Impressive. Shame Valve still hasn't open-sourced the GoldSource engine yet, though I suppose Nexon and the Sven Coop lead dev have paid licenses that they still want to extract value from.
Everything's open source in the age of LLM-assisted Ghidra...
Developer gets Half-Life running at 30 FPS on a Nokia N95
61–70 of 125 posts
Re: Developer gets Half-Life running at 30 FPS on a Nokia N95
#62Earlier quoted context omitted.
I would love a modern version of the N900/N810. If I could get one with a recent ARM processor, good slide out keyboard, and running a more desktop-oriented Linux install (meaning more hacking/developer friendly than just Android), I'd be seriously tempted. Sadly, I assume the current component prices would mean it would be too expensive to be realistic.
Not ARM but checkout the PinePhone, its also pretty much sold at cost (same as most Pine products)
Re: Developer gets Half-Life running at 30 FPS on a Nokia N95
#63Oooh! I fondly remember my N95! Pictures and movies it took were great , at least for the time, and it had apps and a lot of stuffs like a browser that were presented as new on the phone space when the first iPhone was released, while I had my N95 for almost a year at this time. Symbian was a really nice system.
Re: Developer gets Half-Life running at 30 FPS on a Nokia N95
#64Earlier quoted context omitted.
Quake ran smooth on a Pentium 100. Half-Life absolutely wouldn't have, even at 320x240.
I played it back when it came out on a P166 in software mode and it was fine at that resolution.
Like I remember Doom running fine on my 486 SX 25Mhz, but looking back at it now, it wasn't that great. It took a top end Pentium to really get it into smooth-ish 20fps+ territory.
Re: Developer gets Half-Life running at 30 FPS on a Nokia N95
#65Earlier quoted context omitted.
nope. 14fps on pentium 200mhz with 32mb ram in 512x400 or similar mode (640x480 was too much)
Yeah, I remember playing it on a P233MHz without a 3D graphics card... It was sort of playable, but any alpha-blended effects like muzzle flashes or explosions slowed it to single-digit FPS for a second :D Still, I played it through like that. Today's gamers complain if a game momentarily drops below 60fps or whatever.
"My game froze for 100ms on a one time shader compilation dropping... totally unplayable!"
I get it, shader compilation is a little pain point but it isn't that bad. Some compilation times are less than the frame times we used to play at in the 80's/90's.
Re: Developer gets Half-Life running at 30 FPS on a Nokia N95
#66Earlier quoted context omitted.
nope. 14fps on pentium 200mhz with 32mb ram in 512x400 or similar mode (640x480 was too much)
Didn't you have a Voodoo-card or something? I'm quite sure I could run HL1 on a P166 with a Voodoo-card with ok frame rate.
Still remember the concern when Quake 3 would require a GPU as they were not entirely ubiquitous then. It was the right more and it helped the industry forward but it was a little pain point at that time.
Re: Developer gets Half-Life running at 30 FPS on a Nokia N95
#67Earlier quoted context omitted.
They bought the HL1 rights back from Sierra in the early 2000s. The real problem is that the code is not in a distributable state and nobody at Valve feels like working on putting it into a distributable state ( https://github.com/ValveSoftware/halflife/issues/1712#issuec... ): > A while back Valve [had] a partner perforce server that had depots of the source files for both gold source and source that were shared wit…
Didn't Valve release a huge update to Half-Life in 2023 (i.e. 6 years after the linked comment was written)?
Re: Developer gets Half-Life running at 30 FPS on a Nokia N95
#68Earlier quoted context omitted.
Yeah that's just the game logic which has been out since 1999. The rendering/networking/animation/UI/sound etc stuff is all still closed source (though apparently there is a leak from a Counter-Strike Online developer circulating among private hands - some code was contributed to Xash3D which perfectly implemented a non-trivial scripting system which was suspicious enough that it was removed).
Isn't that because a lot of GoldSrc was idTech-derived enough that the legality of open sourcing it is trapped in contract law limbo? Even though those years of the idTech engine itself are now also open source, the contracts at the time did not plan for that and it is likely at this point that solving those contracts would be a 3-way legal question between Microsoft (ActiVision because of Vivendi/Sierra, Half-Life's…