Bitl Development Studio

Bitl Development Studio

@bds.bitl.dev

Showcase and updates for various projects developed and contributed to by @bitldev.bsky.social and co. Follow this account's Fediverse bridge on @bitldevstudio.bsky.social@bsky.brid.gy if you prefer to not use Bluesky

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on the note regarding the Afterburner: i know the model and killicons weren't leaked, however the original mod used the original assets that were accidentally added in Jungle Inferno upon its release, including the model name and the inventory icon. This is more what it's referring to.

Hey all, There will be more information regarding ANTICITIZEN ONE within the next few weeks (or months). The project's development has been slow as of late, but I want to hopefully get an early access release of the mod done by the end of this year, as well as a ModDB page.

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which is extremely similar to Source in terms of workflow and modding. I do want to try experimenting with more engines, but Chisel is the best alternative I could get at the moment.

I plan to release my own fork of Chisel which will implement my own personal fixes and improvements to both the engine and its editor to further improve upon it. If the license allows I also want to open PRs for the fork for those who'd like to contribute.

Hey all, There will be more information regarding ANTICITIZEN ONE within the next few weeks (or months). The project's development has been slow as of late, but I want to hopefully get an early access release of the mod done by the end of this year, as well as a ModDB page.

I also plan for a Steam release at some point, but that'll be based upon if there's demand for it. I also want to state something important. ANTICITIZEN ONE will be my last major mod based on the Source Engine for now.

This doesn't mean I'll stop working on Source Engine things in general, as I'll still do FIREFIGHT RELOADED updates and SDK contributions. However, I feel like the best step forward for me as a developer is to move to the newly released and open source Chisel engine,

Hi all, I plan to release information on ANTICITIZEN ONE soon, but I wanted to put out a disclaimer regarding AI. Bitl Development Studio is committed to making projects without the use of any AI. AI only exists in its current state to harm creatives and programmers by aiming to replace them.

AI is using up our resources and increasing the prices of hardware just so the corporations can lay off employees and replace them with soulless machines. I do not stand for this. All programming and assets for all my projects are human made and will continue to be.

AI being designated as a "tool" means nothing when the primary use case lots of people are using it for is to replace the artist or programmer with a stale impersonation.

Announcing ANTICITIZEN ONE! ANTICITIZEN ONE is a new Half-Life 2 mod project from the creator of FIREFIGHT RELOADED. It aims to deliver a 6v1 tactical multiplayer experience between 6 lowly members of the Combine Overwatch and a fully armored and armed Gordon Freeman. I plan on unveiling more soon

Here's an update on Quiver Fortress and the base that powers it: Source SDK BDS Base. In the past, I announced that Quiver Fortress was back in development after a couple weeks of the project being shelved. Although this was indeed the case, one of the biggest issues was the fork the mod is using.

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The new version will focus more on integrating the features and fixes directly into it, rather than messing up the code for misplaced "compatibility" reasons. In addition, this new focus will allow for faster fork development, so mods get done faster.

For those excited for Quiver Fortress, I apologize for the roller coaster of a development cycle this project has effectively created. I have a few ideas for TF2 mod projects, but HL2 mods will continue to be my main focus going forward.

Here's an update on Quiver Fortress and the base that powers it: Source SDK BDS Base. In the past, I announced that Quiver Fortress was back in development after a couple weeks of the project being shelved. Although this was indeed the case, one of the biggest issues was the fork the mod is using.

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While I want to do more experiments, this mod failed because it was more an experiment than a tighty wound experience. BDS Base will also focus more on enhancing the engine its a fork of, rather than building on it.

The problem with the fork was the idea that the user could reset the fork back to the initial release of the TF2 SDK if they wanted to. The thing is: why would anyone do that? If you're modifying the fork anyways, what's the point?

Here's an update on Quiver Fortress and the base that powers it: Source SDK BDS Base. In the past, I announced that Quiver Fortress was back in development after a couple weeks of the project being shelved. Although this was indeed the case, one of the biggest issues was the fork the mod is using.

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The plan going forward is to focus more on developing mods with much more defined goals, like SURVIVOR II. Quiver was focused more on many different ideas, rather than defined goals.

While there was an effort in tightening up the goals for Quiver, the problem was that it would involve undoing a lot of the work already done on the mod. Quiver still had no identity even after the push to work on it further.

Here's an update on Quiver Fortress and the base that powers it: Source SDK BDS Base. In the past, I announced that Quiver Fortress was back in development after a couple weeks of the project being shelved. Although this was indeed the case, one of the biggest issues was the fork the mod is using.

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However, this also means that the development of Quiver Fortress and other projects on the BDS Base would have to restart from scratch. Unfortunately, I have lost a lot of my motivation to work on the project, and not a lot of ideas were created other than "remove bunnyhopping".

As a result, the Quiver Fortress project has been cancelled, for real this time. SURVIVOR II isn't affected by this as it hasn't moved forward in development, as more time was put on the fork and Quiver than that project.

Here's an update on Quiver Fortress and the base that powers it: Source SDK BDS Base. In the past, I announced that Quiver Fortress was back in development after a couple weeks of the project being shelved. Although this was indeed the case, one of the biggest issues was the fork the mod is using.

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- The code is in ifdef hell. Implementing PRs in the first place is a complete pain in the ass because it MUST be in a #ifdef BDSBASE tag. - Confusing feature integration. The current version of BDS Base has a bunch of features that, although they are useful, are difficult to fully implement.

Today I'll be remaking the branch from scratch. It will be temporarily deleted, then re-uploaded info its own standalone repo. Then, I'll be reforking the Source SDK repo. This will allow for much faster development of the fork without going through the handiwork of adding every feature in manually

Here's an update on Quiver Fortress and the base that powers it: Source SDK BDS Base. In the past, I announced that Quiver Fortress was back in development after a couple weeks of the project being shelved. Although this was indeed the case, one of the biggest issues was the fork the mod is using.

