https://github.com/FWGS/xash3d-fwgs
Easy to use Mac build here: https://www.macsourceports.com/game/halflife
[1]: <https://github.com/FWGS/xash3d-fwgs/blob/f0342763547d9bcf486...>
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).
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 on Oblivion and Skyrim content loading on the side, though perhaps that's a more obvious future vector for that project.
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."
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.
> 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.
The rules here suck. Dang is a bad admin. YC is rotten to the core.
(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.
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.
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?
Funnily enough the looks of this HL2 through this engine makes it flow more with HL1 than I could expect; an interesting reverse Half Life: Source / Black Mesa / demake of sorts.
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 level design.
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.
It was either ZHLT or VLHT, or something like that; looks like more alternatives have been written since then.
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...
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.
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.
Now you can just kind of pile it into a block of RAM, aim a chunky ASIC at it, and pull the trigger every frame.
In the late 90s a mate of mine did a phenomenal video of a Quake demo (you could record all player movements and camera positions as a "dem file") that he'd rendered out, raytraced in POVRay. I printed it to VHS for him as part of a showreel, and never thought to keep a copy myself.
GZDoom/UZDoom is a similar grey area, it is built on the original Doom codebase but they've added so many features that it's practically its own distinct engine now. Those forks can even render arbitrary 3D models, which OG idTech couldn't do until Quake.
But it is the same overall code structure, the same game, etc.
All these oss quake engines, are they quake? Ironwail, quakespasm vkQuake?
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).
I see impressive stuff with reimplementations such as Surreal Engine, but they will require far more powerful machines.
If Surreal had a software renderer (not requiring AVX or similar) running under an SSE2 machine, that would yield even more respect, because if your reimplemented engine runs in legacy machines the portability would explode. Just have a look on Scummvm on how many platforms and OSes can it run. Or the Super Mario port for PC, where some fork supports even 3DFX under DOS, and GL 1.2. Thus runnable under TinyGL with no 3D accelerators and even under Plan9/9front with custom tweaks.
Seems to be using a dnsft.cloud.zyxel.com certificate. Is this a home router?
# host code.idtech.space
code.idtech.space is an alias for idtech.space.
idtech.space has address 192.99.32.215
idtech.space has IPv6 address 2607:5300:60:47d7::Seems like you or someone upstream of you uses a Zyxel brand device that has some kind of dns content filtering enabled. You should be able to get around this on a given machine by configuring an alternate dns provider (dns over https, cloudflare's 1.1.1.1, google's 8.8.8.8, quad9's 9.9.9.9, etc.) or doing something similar at your own router/dns resolver/dhcp server if it's not the thing doing this.
Thx for the replies.
Then again maybe that level of detail even in idtech1 would have required more computing than was available for many years.
Good job keeping me away with Anubis, btw.