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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

#61
post #60

Earlier quoted context omitted.

[flagged]

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

Another great question, and another good opportunity to supply you with true facts and deep knowledge of reality. Here we go.

(This is turning into a real educational opportunity, unexpectedly.)

I have never--not once in my entire life--been so mistreated in person as I have been online, here or elsewhere. It simply does not happen, for some reason. At all. Ever.

This is not to say I haven't ever met any of you online abusers in real life; no, statistically speaking, I'm sure you're out there in the crowd somewhere, presumably within earshot when I speak truth. It's just that (for whatever reason) you simply never, ever think to approach me in the same manner as you do here.

(Maybe you can think of one or two good reasons why this is so. I'm sure whatever explanation you reach will be completely self-centered and self-serving, just like your other justifications and rationalizations about everything, which always reach the same conclusion: that I'm wrong, and terrible, and that you're a Good Person, and it's OK for you to just shit all over me.)

Since there is no such thing as downvotes or flags in real life--and since you don't have any actual rebuttal to offer to what I say, in 95% of cases--therefore your only choice (other than listening and, you know, learning) must be to sit quietly and fume in the corner, were you to suffer the indignity of hearing my horrible and unacceptable opinions spoken in the vicinity. So I guess that's what you do.

If you run into me in real life, feel free to speak up and make yourself known next time. Be sure to froth at the mouth as you call me a lunatic and a maniac and so on. Really, the more hatred you launch in my direction, the more success you will surely have. Everyone who hears will be thoroughly impressed at how right you are and how terrible I am.

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

#62
post #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.

Eh, I don’t really think that this is an “or” situation. I think that this is an “and” situation. The last time that I set up Xash3D FWGS, I had to copy files from the version of Half-Life that I own on Steam into a different folder so that those files could be loaded by Xash 3D FWGS. I haven’t tried Xash 3D FWGS in a while, but it looks like you still have to do that [1]. Also, are you sure that the Steam version of Half-Life is Windows only?

[1]: https://github.com/FWGS/xash3d-fwgs/blob/f0342763547d9bcf486...>

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

#63
post #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.

Its ported to Linux just like cs 1.6. Not sure how good Mac build is though.

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

#64
post #58

Earlier quoted context omitted.

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

Eh, I don’t really think that this is an “or” situation. I think that this is an “and” situation. The last time that I set up Xash3D FWGS, I had to copy files from the version of Half-Life that I own on Steam into a different folder so that those files could be loaded by Xash 3D FWGS. I haven’t tried Xash 3D FWGS in a while, but it looks like you still have to do that [1]. Also, are you sure that the Steam version of…

[deleted]

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

#65
post #58

Earlier quoted context omitted.

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

Eh, I don’t really think that this is an “or” situation. I think that this is an “and” situation. The last time that I set up Xash3D FWGS, I had to copy files from the version of Half-Life that I own on Steam into a different folder so that those files could be loaded by Xash 3D FWGS. I haven’t tried Xash 3D FWGS in a while, but it looks like you still have to do that [1]. Also, are you sure that the Steam version of…

> Also, are you sure that the Steam version of Half-Life is Windows only?

You're right! It looks like Linux has a native build too. Apparently the Windows version, through Proton, runs better though (not that it matters).

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

#66
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?

As long as the assets dont contain code, they're kind of fair game. The rule of thumb is you cannot redistribute them, but if the person owns a legal copy you can point to them on their local system. It is not up to you to figure out if they're pointing to a pirated copy or a legitimate copy mind you.

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

#67
post #63
post #58

Earlier quoted context omitted.

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

Its ported to Linux just like cs 1.6. Not sure how good Mac build is though.

Steam version: This product is not compatible with macOS 10.15 Catalina or above.

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

#68
post #60

Earlier quoted context omitted.

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

Another great question, and another good opportunity to supply you with true facts and deep knowledge of reality. Here we go. (This is turning into a real educational opportunity, unexpectedly.) I have never-- not once in my entire life --been so mistreated in person as I have been online, here or elsewhere. It simply does not happen, for some reason. At all. Ever. This is not to say I haven't ever met any of you onl…

> It simply does not happen, for some reason. At all. Ever.

Do you speak the same in-person as you do online? Most people probably could not parse any of what you posted, even with context. The most they'll pull from it is the Nazi correlations, and they probably won't extrapolate nice things from there.

I have thick skin, I dislike copyright and keep the company of all sorts of malcontents. If you lashed out against me for refusing to use your copyrighted code in real life, then yeah I would hold you very deeply in contempt. Or assume that you're an undercover agent of some sort trying to peer-pressure me into crime.

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

#69
post #52
post #15

Earlier quoted context omitted.

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…

> 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.

AFAIK some of the improvements include much better light bouncing techniques, transmission of surface colors like source does, more accurate lights, spotlights that emulate what source spotlights does and faster compilation (computers also got faster and MT support helps a lot). That alone allows level designers to be more ambitious by taking advantage of faster iteration and place even more lights.

I do agree that there are likely dozens if not hundreds of reasons why maps can and usually do look way better today than what could be done in the past. Hell, even level designer proficiency with the tools as time goes is also surely a reason.

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

#70

Earlier quoted context omitted.

Another great question, and another good opportunity to supply you with true facts and deep knowledge of reality. Here we go. (This is turning into a real educational opportunity, unexpectedly.) I have never-- not once in my entire life --been so mistreated in person as I have been online, here or elsewhere. It simply does not happen, for some reason. At all. Ever. This is not to say I haven't ever met any of you onl…

> It simply does not happen, for some reason. At all. Ever. Do you speak the same in-person as you do online? Most people probably could not parse any of what you posted, even with context. The most they'll pull from it is the Nazi correlations, and they probably won't extrapolate nice things from there. I have thick skin, I dislike copyright and keep the company of all sorts of malcontents. If you lashed out against…

I am a descendant of the man called Sequoyah, if it's not obvious. Writing clearly and expressively is not difficult for me. I do it as easily as breathing. If you can't parse my perfectly clear and understandable language, the problem is with you and not me.

I didn't "lash out" at anyone. I simply asked why waste time on this when you can just use the original source code. It's a valid question, isn't it?

It's also a perfectly cromulent place to express my completely valid opinions about the abomination and complete waste of time and energy that is copyright law, isn't it?

So what is the actual problem here, other than your butthurt feelings, that are in fact a personal problem of your own creation and have nothing to do with me? ... Ah, it seems I answered my own question.

Again and again we come back to the root of the problem: Why are you so determined to find some kind of flaw in me and my opinions? Pull the log out of your own eye first.

Why do you hate me so much that you enjoy censoring and shutting me down at every step, preventing me from expressing my valid thoughts? Isn't that abusive behavior of the sort that one expects from a tyrant, not from a supposedly free society?

Is this the paradise you had in mind to create when you genocided my ancestors and drove the survivors from our land? Well, you did not succeed in deporting or killing me. Nor will you silence me.

If you were truly correct in your own opinions, you could easily outargue me. A look at my post history will show at least one or two examples where I admitted the other guy was right when they clearly were. I guess that's considered an amazing superpower these days, since it never, ever happens anymore. No, you'd rather fight LITERALLY TO THE DEATH in some cases rather than allow for an alternate viewpoint.

And you wonder why people all over the world say your nation is corrupt and full of arrogant criminals. Gee, I wonder how they ever came to that conclusion.

You often call yourself "polite society", but you're not really very polite, are you?

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