• Half-Life Chat V11 - 20th anniversary edition
    999 replies, posted
Ah, back when Biohazard made that Source Shader Editor. Good times. Source is a fickle beast. I mean, Source 2 has been out since 2015. Just not in SDK form. You might as well get your feet wet with one of the few branches (SteamVR/Dota2), rather than wait for a full-blown SDK which will likely not come for a few years.
So my friend is making a mod and one of the parts has you going up an elevator, then has the door open after it stops. Problem is he doesn't know how to make it open. What do you do?
you give a name to the door and then can use/activate it with many triggers available: trigger_once, trigger_auto, trigger_auto with multimanager (for delay) direct your friend to these guides: Wiki
https://twitter.com/SlappyCromwell/status/1062890321074421760 Marph might be making a video, tweet at him. X1 Late Marphy Black
I think the goldsrc minerva prequel (was it called someplace else?) should be there
NO! Stay back! GORDON!
Reposting from LAMO pics https://www.youtube.com/watch?v=o52L7EaZk7I&feature=youtu.be&ab_channel=Prost8Tootie
https://files.facepunch.com/forum/upload/441/0f90fd91-fda5-4940-b80f-527abbbcfe40/scream1.wav
The scientists are just endearing, period. On a related note, we are never going to find out who ate all the donuts...
It was Otis, clearly.
And also why do we all have to wear these ridiculous ties?
Does 007: Nightfire count as a Goldsrc mod?
@Marphy Black is that just Poke646? Why not include its sequel, Vendetta?
https://youtu.be/2FEtOTFJCXA
Wait a minute. He has the original CD and stuff, but plays in OpenGL mode? Where are my pixels?!
It's a video for Half-Life, not it's expansions. Also, correct me if I'm wrong, Half-Life shipped with OpenGL support. He also likely wanted to put a heavier focus on the original 1998 release and not future console ports (his channel also doesn't focus on console gaming, but PC gaming.) [sp]Xen also did suck, was created a few months before the game shipped and heavily rushed to meet the deadline[/sp]
hold up hold up WHAT? Who the fuck actually likes xen? Its the worst part of half-life 1
I do (aesthetically that is, the gameplay can go eat my crotch)
Xen is kind of a guilty pleasure for me, but I definitely understand why people hate it (You should never, ever have platforming in a fps.) I can't wait to see what Black Mesa does with it, looks amazing.
It's perfectly fine. People who don't like Xen are usually the same scrubs who suck at the platforming in the game too.
Xen was fine, it was just a step below everything else because everything else was fantastic.
I still think Xen is very underrated if only because it really feels alien. I mean its no Power Up or Surface Tension by any means, but I just love so much how it feels like a properly hostile place that you're not supposed to be in. Most of the dead guys with the ammo and medkits are in corners, dead ends or hidey holes, theres bottomless pits and fucked up architecture everywhere, and weird ass shit like the anuses that open and close on that one spot in Interloper. Xen to me is a great climax that makes you go "holy shit" instead of "HOLY SHIT!!!" and for that I will always love it if anything is the worst part of HL its the Lambda Complex idk why the fuck nobody mentions Lambda Complex
https://files.facepunch.com/forum/upload/205958/efadd5f7-cc3b-445c-bd9b-6519275e5955/Teleport_Nihilanth.jpg This one Xen map is still my favourite location in the series.
worst part is the tram ride of subsequent playthroughs
Are there people that unironically enjoy playing in software mode?: -there's no texture filtering so everything looks blocky as hell -the game ignores your dedicated graphics so it runs like ass -there's screen tearing everywhere -there's no anti-aliasing I'm pretty sure there's a console command that disables texture filtering anyway.
map c1a0 every time
The software renderer is the only way the game can be viewed with the textures are displaying in their proper and intended resolutions. It's obvious that the almost all of the game's art was designed with the software renderer in mind as they use arbitrary dimensions. The OpenGL renderer can only handle power-of-two dimensions, so it has to rescale the textures at runtime, resulting in artificial blurring and loss of detail. Software: https://files.facepunch.com/forum/upload/109778/bcb1f8cc-2197-43cb-9223-58126e744b19/hl1_software.jpg OpenGL (texture filtering enabled): https://files.facepunch.com/forum/upload/109778/7eb21efd-b446-42f2-bca5-80437320a1a4/hl1_opengl_linear.jpg In the OpenGL renderer, note how the green bars on the graph are smearing together and also show at random brightness levels, and the crystal clear 3x5 pad above the phone became a smudged 2x5 mess. There are many more issues in this one comparison alone, but don't forget that a vast majority of the game's textures suffer from this problem. Also, disabling the texture filtering in the OpenGL renderer is not a solution to match the software renderer. The textures are still rescaled regardless: https://files.facepunch.com/forum/upload/109778/9b623be0-4874-4f01-b477-853dc556b0f3/hl1_opengl_nearest.jpg Also, now that Valve removed the DIrect3D renderer, the software renderer is the only method available in any current release of Half-Life to correctly display all of the game's lighting. This goes back to the lack of overbrightening in the OpenGL renderer, ergo the reason why Half-Life has looked so flat, dark, and boring for many years now. Here are some lighting comparisons, OpenGL followed by software in each case: https://files.facepunch.com/forum/upload/109778/b68301ff-c099-4e1b-8b2a-8ef0fd0569dd/hlogl_01.jpg https://files.facepunch.com/forum/upload/109778/e74df9b9-ecf6-4ad5-bb87-9e4d870a091b/hlsw_01.jpg https://files.facepunch.com/forum/upload/109778/80d866ea-942f-4f0b-82f8-0bdb791d8266/hlogl_02.jpg https://files.facepunch.com/forum/upload/109778/6ca4a4e1-3c2b-47d3-916f-e2f8f3da99d8/hlsw_02.jpg https://files.facepunch.com/forum/upload/109778/3b378b06-83c1-46d8-8370-134ce326671e/hlogl_03.jpg https://files.facepunch.com/forum/upload/109778/7eb95ed0-e949-48ea-aa58-a365cdfc42e4/hlsw_03.jpg
I'm remember someone in one of these Half Life threads posting something about ancient 3DS Max files that were hidden in the Half Life directory. Does anyone know what was up with that?
You're likely thinking of the Half-Life SDK, which has 3DSMax files for the models provided in the SDK.
yeah lambda core is the opposite of fun
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