Alien Swarm engine branch: Difference between revisions
		
		
		
		
		
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| platform	 = {{Win|1}}  | | platform	 = {{Win|1}}  | ||
| releasedates	 = July 19, 2010  | | releasedates	 = July 19, 2010  | ||
| latest_releasedates	 = September 24, 2020  | |||
| sdk		 = {{astools|1}}  | | sdk		 = {{astools|1}}  | ||
| previousengine = {{l4dbranch|2}}  | | previousengine = {{l4dbranch|2}}  | ||
| Line 13: | Line 14: | ||
}}  | }}  | ||
[[File:Tilegenlayout.jpg|300px|thumb|right|The TileGen mapping tool in {{as|1}}.]]  | [[File:Tilegenlayout.jpg|300px|thumb|right|The TileGen mapping tool in {{as|1}}.]]  | ||
The {{asbranch|4}} was released in 2010 with {{as|4}}. It succeeds the {{l4dbranch|4}} and precedes the {{p2branch|4}}.[[#References|[1]]] This branch is the only Source engine branches (post-Orange Box) that have officially available source code, with all the new features introduced in {{l4dbranch|  | The {{asbranch|4}} was released in 2010 with {{as|4}}. It succeeds the {{l4dbranch|4}} and precedes the {{p2branch|4}}.[[#References|[1]]] This branch is the only Source engine branches (post-Orange Box) that have officially available source code, with all the new features introduced in {{l4dbranch|2}} ([[BSP]] 21, [[$treesway|Swaying trees]], [[VScript]], [[Water#Flowing water|Water flow maps]]), aswell as VTF 7.5 and other mentioned below which are later used in {{p2|1}} and {{Csgo|1}}. Some of these features however, are later backported to Orange Box-derived branch, under {{tf2branch|2}}.  | ||
==Features==  | ==Features==  | ||
New since {{l4dbranch|  | New since {{l4dbranch|4}} is:  | ||
; [[Swarm TileGen|TileGen]]  | ; [[Swarm TileGen|TileGen]]  | ||
: A new quick-build mapping tool. Level designers create connectible rooms and corridors which can be arranged either by hand or programmatically. TileGen maps can be played in-editor, and/or can be exported to Hammer for further refinement.illuminate an entire scene.  | : A new quick-build mapping tool. Level designers create connectible rooms and corridors which can be arranged either by hand or programmatically. TileGen maps can be played in-editor, and/or can be exported to Hammer for further refinement.illuminate an entire scene.  | ||
| Line 28: | Line 29: | ||
: Numerous entities have been improved and have new features, such as {{ent|env_fire}} and {{ent|env_projectedtexture}}.  | : Numerous entities have been improved and have new features, such as {{ent|env_fire}} and {{ent|env_projectedtexture}}.  | ||
; [[Water_(shader)#Basetexture_Flow|Water debris flow]]  | ; [[Water_(shader)#Basetexture_Flow|Water debris flow]]  | ||
: Water now supports the ability to use a base texture layer that is flowed using a flow map. This implemention is less advanced than {{  | : Water now supports the ability to use a base texture layer that is flowed using a flow map. This implemention is less advanced than {{portal2|2}}'s, however.  | ||
; [[Lightmap]] influence on [[$envmap|cubemapped]] materials  | ; [[Lightmap]] influence on [[$envmap|cubemapped]] materials  | ||
: Lightmaps can now tint cubemap reflections in the {{ent|LightmappedGeneric}} shader.  | : Lightmaps can now tint cubemap reflections in the {{ent|LightmappedGeneric}} shader.  | ||
| Line 34: | Line 35: | ||
== Availability and usage ==  | == Availability and usage ==  | ||
{{see also|[[:Category:Alien Swarm engine branch games]]}}  | {{see also|[[:Category:Alien Swarm engine branch games]]}}  | ||
Gamecode for this branch is included in the {{  | Gamecode for this branch is included in the {{astools|1}}.  | ||
* {{Code|style=2|2010}} {{as|4}}  | * {{Code|style=2|2010}} {{as|4}}  | ||
Latest revision as of 20:39, 22 October 2025
Alien Swarm engine branch
In-game screenshot of Alien Swarm, running on Alien Swarm engine branch. The screenshot demonstrates the new "depth of field" effect.
Developer(s)
  
Release date(s)
  July 19, 2010
Latest release(s)
  September 24, 2020
Platform(s)
  
Predecessor
  
Successor
  
The TileGen mapping tool in Alien Swarm.
The 
 Alien Swarm engine branch was released in 2010 with 
 Alien Swarm. It succeeds the 
 Left 4 Dead engine branch and precedes the 
 Portal 2 engine branch.[1] This branch is the only Source engine branches (post-Orange Box) that have officially available source code, with all the new features introduced in 
 Left 4 Dead engine branch (BSP 21, Swaying trees, VScript, Water flow maps), aswell as VTF 7.5 and other mentioned below which are later used in Portal 2 and Counter-Strike: Global Offensive. Some of these features however, are later backported to Orange Box-derived branch, under 
 Team Fortress 2 branch.
Features
New since 
 Left 4 Dead engine branch is:
- TileGen
 - A new quick-build mapping tool. Level designers create connectible rooms and corridors which can be arranged either by hand or programmatically. TileGen maps can be played in-editor, and/or can be exported to Hammer for further refinement.illuminate an entire scene.
 - VTF version 7.5 and PCF version Binary 5 PCF 2
 - The latest versions of Source's texture and particle formats.
 - Depth of field
 - A real-time depth of field shader blurs backdrop scenery.
 - Vertex animation
 - The ability to animate vertexes directly is now supported.
 - Various entity improvements
 - Numerous entities have been improved and have new features, such as env_fire and env_projectedtexture.
 - Water debris flow
 - Water now supports the ability to use a base texture layer that is flowed using a flow map. This implemention is less advanced than 
 Portal 2's, however. - Lightmap influence on cubemapped materials
 - Lightmaps can now tint cubemap reflections in the LightmappedGeneric shader.
 
Availability and usage
See also:  Category:Alien Swarm engine branch games
Gamecode for this branch is included in the Alien Swarm - SDK.
2010
 Alien Swarm2012
 Alien Swarm Deferred2012
 Source Filmmaker2014
 Lambda Wars2017
 Alien Swarm: Reactive Drop