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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

#72

Earlier quoted context omitted.

> 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…

I have no defense for HN; the website is designed poorly, moderated inconsistently, and the YC-affiliated retinue is sketchier than a pencil drawing.

That being said, people who take things personally for no reason is exactly the reason the "flag" button exists. We all know that the Half Life source code is out there on the internet, most of us agree that copyright is stupid, and a good handful of us are probably deliberately violating copyright law. That isn't your excuse to deride people who make things that don't conform to your (literally illegal!) outlook on society.

This is a really cool project that is in no way invalidated by the existence of leaked source code. Your copyright tangent is a non-sequitur and deserves to be flagged.

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

#73
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.

the windows version is playable on macos through wine. Even modern version, I got it running on a m2 mac mini on Macos 15 sequoia

EDIT: this was for HL1 I’m not sure about HL2

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

#74
post #67
post #63

Earlier quoted context omitted.

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.

Yeah Apple's latest round of breaking changes hasn't been addressed (and seemingly won't be).

The Linux and Mac ports happened in 2013 or so (presumably getting one working went a lot of the way to getting the other working, though there is some speculation that Apple poured in some money to help make it happen).

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

#75
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.

I used to do a bit of mapping back then (nothing that survived to this day, thankfully); as I recall, practically nobody used official map compilers. As it often happens, the community wrote replacements that were much faster for debug "-O0" builds, and generated lightmaps of a significantly higher quality for the release "-O2" builds. It was either ZHLT or VLHT, or something like that; looks like more alternatives h…

The Z from ZHLT ended up working for Gearbox Software.

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

#76
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…

What's the point of using this xash thing then?

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

#77
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

IMHO, if you want to play Half-Life today, go get Black Mesa, an absolutely fantastic fan-made remake with Valve's blessing:

https://store.steampowered.com/app/362890/Black_Mesa/

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

#78

Earlier quoted context omitted.

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…

What's the point of using this xash thing then?

It’s open source and runs on all kinds of platforms. Original HL1 runs on old Windows and IIRC DOS. Nowhere else

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

#79
post #78

Earlier quoted context omitted.

What's the point of using this xash thing then?

It’s open source and runs on all kinds of platforms. Original HL1 runs on old Windows and IIRC DOS. Nowhere else

Valve updates HL1 every few years so it runs on contemporary platforms. DOS was ancient history by the time HL came out, you might be getting it mixed up with Quake1

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

#80

Earlier quoted context omitted.

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…

What's the point of using this xash thing then?

For whatever reason, Valve doesn't want to open source the engine so some people have taken it upon themselves to build a reverse-engineered engine (which now runs on Android, in the browser etc).
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