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    Wednesday, November 6, 2019

    Half-Life uh what’s tyler up to

    Half-Life uh what’s tyler up to


    uh what’s tyler up to

    Posted: 06 Nov 2019 11:52 AM PST

    Half-Life VR is a marvelous experience! [Lambda1vr for Quest]

    Posted: 06 Nov 2019 04:15 AM PST

    Half-Life 2 'deathmatch' gameplay (2007)

    Posted: 06 Nov 2019 09:14 AM PST

    Jojo Half-Life 2 mod

    Posted: 06 Nov 2019 03:15 PM PST

    I made Freeman in DOOM's avatar creator.

    Posted: 06 Nov 2019 11:36 AM PST

    [Modding] Im gonna attempt to recreate blood e1m1 in goldsrc, im not used to goldsrc or source so im having a lot of issues. i could use some tips. and thanks

    Posted: 06 Nov 2019 03:17 PM PST

    Uncle Mike. A series of articles on the internal structure of Quake engines. Intro

    Posted: 06 Nov 2019 10:44 AM PST

    Even 16 years later, the vast majority still have an extremely vague idea of ​​the principles of operation of Quake engines. This simple fact prompted me to write this series of articles (well, or at least the first article of this series). There are practically no articles on the internal structure of Quake engines, and those that still exist are just a miserable translation about the principles of BSP. Moreover, this translation is of such poor quality that on the one hand it's already difficult to understand what it is all about, and on the other hand it's still a shame to admit it. Therefore, the mappers advise these articles to each other and then ask each other with a clever look: "Well, what? Did it help you?" On the gamedev.ru website, you can still find statements about the excessive brutality of the Quake code, and one friend even looked for a camera class in it for two days but could not find it. Because of this, many people have their idea of ​​how game engines are written based solely on beginner books with titles in the spirit of "How to Make a Game Yourself". These books do a good job of conducting an initial educational program, but all the examples in them are not even somewhat competitive. That is, roughly speaking, the book gives a simple example of how to do this and that, but the fact that in real conditions this example will act as a key "brake of perestroika" and is simply unsuitable for serious game is always bypassed. Moreover, the literature on how to write serious engines essentially does not exist in nature. It is assumed that for a competent programmer, it is enough to outline the algorithm and then the programmer will write everything on his own according to this algorithm. As a result, we have a lack of information just for that layer of beginners who already have a rather definite idea of ​​the work of 3D engines but still have no idea of ​​the methods themselves and not about abstract methods, but about those that really work and give acceptable results. In other words, even on the basis of all these examples available to us, we still cannot create a full-fledged engine.

    Once upon a time (in 2002) on gamedev.ru there was a good educational project GUNgine pursuing similar goals, but unfortunately after the 12th lesson it was curtailed and the example lessons themselves went away. But actually, I don't set myself the goal of writing such an example engine, since id Software in general and a certain citizen named Carmack in particular managed this task. And yes, you understood me correctly: I believe that the study of the internal structure of the engine - which was used almost without changing its core and architecture in the development of a good hundred games and mods - deserves to devote a series of articles to this in which the main mechanisms and methods for their implementation are examined .

    The first thing I would like to highlight is the mechanisms for cutting off objects and parts of the level that are invisible to the player both on the client and on the server, since this is one of the main mechanisms that provides the engine with acceptable performance even on slower machines. The themes for the remaining articles from the cycle, I think, will be determined by our forum users in the form of wishes and suggestions. The main aspects will be disclosed in relation to the entire range of Quake engines from the first to the third because there are many similar mechanisms and sometimes Half-Life will be mentioned if this mechanism has some differences there. In addition, there will be a separate article devoted to the loading, rendering and coloization of studio models that are used in Half-Life (because there is practically no information on this topic either).

    So let's go.

    © Unkle Mike 2011

    submitted by /u/crystallize1
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    Hey everyone, this is just a small post to let you guys know that the Source project Vance is looking for mappers!

    Posted: 06 Nov 2019 08:50 PM PST

    Vance is a mod that takes place in an alternate universe where Gordon Freeman never shows up, leaving the liberation of humanity to Alyx Vance. We've made some great progress after over a year of development, including some major improvements to Source's lighting engine, tons of high-quality models, and the implementation of new gameplay mechanics. But, we could use some help with mapping, which is where you folks come in.

    If you have any mapping experience, DM me (brandy#010) on Discord with some examples of your work. Hope to see you!

    https://www.moddb.com/mods/vance

    submitted by /u/angrygamingangrybird
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    What is the cylindrical box with the number 8 on it in HL1?

    Posted: 06 Nov 2019 03:06 PM PST

    I can't figure out what it does. I found it in Xen.

    submitted by /u/Chetey
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    "Could not load library client" error when trying to run HL2 MMod. Any suggestions?

    Posted: 06 Nov 2019 05:08 PM PST

    Hi! I've been a massive fan of both HL1 and HL2 for a while now, and I found MMod (basically a revamp to weapon models and animations) and i was super excited to play it, but when I installed the mod I got the "could not load library client" error. Any idea what I can do to fix this?

    Some useful information:

    Operating System: Mac OS High Sierra 10.13.6 with 4GB RAM and Intel HD Graphics 5000

    Software Installed: Half Life 2, MMod, Source SDK Base 2013 Singleplayer, Steam

    Things I've tried: Restarting the game, restarting the computer, verifying the cache of HL2, testing the SDK, setting the SDK to Upcoming in the Betas, reinstalling all of the software mentioned above except for Steam and looking for answers elsewhere on the internet.

    submitted by /u/Mandox2002
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    Best VR System for Source Games?

    Posted: 06 Nov 2019 03:52 PM PST

    Hi, I'm looking for my first, and probably only VR system. I don't plan on walking around in my room other than crouching or moving side to side. I am also only plan to play Source Games in VR, when that becomes a big thing. Such as Garry's Mod VR, Half-Life VR, or any other VR supported Source Games available. I also plan to play games such as Beat Saber, and VR Chat. Does anyone have a good recommendation on the best System for that?

    submitted by /u/limecatads
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    Easy Canal Shortcuts in "Unforeseen Consequences"

    Posted: 06 Nov 2019 12:03 PM PST

    Half Life 2 Reshade help?

    Posted: 06 Nov 2019 09:18 AM PST

    Hey everyone, I want to install Reshade for HL2 : Update, I put the d3d9.dll and .ini files into the bin, but it just makes the game look weird, the debug view shows this, but it's supposed to look like this (from a reshade forum).

    Reshade does find the effects through the path I directed it to so that's not a problem, I've also set a key to disable the UI which does change the debug view, but as you can see it's super blurry.

    I also tried using a 32 bit d3d9.dll with an older version of Reshade but that doesn't work either.. I'm very new to it so it'd be cool if someone could help me out!

    Thanks in advance!

    submitted by /u/Artixe
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    i have no idea why i made this but i want to share it

    Posted: 05 Nov 2019 10:07 PM PST

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