Over the past month we haven’t given any information regarding INFRA. I wish I could say that was because we were working feverishly on it. Unfortunately, it was because we lost a bit of our drive.
The main thing that got us down was that the Portal 2 engine was giving us a lot of problems. We understand that we have set the bar high for INFRA and want to give the best product possible. To remedy our issues, we have switched to the Alien Swarm engine. This should give us the flexibility we need but as of now our game looks like this…
Clearly we have a bit of work to do! We are working on fixing some bugs caused by the engine switch and need to switch our game to first person. We believe this new engine will allow more people to be able to have our mod in the long run.
We apologize for keeping all of you in the dark but we are actively reorganizing and pushing forward now. The next update should include some information on a metro station.
Stick with us and we will keep you updated on what’s to come!
Still tracking ;-)
for sure, why not! talented people. ;)
wish you all the best for the engine switch and fast progressing!
I forgot about you
I was very disappointed until you said you're gonna attempt to switch to 1st person view.
I'm glad you're doing it, does Alien Swarm support projected textures? It's gonna be very disappointing to not see high quality lightning.
Yes it does.
People seem to miss that projected textures have existed in Source for a long time, only Portal 2 actually used them for dynamic lighting.
projected textures are the only way to "fake" realtime light at the moment, but it's also the weaker cascaded shadows/ global illumination system... valve should fix the possible amount of "env_projectedtextures" (in garry's you can have as much as you like...no more room in hell, got like 4 flashlights with no problems - l4d fail!), or finally update the sdk with all the fancy stuff added recently (l4d, l4d2, dota2 -> global illumination!, cs:go -> gloab illumination)
in cs:go FINALLY this 8 years old shadowbug is history... ( Youtube.com ) nomore projected shadows overlapping with lightmaps.
best way is to combine shadowmaps and lightmaps, like the new shadow engine in the update cs engine does. hopefully there will be an sdk update someday adding all that stuff to make it easier for modders to have eyecandy without switching and editing and converting so much. done. ;D
Atleast this mod is still in development :D
Ouch. I looked at the screenshot ad felt exactly as Leon felt whenever Ashley dies in Resident Evil 4. But I still like the mods idea, so I suppose I've not many problems with this. At least you're keeping at it and your reasons were good.
Moddb.com
This uses AS too.
and its the only way at the moment to have some eyecandy lighting stuff happening... so not a bad thing, but you have to adjust a looot. :/
Nothing much has changed.
All I see is that you changed to a F2P Game engine.
That is able to support more multiple dynamic light entities (which is good)
The only hard thing will be packing it into a "mod" and getting the firstperson to work correctly.
Still tracking your steps.
Don't worry, this is the everyday life of a mod. You still have my support !
Basically nothing will be different.
P2 and AS engines are really similar.
And it's not hard to turn it in to 1st person (it can be done even with console commands).
At first I was disappointed but then saw you were going to make it first person. Good luck with this, it's actually a pretty good move.
I already said that basically nothing will be different from the orginal idea.
Except now we can add more gamplay.
Moddb.com