10/11/2017 0 Comments Half Life 2 Episode 1 Install![]() Source (game engine) - Wikipedia. Source is a 3. D video game engine developed by Valve Corporation as the successor of Gold. Src. It debuted with Counter- Strike: Source in June 2. Half- Life 2, and has been in active development since. Source does not have a concise version numbering scheme; instead, it is designed in constant incremental updates.[1] The successor, Source 2, was officially announced in March 2. Dota 2, which was ported over from Source later that year.[2][3][4]History[edit]Source distantly originates from the Gold. Src engine, itself a heavily modified version of John Carmack's Quake engine. Carmack commented on his blog in 2. Quake code in Half- Life 2".[5] Valve employee Erik Johnson explained the engine's nomenclature on the Valve Developer Community: [6]When we were getting very close to releasing Half- Life (less than a week or so), we found there were already some projects that we needed to start working on, but we couldn't risk checking in code to the shipping version of the game. At that point we forked off the code in VSS to be both /$Goldsrc and /$Src. Over the next few years, we used these terms internally as "Goldsource" and "Source". At least initially, the Goldsrc branch of code referred to the codebase that was currently released, and Src referred to the next set of more risky technology that we were working on. When it came down to show Half- Life 2 for the first time at E3, it was part of our internal communication to refer to the "Source" engine vs. Goldsource" engine, and the name stuck. Source was developed part- by- part from this fork onwards, slowly replacing Gold. Src in Valve's internal projects[7] and, in part, explaining the reasons behind its unusually modular nature. Valve's development of Source since has been a mixture of licensed middleware and in- house- developed code. Among others, Source uses Bink Video for video playback.[8]Modularity and notable upgrades[edit]Source was created to evolve incrementally with new technology, as opposed to the backward compatibility- breaking "version jumps" of its competitors. Different systems within Source are represented by separate modules which can be updated independently. With Steam, Valve can distribute these updates automatically among its many users. In practice, however, there have been occasional breaks in this chain of compatibility. The release of Half- Life 2: Episode One and The Orange Box both introduced new versions of the engine that could not be used to run older games or mods without the developers performing upgrades to code and, in some cases, content.[9] Both cases required markedly less work to update its version than competing engines. This was demonstrated in 2. Valve updated all of their core Source games to the latest engine build.[citation needed]Since Source engine's release in 2. Source 2. 00. 6[edit]The Source 2. Valve's games using technology that culminated with the release of Half- Life 2: Episode One. Last month, former Valve writer Marc Laidlaw released what was called a “fanfiction,” but was actually the story treatment for a Half-Life 2: Episode 3 that might. Half Life 2 Free Download PC game setup in single direct link for windows. It is Very interesting and exciting first person shooter game. Joni and Friends, a television program hosted by Joni Eareckson Tada, highlights a refreshingly honest approach to people’s toughest questions about the goodness of. ![]() HDR rendering and color correction were first implemented in 2. Day of Defeat: Source, which required the engine's shaders to be rewritten.[1. The former, along with developer commentary tracks, were showcased in Half- Life 2: Lost Coast. Episode One introduced Phong shading and other smaller features. Since the transition to Steam Pipe, this branch was made deprecated and is now used for backward compatibility with older mods.[citation needed]Image- based rendering technology had been in development for Half- Life 2,[1. It was mentioned again by Gabe Newell in 2. Source to implement support for much larger scenes that are impossible with strictly polygonal objects.[1. Source 2. 00. 7[edit]The Source 2. Source engine for the release of The Orange Box. An artist- driven, threaded particle system replaced previously hard- coded effects for all of the games within.[1. An in- process tools framework was created to support it, which also supported the initial builds of Source Filmmaker. In addition, the facial animation system was made hardware- accelerated on modern video cards for "feature film and broadcast television" quality.[1. The release of The Orange Box on multiple platforms allowed for a large code refactoring, which let the Source engine take advantage of multiple CPU cores.[1. However, support on the PC was experimental and unstable[1. Left 4 Dead.[1. 7] Multiprocessor support was later backported to Team Fortress 2 and Day of Defeat: Source.[1. Valve created the Xbox 3. The Orange Box in- house, and support for the console is fully integrated into the main engine codeline. It includes asset converters, cross- platform play and Xbox Live integration.[1. Program code can be ported from PC to Xbox 3. The Play. Station 3 release was outsourced to Electronic Arts, and was plagued with issues throughout the process. Gabe Newell cited these issues when criticizing the console during the release of The Orange Box.[2. Left 4 Dead branch[edit]The Left 4 Dead branch was a complete overhaul of the Source engine through the development of the Left 4 Dead series. Multiprocessor support was further expanded, allowing for features like split screen multiplayer, additional post- processing effects, event scripting with Squirrel, and the highly- dynamic AI Director. The menu interface was re- implemented with a new layout designed to be more console- oriented. This branch later fueled the releases of Alien Swarm and Portal 2, the former released with source code outlining many of the changes made since the branch began. Portal 2, in addition, served as the result of Valve taking the problem of porting to Play. Station 3 in- house, and in combination with Steamworks integration creating what they called "the best console version of the game".