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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

#51
post #27

Super interesting! I'm curious what the purpose is, though? Edit to answer myself: Looks like this is more of an offshoot of the FreeHL projects by the same author, which rewrite GoldSrc game logic to QuakeC to get those games to run on open source engine stacks, where the utility is more obvious. I guess it was just fun to see how hard it'd be to get HL2 content running. A bit similar to the OpenMW project working o…

[deleted]

Re: Clean-room implementation of Half-Life 2 on the Quake 1 engine

#52
post #15

Earlier quoted context omitted.

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…

And Viktor Antonov (rip) art style. 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.

While lighting is important, not using halflife.wad and going above the original budget of 500 polys per "scene" is what makes modern works look much better.

Most of the original textures are under 128×96 px and some suffer from awful palletisation artefacts with purple and orange halos. We still cannot use more than 8 bpp but we can use 512×512 textures and do a better job at reducing to 256 colours. I use pngquant for that.

In GoldSrc lightmaps cannot get more intricate though, they're tied to the texture scale so you cannot get a finer lightmap unless you also make larger textures and scale them down, and these two combined will wreck your "AllocBlock" budget in which all your textures and lightmaps must fit.

ericw-tools and its dirtmapping are still welcome improvements over the "traditional" *HLT compilers.

Re: Clean-room implementation of Half-Life 2 on the Quake 1 engine

#53
post #27

Super interesting! I'm curious what the purpose is, though? Edit to answer myself: Looks like this is more of an offshoot of the FreeHL projects by the same author, which rewrite GoldSrc game logic to QuakeC to get those games to run on open source engine stacks, where the utility is more obvious. I guess it was just fun to see how hard it'd be to get HL2 content running. A bit similar to the OpenMW project working o…

Speaking of:

https://openmw.org/2024/from-bsp-to-esp-how-s3ctor-abused-qu...

Re: Clean-room implementation of Half-Life 2 on the Quake 1 engine

#54
post #47

What does clean room mean in this context? They built it from the assets with the game as a reference , but didn't look at the engine source code?

It means they didn't reference any existing or decompiled code from the original client. None of it is directly infringing on any copyright, though it may be doing so indirectly since there have been plenty of lawsuits for tools that contain no copyrighted information can but can used to facilitate infringement (e.g. a tool that decompiles a game ROM)

How about the assets?

Re: Clean-room implementation of Half-Life 2 on the Quake 1 engine

#56
post #54

Earlier quoted context omitted.

It means they didn't reference any existing or decompiled code from the original client. None of it is directly infringing on any copyright, though it may be doing so indirectly since there have been plenty of lawsuits for tools that contain no copyrighted information can but can used to facilitate infringement (e.g. a tool that decompiles a game ROM)

How about the assets?

I assume you, the player, have to provide the assets yourself, and the game won't run without them. Since the code does not contain the assets, there is no copyright infringement.

Re: Clean-room implementation of Half-Life 2 on the Quake 1 engine

#58
post #50

If you want to play Half-Life today I highly recommend Xash3D FWGS (yes its a super awkward name) https://github.com/FWGS/xash3d-fwgs Easy to use Mac build here: https://www.macsourceports.com/game/halflife

Or, can still be purchased on Steam for $0.99, during sales. Windows only though.

Re: Clean-room implementation of Half-Life 2 on the Quake 1 engine

#59
post #15

Earlier quoted context omitted.

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…

And Viktor Antonov (rip) art style. 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.

A shame to only now learn of Victor Antonov's passing. His work on HL2 and Dishonored remain some of my favorite examples of video game world building of all time. These places felt real and lived in, in a way few other video games have matched for me.

Re: Clean-room implementation of Half-Life 2 on the Quake 1 engine

#60

Earlier quoted context omitted.

I'm curious, what value do you actually derive from the website? Why stay?

[flagged]

Are you invited into polite company in real life or do you restrict your egotistical and paranoid rants to online only?
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