So Valve's 25th anniversary update pretty much broke all custom renderers that would replace Half-Life's world renderer code, and that meant I had to jump into Trinity and apply some fixes. I initially thought I only had to change one engine structure, but oh boy, Valve had some surprises for me. Turns out they now use a variable which I previously used for storing indexes, as it was never used previously. I had to totally rewrite everything that dealt with that particular bit.
You can find it here:
https://github.com/TheOverfloater/trinity-engine
I also wanted to provide some updates on some stuff I spoke of in the Discord. As most of you know, Trinity eventually evolved into the Abyss Engine, used in Abyss-048 and Half-Life Episode Two, and now also a mod called Nohra's Concealment. This engine revision has improved code, such as studio models rendered in retained mode, and support for vertex weights. It's also an all-shader based renderer, which means it's far faster than Trinity was. It uses OpenGL assembly shaders, which means it has very wide support across different GPUs.
So why do I bring this up? I'm planning on revising the Abyss Engine and bringing it into a form that can be open-sourced. I will post that also on my Github page once it's done. My plan is to give it as part of a clean SDK much like Trinity, but that'll also require some work.
The third and final revision of the engine is known as the "Reckoning Engine", which is what it became before I moved over to my custom engine, Pathos. Now the Reckoning Engine is a very different beast and it also breaks compatibility with some HL features, like switchable/animated lights, but instead it supports those features for dynamic lights. This revision of the engine is completely shader-based also, and uses GLSL. The list of features is way too long to discuss here, but things like a rudimentary facial animation system, variance shadow mapping, support for Paranoia's bump map data in the BSP, specular light reflections, etc are there. I plan on eventually open-sourcing this engine version as well. Opensourcing this version would be a rather difficult piece of work, but it's doable.
I have been thinking of releasing the corpse- er, I mean, the most playable version of Raven City for those who might want to see this mod. Time here is a major factor, of which I don't have much when it comes to fixing some broken things to make it work. It also doesn't help that the mod is in some ways an absolute cringe-fest and I want to just remove some... really embarrassingly cringey crap from it. Another issue is that it requires a
very specific version of Cg to work properly, which I need to dig up from somewhere.
I think it goes without saying that with the HL25 update, this is effectively cancelled, but I will probably upload the source code at least on Github, but I won't create a final release.
you're a badass :d