VANCE is a Half-Life 2: Episode 2 mod from the perspective of Alyx. In this story, Gordon Freeman declines G-Man's offer at the end of Half-Life 1, and so is presumed dead by the time of Half-Life 2. Replay through the events of Half-Life 2 with new and improved environments, overhauled combat, graphical enhancements, voice acting, and more.
Welcome to our July Media Update. This will most likely be our last bi-monthly update, as we will transition into less frequent media updates. However, they will contain a lot more content. With that said, let’s jump into this month’s previews:
As is tradition, we're gonna start off with models. Here’s an untextured Elite Metrocop by Robert Dallas:
Next, here are our Headcrab and Zombie models by Andres Rendón:
Here are some new models for our weapons, done by Reza Wicaksono and Phu D Le:
We’re also going back and updating Alyx’s arms for the view models, as well as creating a set of arms for our suitless mode. We feel that this will be a far superior version than what we’ve had previously. The video below also contains an in-game look at the above zombie model:
[The explosion decal at the end of the video is a glitch that will be fixed]
We promised new tech in the previous update, and here it is. Our resident graphics programmer, Totterynine, has been working for months on implementing Physically Based Rendering, Cascaded Shadow Mapping, Ambient Occlusion, Deferred lighting, and other new additions to how Vance renders the world. All of these things will be dynamic and directly controlled by the mappers in real time.
We've also ported over some projected texture improvements from the Alien Swarm branch of the engine. This allows us to have many more projected textures in one area while maintaining high FPS, and also allows for dynamic indoor lighting in our maps. The shadow filtering has also been improved.
[19 projected textures onscreen at one time]
Speaking of maps, we've been working a lot more on those, now that our tech is farther along. We've not only created new environments, but put a little bit of time into updating older ones as well.
We’ve also made some small changes to AI behavior. Soldiers can now jump, on top of their improved engagement behavior:
Thanks to Blixibon and the team at Entropy Zero: 2, we have also implemented the AI response system for the player, so that the player character responds to their situation much like NPCs do. Here is just a small taste of that:
Our team has grown considerably over the past several months. We still have positions and specialties that need to be filled, however. In particular, we are looking for an AI programmer (for additional AI changes), a second graphic designer (for promotional materials and some in-game icons), more mappers (always appreciated), and a character rigger.
If you'd like to help us out, you can join our discord:
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