar.
As you can see there's still plenty of things to fix. We are aware that there are a lot of bugs in this current build, we just wanted to give you guys a minor update :-)!
As for the map. Don't worry, we're not going to do another release of e3 maps and the Borealis. We're working on something different now, this is just a good test map ;-)!
For those that didn't notice, we've implemented Biohazard's deferred rendering which gives us a lot more control over the lighting and a lot of other neat features.
We are considering releasing a benchmark to see how well this will run on our fans' computers. Stay tuned for more updates.
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If you cant wait for the video to process here, watch it on Youtube you dummy!
For your health.
Why are these rebels just crouching right where the scene ended?
Wait, this is Alien Swarm! Holy crap!
Man, those rebels sure are a bunch of slackers.
Its going to be interesting seeing how MI and the leak universe will translate into the alien swarm tech
i just hope it stays half life styled (newer source engines seem to have much more fog and post processing; source 2006,07,09,MP was much more crisp)
Well that's due to creative choices, not the engine. It's not like people who use cryengine 3 have to have a nanosuit, you know?
Progress! Always a good sign.
Keep it up!
I think it might be best to wait till Bio's implementation is more mature. From my tests and others' its rather slow and buggy at the moment. And the fact that it replaces the old lightmapped system cuts down your player base. Deferred might be fast for lots of small lights, but the way the system works raises the requirement bar no matter the amount of lights( g buffer requires some decent hardware). Light mapping can also look better in some situations.
And did you guys port hl2 stuff(code; NPCs, weapons, etc) or use one of the unreleased ports(mine & Steve's, Ken's, other)?
And while this has the potential to be good, I can't see any deferred advantages in this video. Excluding the proper CSM(improper being mine or Sam's). Are you going to add shadow casting explosions or muzzle flashes? Deferred rendering is a hindrance if you don't use most of its features.
Anyways, as always, looking forward to more. I wish you guys luck.
We started out with Sanderns SDK template. We've since then brought over the Half-Life 2 entities and such. Steve did send me a copy of your code yesterday, but it wasn't exactly useful in anyway.
Currently we're having problems with the Strider (as you can see) and I believe this is due to the IK system not being enabled in multiplayer (for obvious reasons).
As for the deferred lighting. That's why we're considering a benchmark, we'd like to see how it performs on our fans computers. There's no way we're going to work on a version with lightmapping, and dynamic shadows. Its just too much work.
Ahahaha oh my god it got hilarious when the striders came in and you shot them with small arms and their legs clipped through the environments hahahahaha.
Please don't re-release the E3 maps those things crashed a lot on my old graphic's card.
Also will there be a multiplayer portion of the mod? I'd love to slay folks with an ak AND the gravity gun. :)
I dunno. I think I prefer baked in lighting. This looks kind of nice, but it's missing a bit of... rich-ness you get with the baked shadow maps.
nice!