Clean-room implementation of Half-Life 2 on the Quake 1 engine
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Re: Clean-room implementation of Half-Life 2 on the Quake 1 engine
#12Interesing, there's more here including HL1 (a.k.a "valve") Funnily enough the looks of this HL2 through this engine makes it flow more with HL1 than I could expect; an interesting reverse Half Life: Source / Black Mesa / demake of sorts.
https://moddb.com/mods/half-life-dark-future
You won't confuse it with modern Half-Life 2, but the original HL2 engine had far worse graphics than the latest version. Makes you realize how much of the difference between HL2 and HL1 is due to different textures and level design.
Re: Clean-room implementation of Half-Life 2 on the Quake 1 engine
#13Half-Life 2 looks incredible in Quake 1, what gives?
Re: Clean-room implementation of Half-Life 2 on the Quake 1 engine
#14Interesing, there's more here including HL1 (a.k.a "valve") Funnily enough the looks of this HL2 through this engine makes it flow more with HL1 than I could expect; an interesting reverse Half Life: Source / Black Mesa / demake of sorts.
Even simple Half-Life 1 mods built on textures and models from Half-Life 2 look much closer to 2 than one would expect. For example this mod, but not only: https://moddb.com/mods/half-life-dark-future You won't confuse it with modern Half-Life 2, but the original HL2 engine had far worse graphics than the latest version. Makes you realize how much of the difference between HL2 and HL1 is due to different textures and…
Re: Clean-room implementation of Half-Life 2 on the Quake 1 engine
#15Interesing, there's more here including HL1 (a.k.a "valve") Funnily enough the looks of this HL2 through this engine makes it flow more with HL1 than I could expect; an interesting reverse Half Life: Source / Black Mesa / demake of sorts.
Even simple Half-Life 1 mods built on textures and models from Half-Life 2 look much closer to 2 than one would expect. For example this mod, but not only: https://moddb.com/mods/half-life-dark-future You won't confuse it with modern Half-Life 2, but the original HL2 engine had far worse graphics than the latest version. Makes you realize how much of the difference between HL2 and HL1 is due to different textures and…
edit: there is also the fact that map compilers for gold source games have advanced far beyond what they could do back in 1999. The lightmaps and light sources alone can be far more intricate nowadays than what you would get from the official valve ones in 1999.
Re: Clean-room implementation of Half-Life 2 on the Quake 1 engine
#16Re: Clean-room implementation of Half-Life 2 on the Quake 1 engine
#17Earlier quoted context omitted.
Yeah, but Half Life 2's Source engine was itself a continuation of Goldsrc which was itself a continuation of the Quake 1 engine. The lineage is there but beyond a certain point it's not really Quake anymore. GZDoom/UZDoom is a similar grey area, it is built on the original Doom codebase but they've added so many features that it's practically its own distinct engine now. Those forks can even render arbitrary 3D mode…
We'd have to come up with definition of quake :-) FTE has a lot bolted on it but the focus us in Quake, quake mods, lifting some limitations and making mod dev convenient. But it is the same overall code structure, the same game, etc. All these oss quake engines, are they quake? Ironwail, quakespasm vkQuake?
Half-Life 2 sure won't play quake maps nor will it play hl1 maps.
Re: Clean-room implementation of Half-Life 2 on the Quake 1 engine
#18SSL_ERROR_BAD_CERT_DOMAIN Seems to be using a dnsft.cloud.zyxel.com certificate. Is this a home router?
# host code.idtech.space
code.idtech.space is an alias for idtech.space.
idtech.space has address 192.99.32.215
idtech.space has IPv6 address 2607:5300:60:47d7::Re: Clean-room implementation of Half-Life 2 on the Quake 1 engine
#19SSL_ERROR_BAD_CERT_DOMAIN Seems to be using a dnsft.cloud.zyxel.com certificate. Is this a home router?
Re: Clean-room implementation of Half-Life 2 on the Quake 1 engine
#20Good job keeping me away with Anubis, btw.