There are various issues with the repository, that cannot be easily fixed without resetting the entire repository. These include: - All the PRs are not credited properly. PRs should be properly co-authored and they aren't implemented here that way. Referencing the PR number isn't enough.

Hi all, I recently posted about eventually using s&box or Godot for my next major project. Facepunch's recent statement on AI made me lose confidence in s&box. I will still keep an eye on it as it develops, but I won't use it for future projects (for now).

On top of the FR: REMNANTS announcement, I also wanted to announce my intention to move engines. After the release of FR: REMNANTS and other mods, there will be ongoing experiments with both s&box and Godot to decide which engine will be used for future projects.

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I do NOT support AI content and I still plan to use s&box as one of my engine choices, assuming in good faith that Facepunch will address this moderation issue with the platform and also assuming that AI content won't get directly integrated into the codebase.

I do not plan to release any content onto the s&box platform and I plan to release my stuff standalone after legal stuff is ironed out on Facepunch's end (if I end up using s&box).

On top of the FR: REMNANTS announcement, I also wanted to announce my intention to move engines. After the release of FR: REMNANTS and other mods, there will be ongoing experiments with both s&box and Godot to decide which engine will be used for future projects.

On the topic of s&box, I also pledge that AI-generated content or code will NEVER be used in the projects I create. s&box's platform has a rampant issue at the moment with AI-generated user created content that Facepunch has already addressed.

Bitl Development Studio now uses NATO phonetic alphabet words as codenames for upcoming/in development projects. All projects that haven't seen a proper release yet (Quiver Fortress, SURVIVOR II, and Project Zecora) will use this new codename system. Image from Wikipedia.

All of these projects will be named based on the beginning of the development cycle for each. Quiver Fortress = Project Alfa SURVIVOR II = Project Bravo Project Zecora (already a project codename) = Project Charlie

Hi everyone, A while back, I announced that Quiver Fortress would be suspended, due to it lacking a proper identity as multiple ideas for the mod have been brought in. Quiver Fortress is a mod that will be TF2, rebalanced and retuned to be a faster experience. It is back. More details:

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- Previously, Quiver Fortress had a weapon whitelist that allowed only certain weapons to be included. At the moment though, it is too big. There are plans to reduce the weapon whitelist further to reevaluate each weapon.

- There will still be a focus on making sure the visual identity of the game is similar to 2007 TF2. Development will restart soon. We're back in action. More info coming soon.

Hi everyone, A while back, I announced that Quiver Fortress would be suspended, due to it lacking a proper identity as multiple ideas for the mod have been brought in. Quiver Fortress is a mod that will be TF2, rebalanced and retuned to be a faster experience. It is back. More details:

- Weapons will be rebalanced to fit this gameplay style. Any potential weapon inclusions would need to be adapted to this. Custom weapons already added in will be removed as they mostly don't fit with the gameplay concept. New ones will be put in their place.

Hi all, I wanted to state that Quiver Fortress' development has been suspended indefinitely. The mod has had identity problems since its inception, with it trying to do multiple things (rebalancing, gameplay overhaul, new weapons, paying tribute to old TF games, etc). (1/4)

github.comGitHub - BitlDevelopmentStudios/source-sdk-2013-bds-base: The 2013 edition of the Source SDK. Modified for use for Bitl Development Studio's current and future projects.The 2013 edition of the Source SDK. Modified for use for Bitl Development Studio's current and future projects. - BitlDevelopmentStudios/source-sdk-2013-bds-base
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I also have been far too busy to focus on it due to school and work, and I felt like the project was too much of a burden for me. The code for Quiver Fortress and its assets will remain available in the BDS Base repo for those who would like to compile the latest build. (3/4)

github.comGitHub - BitlDevelopmentStudios/source-sdk-2013-bds-base: The 2013 edition of the Source SDK. Modified for use for Bitl Development Studio's current and future projects.The 2013 edition of the Source SDK. Modified for use for Bitl Development Studio's current and future projects. - BitlDevelopmentStudios/source-sdk-2013-bds-base

Hi all, I wanted to state that Quiver Fortress' development has been suspended indefinitely. The mod has had identity problems since its inception, with it trying to do multiple things (rebalancing, gameplay overhaul, new weapons, paying tribute to old TF games, etc). (1/4)

github.comGitHub - BitlDevelopmentStudios/source-sdk-2013-bds-base: The 2013 edition of the Source SDK. Modified for use for Bitl Development Studio's current and future projects.The 2013 edition of the Source SDK. Modified for use for Bitl Development Studio's current and future projects. - BitlDevelopmentStudios/source-sdk-2013-bds-base

Bitl Development Studio reposted

Replying to @at.bitl.dev

I've been planning for the last couple of months on ways to reduce the amount of equipment I use for music creation in order to encourage me to learn the gear I already have and introduce new pieces of gear I've been wanting to try, mainly polyphonic stuff. Hope you like chords.

Bitl Development Studio reposted

Hi all, I have decided to put the "persecution of the unwilling" album project alongside any album project on pause as I plan for a studio refresh that is planned to happen early next year.

Due to this announcement, here are the plans moving forward: - There will be a FIREFIGHT RELOADED and Novetus update releasing sometime in Q1 of 2026. - Updates will slow down for the above projects and current ones already planned. I want to try and see if i can reduce the slowing however.

Announcing my next major project: ZIOCRONICA! A new FPS from the creator of FIREFIGHT RELOADED and Novetus. #ganedev #indie #ziocronica