A new trailer for mod-project-gone-pro Nuclear Dawn was released yesterday. I’m glad to see a project I’ve worked on for 2 years coming close to release. Nice how they seem to have nailed the RTS overview and node structure system, all running on the Source engine. All the best & congratulations to Interwave Studios!
After a few months of uncomfortable silence, it’s official now: the mod project I’m involved in, Nuclear Dawn, goes retail. The new team (Interwave Studios) obtained a Source engine license, and kicked off the fresh start for the project with a lengthy post and some new media.
Exciting times ahead! You can check out my new colleagues on the team page. We’re listed on ModDB as a game now, too.
Time for a quick post about a Half-Life 2 mod which kept my attention over the last few years. It was one of the first total conversions released for the Source engine, and they recently released version 1.2 over Steam: Dystopia.
Since its release in 2004 Valve’s Source engine has been a popular platform for professional and indie game developers alike. A combination of great publicity through good games (Half-Life 2, Team Fortress 2, Left 4 Dead), functionality and solid mod support (I blogged about Steamworks earlier) has made it continue the legacy of the GoldSource engine.
I’ve learned the nuts & bolts the hard way, and I thought a quick rundown on how to compile the Source SDK on a linux-based system would be useful. Technical mumbo-jumbo behind the cut. Continue reading »


