Actual PVS Culling for randomly generated levels. Although i couldn't find a way to store ragdolls, so i just decided to freeze them when their respective room is despawned(player gets too far, or out of bounds)
also bit of combat footage
My wish is to break the boundaries of possibilities in HL2 Mods. I readded prop spawning and partial lighting to the new generator to work with PVS culling.
Although I'm working on not exactly a source roguelike, but rather a project with replayability similar to games of mentioned genre.
I did some tests with my newly implemented PVS Culling.
Apparently it's theoretically possible now to generate really big maps on Source Engine and make a roguelike kind of thing.
I decided to remake my procedural generation from scratch to make it much better overall. I actively use the debug display of level's matrix which displays generated floor plans with rooms and hallways
So far I'm doing good progress regarding the LaD update.
I reskinned the beta model to match the initial protagonist design and called it "Detective". The costume selection feature is coming together.
Not sure about achievements, but 13 of them are already here.
(also guess who forgor to move the map source files to laptop and had to decompile)
Over the course of following days I'll resume the work on the update for Lost and Damned, which's been delayed for very long time in favor of my current project.
Have a gameplay from its latest "Last Stand" game challenge, which will be available after beating the main game.