[2. In April 2. 01. 0, Valve released all of their major Source games on OS X, coinciding with the release of the Steam client on the same platform. Valve announced that all their future games will be released simultaneously for Windows and Mac.[2. The first of Valve's games to support Linux was Team Fortress 2, the port released in October 2. Linux version of Steam. Both the OS X and Linux ports of the engine take advantage of Open. GL and are powered by SDL.[2. During the process of porting, Valve rearranged most of the games released up to The Orange Box into separate, but parallel "singleplayer" and "multiplayer" branches. Apple Hardware Test Download Imac Games . The game code to these branches was made public to mod developers in 2.Source designated for mods.Support for Valve's internal Steam Pipe distribution system as well as the Oculus Rift are included.[2.In May 2. 01. 4, Nvidia released ports of Portal and Half- Life 2 to their Tegra 4- based Android handheld game console. Nvidia Shield.[2. Source 2[edit]As far back as May 2. Valve's largest projects has been the development of new content authoring tools for Source.[1] These would replace the current outdated tools, allowing content to be created faster and more efficiently. Newell has described the creation of content with the engine's current toolset as "very painful" and "sluggish".[2. On March 3, 2. 01. Game Developers Conference, Valve announced the Source 2 engine, and that it will be free for developers. Valve also announced that the engine would receive a rendering path for the Vulkan API.[2. In addition, Valve confirmed that it would be using a new in- house physics engine named Rubikon.[3. On June 1. 7, 2. 01. Valve released a beta update for Dota 2, titled "Reborn", becoming the first game using the Source 2 engine.[3. The original Source client for the game was phased out in September 2. Source 2 update becoming official.[4]Tools and resources[edit]Source SDK[edit]. The launcher menu for Source SDKSource SDK is the software development kit for the Source engine, and contains many of the tools used by Valve to develop assets for their games. It comes with several command- line programs designed for special functions within the asset pipeline, as well as a few GUI- based programs designed for handling more complex functions. Source SDK was launched as a free standalone toolset through Steam, and required a Source game to be purchased on the same account. Since the release of Left 4 Dead in 2. Valve began releasing "Authoring Tools" for individual games, which constitute the same programs adapted for each game's engine build. After Team Fortress 2 became free- to- play, Source SDK was effectively made open to all Steam users. When some Source games were updated to Source 2. Source SDKs were phased out. The Closure mod for Half- Life 2: Episode Two. READ THE SHORT INSTALL INSTRUCTIONS, OTHERWISE EPISODE 3 WILL NOT WORK !!!!!(or watch the short install video here; )Youtube. DOWNLOAD HERE; (download version 2. Use only patch when you have earlier versions of the mod installed. Also can you download the . Moddb. com. WHAT TO DO WHEN YOU DON'T WANT THE CUSTOM WEAPONS AND COMBINE SKINS? Then you need to delete them which is very easy; Change weapons back to original Hl. Weapons folder here; C: \Program Files (x. Steam\Steam. Apps\sourcemods\Halflife. Episode. 3\models\Weapons. Change all combine skins back to the original HL2 ones by going to Models folder here and delete all files that start with “combine_..” in there name; C: \Program Files (x. Steam\Steam. Apps\sourcemods\Halflife. Episode. 3\models. DO I NEED HALF LIFE 2 OR ANY EPISODES TO PLAY THIS MOD? You don't need HL2 or any episodes to play this Episode 3 mod. You only need "Source SDK Base 2. Singleplayer" and set it to: "upcoming beta mode")LINK TO ALL MY COD1, COD2, PREY, SOF2, QUAKE2, ETC MODS AND MAPPACKS; Moddb. HERE ARE ALL MY SOURCE (h. L2) MODS; Moddb. com. How fast time flies by. Almost to the day it has been exactly 1 year after. Episode 3: "The Closure" was released. So i thought that maybe today would be a great moment to talk about what happened after its release. Let me start with the installation of the mod, many people have problems with that. The main problem is that you need to install "Source SDK Base 2. Singleplayer" and set it to: "upcoming beta mode". Without this the mod will crash right at starting up. It is very easy to do, just read the install intructions at the bottom of this page, or watch the install video that i linked to above. How well was the mod receeved? As soon as the mod was released the hard core HL2 community started to bash the mod. It was HL(2) unworthy, it should never have been named Ep. It was by far the worst mod many people ever had seen. Now that i think of it, it is a real miracle that i haven't receeved even one death treat, (honestly.) Many people had huge expectations because they had followed this mod over the years. I don't think i could ever have even come near what they expected in the end. A few comments have stuck in to my mind, one saidfor instance; "I played the full mod, and when it was finished i was so mad! Valve would never have made such a shit like this." A lot of comments said something like; "The mod was ok, but because it is titled Ep. I have asked myself for quit some time, did i hype the mod to much, am i to blame for this? But then i do come to the conclusion that i really didn't go overboard with releasing articles. Between some of them were months. I guess it has to do