Alien Swarm Deferred/en
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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 has support for deferred lighting and shadows (similar to
Xengine). It's among very few
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.png](/w/images/thumb/5/5c/Icon-Important.png/10px-Icon-Important.png)
![Warning.png](/w/images/thumb/c/cb/Warning.png/10px-Warning.png)
![Note.png](/w/images/thumb/c/cc/Note.png/10px-Note.png)
![Lambda Wars](/w/images/7/7c/Lw-16px.png)
Features
New since Alien Swarm:
- CSM
- Real time deferred shadows and lighting from
light_deferred
andlight_deferred_global
entities. - Light cookies
- Now
light_deferred
is capable of projecting textures with cookies. Blinn–Phong reflection model
- New reflections on Phong materials, somewhat similar to specular from
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
Availability/Code usage
2014
Lambda Wars (Uses an enhanced version of ASD's deferred lighting implementation.)
TBA
Director's Cut (Initially. Switched to
Source 2013 Multiplayer.)
TBA
Portal 2: Desolation (Light editor only, the rendering code for lighting has been rewritten from scratch.)
TBA
VANCE
Confirm:While it runs on some version of
Source 2013, some of its files relating to Deferred lighting have some similarities with ASD, but its most likely not related.
Bugs
- No hardware filtering support for
AMD Radeon
See also
External links
- Download at Google Drive
- GitLab Repository Download Mirror
- 2013MP Port GitHub Repository
- YouTube - Deferred lighting in action.