Alien Swarm Deferred: Difference between revisions

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__NOTOC__
__NOTOC__
{{asd|4}} was released in 2012. It's a third-party mod created by ''Kristjan Skutta a.k.a. Biohazard90''.
{{asd|4}} was released in 2012. It's a third-party mod created by ''Kristjan Skutta a.k.a. Biohazard90''. This fork of {{as|4}} has support for [[deferred lighting]] and shadows (similar to {{Xe|4}}). It's among very few {{source|4}} games that have dynamic shadows not based on projected textures, while still having its source code available to the public. Performance-wise, it is extremely impressive as the mod can support hundreds of dynamic shadows with very little performance impact.
This fork of {{as|4.1}} has support for [[deferred lighting]] and shadows (similar to {{Xe|4}}). It's among very few {{source|4}} games that have dynamic shadows not based on projected textures, while still having its source code available to the public. Performance-wise, it is extremely impressive as the mod can support hundreds of dynamic shadows with very little performance impact.
{{important|{{asd|1}}'s lighting implementation and {{xe|3.1}}'s are completely different, for example [[anti_aliasing|MSAA]] is not supported in '''Black Mesa''' while in '''Alien Swarm Deferred''' it is!, however it is highly recommended that user uses post-processing alternatives such as [[anti_aliasing|FXAA]] instead as deferred lighting/shading in general works better with post-processing anti-aliasing methods.}}
{{important|{{asd|1}}'s lighting implementation and [[XenEngine|Black Mesa]]'s are completely different, for example [[anti_aliasing|MSAA]] is not supported in '''Black Mesa''' while in '''Alien Swarm Deferred''' it is!, however it is highly recommended that user uses post-processing alternatives such as [[anti_aliasing|FXAA]] instead as deferred lighting/shading in general works better with post-processing anti-aliasing methods.}}
{{warning
{{warning
|Alien swarm deferred's lighting implementation ''nukes'' lightmaps, aka it will disable all baked lighting and the world will only receive realtime lighting and shadows! {{note|In {{lw|4}} it was changed so that deferred lighting blends with lightmaps instead of disabling them.}}}}
|Alien swarm deferred's lighting implementation will disable all baked lighting and the world will only receive realtime lighting and shadows! {{note|In {{lw|4}} it was changed so that deferred lighting blends with lightmaps instead of disabling them.}}}}
==Features==
==Features==
New since {{as|4}}:
New since {{as|4}}:
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*{{Code|style=2|TBA}} {{Directorscut|4}} (Initially. Switched to {{src13mp|4}}.)
*{{Code|style=2|TBA}} {{Directorscut|4}} (Initially. Switched to {{src13mp|4}}.)
*{{Code|style=2|TBA}} {{p2d|4}} ([[Light editor]] only, the rendering code for lighting has been rewritten from scratch.)
*{{Code|style=2|TBA}} {{p2d|4}} ([[Light editor]] only, the rendering code for lighting has been rewritten from scratch.)
{{confirm|While it runs on some version of {{src13|4}}, some of its files relating to Deferred lighting have some similarities with ASD, but its most likely not related.}}


==Bugs==
==Bugs==
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==External links==
==External links==
*[https://code.google.com/archive/p/swarm-deferred/ Download at Google Drive]
*[https://code.google.com/archive/p/swarm-deferred/ Google Code page]
*[https://gitlab.com/FriskTheFallenHuman/swarm-deferred/ GitLab Repository Download Mirror]
** Download is currently broken, see GitLab mirror instead.
*[https://gitlab.com/UserCool32/swarm-deferred GitLab Repository Download Mirror]
*[https://github.com/SCell555/sdk-2013-deferred 2013MP Port GitHub Repository]
*[https://github.com/SCell555/sdk-2013-deferred 2013MP Port GitHub Repository]
*[https://www.youtube.com/watch?v=bMjXx-KweIo&t=135s YouTube] - Deferred lighting in action.
*[https://www.youtube.com/watch?v=bMjXx-KweIo&t=135s YouTube] - Deferred lighting in action.
[[Category:Alien Swarm]]
[[Category:Alien Swarm]]
[[Category:Open Source Mods]]
[[Category:Open source mods and games]]
[[Category:Alien Swarm Deferred]]
[[Category:Alien Swarm Deferred]]

Latest revision as of 08:46, 25 June 2025

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Alien Swarm Alien SwarmAlien Swarm: Reactive Drop Alien Swarm: Reactive Drop
Alien Swarm Deferred Alien Swarm Deferred
Deferredas bg.png

Alien Swarm Deferred Alien Swarm Deferred was released in 2012. It's a third-party mod created by Kristjan Skutta a.k.a. Biohazard90. This fork of Alien Swarm Alien Swarm has support for deferred lighting and shadows (similar to Xengine Xengine). It's among very few Source Source games that have dynamic shadows not based on projected textures, while still having its source code available to the public. Performance-wise, it is extremely impressive as the mod can support hundreds of dynamic shadows with very little performance impact.

Icon-Important.pngImportant:Alien Swarm Deferred's lighting implementation and Xengine's are completely different, for example MSAA is not supported in Black Mesa while in Alien Swarm Deferred it is!, however it is highly recommended that user uses post-processing alternatives such as FXAA instead as deferred lighting/shading in general works better with post-processing anti-aliasing methods.
Warning.pngWarning:Alien swarm deferred's lighting implementation will disable all baked lighting and the world will only receive realtime lighting and shadows!
Note.pngNote:In Lambda Wars Lambda Wars it was changed so that deferred lighting blends with lightmaps instead of disabling them.

Features

New since Alien Swarm Alien Swarm:

CSM
Real time deferred shadows and lighting from light_deferred and light_deferred_global entities.
Light cookies
Now light_deferred is capable of projecting textures with cookies.
Wikipedia icon Blinn–Phong reflection model
New reflections on Phong materials, somewhat similar to specular from Xengine Xengine.
Volumetric lighting
Light_deferred is capable of enabling volumetrics that react to the environment in real time.
Source shader editor
Make and edit shader graphs in real-time, in-engine.
Light editor
Edit your map's light entities dynamically.

Media

Phong reflections
Volumetric lights and god rays
Realtime shadows


Availability/Code usage

Bugs

See also

External links