with the overall lenght of the development, which was 5years. People had to wait 5 years. As always were there people who didn't play it but jumped on the wagon of bashing this mod. Some even admitted that they didn't play it. All is ok, that is internet these days. It is that i have experience with releasing mods, otherwise it really would have broken me, all this negativity. But through the years i have learned that i just need to wait and see what happens. Which brings us to today. A year later the mod still does very well. By now the hard core community knows about the mod, andmaybe even played it. So it seems it is now time for those who aren't hard core so to say. And they see the mod for what it is.The overall number people give this mod is quit good, specially when you considder all those times people gave it a 1. Best Marine Design Software For Hull Design With Submerged . On Moddb the people give it a 6.RTSL 3. 8. 4 (out of 5).I understand that this means 'average', but taking in all the very low numbers like the 1 it really isn't that bad.Ofcourse may people think that this is a bad mod, but it doesn't deserve a 1.Guess it is the same as always, it has all to do with a matter of taste. About the download amount. As i already said, the amount ofdownloads is probably the most important tool for a developer to see how succesfull and or popular his work is. It is always hard to know exactly how much downloads you have, simply because i can't track all mirror servers over the whole world. And i forgot to write down the number each time when i uploaded a new version. But all in all the mod is downloaded by now around 1. A huge number, even when my Cto. A mod had around 3. To be honest was a very afraid that by now the HL(2) community would be so small after all these years that the download wouldn't come above 3. The sites i uploaded the mod to are ofcourse Moddb and then RTSL. But many people, specially in Asia and Russian sites have added mirror download servers to the list. And because i can't read those sites its hard to follow what is going on there. It even seems someone in Russia is selling this mod, in box! Making my profile complete on Moddb; My first few years on Moddb i let a friend of mine upload my work, simply because it didn't matter to me who did upload it, as long as people could play it. But only a year ago or so i realised that this did mean that not all my work did show up in my profile. I asked Moddb if they could change this for me, otherwise it ment that i had to upload it all again and that would mean all comments would be deleted, same as the download accounts. And ofcourse does every modder wants to know how much his work is downloaded. Although in these cases all these mappacks were already released years ago on other sites. This means you can now find all my mods in my mods section, and all my sp- mappacks in my Addons section here, (all my Cod. Sof. 2; Quake. 2, Mohaa, Prey sp- maps / mappacks); Moddb. Please check them out if you are interested in them, some of them are good for many, many hours of gameplay fun! A lot of people had and or have questions, to answer them ones and for all i will place at the bottum of this article a Q & A. Q & A: Why did you use Star Trek assets (and other game assets for that matter in this HL2 mod? To be honest is the answer as short as it is silly, because i didn't had any other assets to use. As some of you know is this my 5th HL2 mod and i really had seen, played and used already to many times the original Hl. I really needed new content for me to be able to work 5 years on this mod, i simply can't stand the old weapons, zombies and combines anymore. I have asked on many sites many times for help. A few people said they would help but in the end hardly anyone did. There were a few mods that weren't released and worked on anymore, so i asked those developers if i may use them. They all gave permission and some of them uploaded all there assets for anyone to use. And one of them was the Star Trek HL2 mod. I can imagine that it may sound strange for some, but i rather wanted to use Star Trek material which is completely out of place as to use HL2 assets again. Why did you not follow the HL2 lore? Again, quit a silly answer. It all comes down to how i play games i assume, and therefore make maps/mods. I love fpshooters like the first 2 COD games, the FEAR series, etc. To me a story is not that important. So i knew something about the HL2 story, but because it has been 7 years or so ago that i played it i had forgotten most about it it seems. Because after the mods release and reading all comments it is clear that i made quit a lot of mistakes for instance with the characters. All i wanted was to make a very large mod, with lots of action, and a story that linked it all together. At the same time i wanted to make some kind of follow up on the original ep. So i don't fully agree with those people that say that this mod has nothing in it that makes it a follow up on ep. Because you do find the Borealis in this mod and it does give a answer to how the whole HL sage ends. Ofcourse it is not what Valve would have made, thought that was such a silly remark many people made. I am a one man show, Valve has so much more to work with. And, probably most important, they will earn money on it. I don't, which is fully ok. Yes, i do think it is silly that Valve wants to try to sell mods again through steam, don't they already make enough money as it is? To ask 4. 0% of mods is just making money while other people do the work. But i get off topic here.) For me it was very important that what i had in mind i also could make, if it was logical or not, relealistic or not didn't matter to me. To be able to work for 5 years almost daily on a mod i needed to have the option to do whatever i wanted with it, and that i did.
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