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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

#31
post #11

Half-Life 2 looks incredible in Quake 1, what gives?

Quake's engine is open source and for example nvidia used it in some more recent tech demos, although this one's for Quake 2: https://www.nvidia.com/en-us/geforce/news/quake-ii-rtx-v1-2-...

Quake 2 was when they added multi-colored lighting - it's really aged well.

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

#32
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 lighting is one of the main area's that really improved a lot.

For standard Q1 mapping ericw tools [0] is great (the page has some nice previews).

This project seems to use Nuclide for building which by default uses vmap compiler [1][2]. Which is really Q3 but I think FTE handles that well internally as the newer format has some more modern features.

> Powerful BSP compiler. Use VMAP to bake levels like you're used to from similar engine technology, with high quality lightmaps, cubemap-based environment mapping and adjustable vertex colors on spline-based meshes.

[0] https://ericwa.github.io/ericw-tools/

[1] https://developer.vera-visions.com/d4/d50/radiant.html#autot...

[2] https://github.com/VeraVisions/vmap

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

#33
post #17
post #8

Earlier quoted context omitted.

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?

I think the litmus test is weather they are backwards compatible with old maps/campaigns from the original engine/game. Half-Life 2 sure won't play quake maps nor will it play hl1 maps.

> Half-Life 2 sure won't play quake maps nor will it play hl1 maps.

Not without modifications but Half-Life: Source is essentially a tech demo to show that they can be ported easily (if you are OK with dropping some pesky features like randomized wall textures).

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

#34

SSL_ERROR_BAD_CERT_DOMAIN Seems to be using a dnsft.cloud.zyxel.com certificate. Is this a home router?

Maybe you are MITM`d?

Ah. Looks like it is being blocked by my corporate software.

Thx for the replies.

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

#35
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…

[dead]

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

#36
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…

[dead]

Why not just install it from Steam?

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

#37
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…

[dead]

Someone did something interesting to them and shared it with the world. That you feel is a waste of time does not add to the conversation and more broadly acts as a chilling effect on others who might want to share their interests.

When it comes to something like this, mom's advice is golden: "If you don't have anything nice to say, don't say anything."

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

#38
post #37

Earlier quoted context omitted.

[dead]

Someone did something interesting to them and shared it with the world. That you feel is a waste of time does not add to the conversation and more broadly acts as a chilling effect on others who might want to share their interests. When it comes to something like this, mom's advice is golden: "If you don't have anything nice to say, don't say anything."

It's a waste of time made necessary ONLY because of copyright law. As I explained.

As is THIS ENTIRE COMMENT THREAD.

And 10,000x other comment threads exactly like it, with you fools arguing back and forth for 300 pages about the subject.

What a complete waste of time and energy. Thanks, copyright law.

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

#39
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…

[dead]

I'm also wonder why, but who cares, it's cool and fun. If someone wants to spend their time doing it, great. It's a lot more valuable than the time you spent writing that disparaging comment.

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

#40
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…

[dead]

Tho I also disagree with you, I just want to point out the many HN guidelines[1] you are violating:

> When disagreeing, please reply to the argument instead of calling names. "That is idiotic; 1 + 1 is 2, not 3" can be shortened to "1 + 1 is 2, not 3."

> Don't be curmudgeonly. Thoughtful criticism is fine, but please don't be rigidly or generically negative.

> Please don't fulminate. Please don't sneer, including at the rest of the community.

> Please don't comment about the voting on comments. It never does any good, and it makes boring reading.

I don't think downvoting your comment is super useful either but there are elements of how you are interacting that are not related to your argument that you could change to be less likely to be downvoted.

[1] https://news.ycombinator.com/newsguidelines.html

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