• The Half-Life 1 Alpha leak
    1,545 replies, posted
I just ran it how it came from the BIN image and it worked fine. I just swapped out the P133 for a P200 MMX and re-ran the timedemo on the Voodoo. It got 29.8 fps average and some of the slowdown on the mech model went away. Must be them MMX instructions and larger L1 cache.
Ok, so removing voodoo fps cap brings a peak of 1938 fps. With my wip glitchy graphics revamp, its hovering around 100 fps and freezes constantly. IM SO GLAD THIS IS FINALLY WORKING. I think if enough people work on minor aspects of the alpha, we could officially release a revamp.
[QUOTE=ExTek;39176910]How do you get the decals to stop blinking? :( [/QUOTE] Download a Glide wrapper. I use [url=http://www.zeus-software.com/downloads/nglide]nGlide[/url] and it works fine.
[QUOTE=Aircraft;39176402]I found the error: [IMG]http://i.imgur.com/WoU6p.png[/IMG] Although less than desirable, it works now.[/QUOTE] What exactly are you working on here?
Slowly but surely porting the graphical functions from nfs3 to this alpha. Both were released in the same year. Btw this is nfs3's graphics quality in GLIDE of all things: [video=youtube;7ZCeK1AgRbc]http://www.youtube.com/watch?v=7ZCeK1AgRbc&list=UUe53eKoyrR_HSvTzioWszQg&index=2[/video] That photo is the new lighting halfway implemented.
[QUOTE=bohb;39176978]I just ran it how it came from the BIN image and it worked fine. I just swapped out the P133 for a P200 MMX and re-ran the timedemo on the Voodoo. It got 29.8 fps average and some of the slowdown on the mech model went away. Must be them MMX instructions and larger L1 cache.[/QUOTE] GOTY half-life required at least a 233mhz MMX Pentium I believe which is the fastest Intel socket 7 chip there was. You should also probably see an FPS boost if you switch to a Voodoo2.
[QUOTE=TheTailor25;39169938]Actually. [video=youtube;kTJF4b8XWt8]http://www.youtube.com/watch?v=kTJF4b8XWt8[/video][/QUOTE] Ah, so that's the first concept from 1999. Welp, unfortunately it's impossible to leak anything related to this build. There wasn't any beta testers and I'm sure nobody will try to do the same thing as that german hacker who stole HL2 beta. So, this trailer is probably the only thing left of that old TF2.
[QUOTE=MIPS;39177421]GOTY half-life required at least a 233mhz MMX Pentium I believe which is the fastest Intel socket 7 chip there was. You should also probably see an FPS boost if you switch to a Voodoo2.[/QUOTE] I have tried running HL1 (Original v1.0) on a 200mhz Pentium MMX with a Voodoo2 12MB and 48mb RAM. It runs below playable framerates even at the lowest resolutions.
[QUOTE=Aircraft;39177004]Ok, so removing voodoo fps cap brings a peak of 1938 fps. With my wip glitchy graphics revamp, its hovering around 100 fps and freezes constantly. IM SO GLAD THIS IS FINALLY WORKING. I think if enough people work on minor aspects of the alpha, we could officially release a revamp.[/QUOTE] I wish I had enough skill in the technical mumbo jumbo so I could help but nooo I had to educate myself in design AT LEAST I CAN TAKE NICE PHOTOS
[QUOTE=Folstream;39177601]I have tried running HL1 (Original v1.0) on a 200mhz Pentium MMX with a Voodoo2 12MB and 48mb RAM. It runs below playable framerates even at the lowest resolutions.[/QUOTE] Okay, now I'm tempted to build a rig and see what happens.
[QUOTE=MIPS;39177421]GOTY half-life required at least a 233mhz MMX Pentium I believe which is the fastest Intel socket 7 chip there was. You should also probably see an FPS boost if you switch to a Voodoo2.[/QUOTE] I could try that next, I have 4 voodoo2 boards (2 x 8 MB and 2 x 12 MB.) But Voodoo GPUs from any generation of Voodoo were historically bottlenecked because they couldn't be fed data fast enough by the CPU. Just using a faster CPU has more of an effect on framerate than swapping out voodoo boards.
[QUOTE=bohb;39177782]I could try that next, I have 4 voodoo2 boards (2 x 8 MB and 2 x 12 MB.) But Voodoo GPUs from any generation of Voodoo were historically bottlenecked because they couldn't be fed data fast enough by the CPU. Just using a faster CPU has more of an effect on framerate than swapping out voodoo boards.[/QUOTE] True, I currently have my Voodoo2 12MB in a Dual Core/4GB RAM computer with Windows XP on it. It runs Half-Life fully playable and Unreal/Unreal Tournament runs great with Glide. Quake 1-2-3 all work great too. It refuses to run any games above 800x600 though since I don't run the card in SLI.
[QUOTE=Folstream;39177601]I have tried running HL1 (Original v1.0) on a 200mhz Pentium MMX with a Voodoo2 12MB and 48mb RAM. It runs below playable framerates even at the lowest resolutions.[/QUOTE] That doesn't make sense. A Pentium MMX was the most fancy P5 CPU at the time of Quake's release, and there was no 3D acceleration.
[QUOTE=Silikone;39178262]That doesn't make sense. A Pentium MMX was the most fancy P5 CPU at the time of Quake's release, and there was no 3D acceleration.[/QUOTE] It runs Quake just fine, Quake II gets some framerate drops but is playable. Half-Life and Unreal run but are below playable framerate. Don't ask me why.
[QUOTE=Silikone;39178262]That doesn't make sense. A Pentium MMX was the most fancy P5 CPU at the time of Quake's release, and there was no 3D acceleration.[/QUOTE] Just because Half-Life was based on Quake, doesn't mean they're anywhere close to being the same. There were two things that made HL more demanding than Quake. The first was the vast array of new engine features that HL introduced. The second would be that although the rendering engine was improved somewhat over Quake, Valve didn't completely get rid of the inefficiencies that lingered from Quake. To render larger more complex worlds took more resources than otherwise necessary if it would have been optimized to something like the Source renderer. Even if it was further optimized, binary space partitioning has limits. The mods Natural-Selection, DMC and Team Fortress Classic made it readily apparent the renderer was subpar. It wasn't until much later when computer CPUs moved into the gigahertz range and video cards became sufficiently powerful did it offset this problem. [QUOTE=Folstream;39178318]It runs Quake just fine, Quake II gets some framerate drops but is playable. Half-Life and Unreal run but are below playable framerate. Don't ask me why.[/QUOTE] Unlike Half-Life and BSP, the Unreal engine relied on each individual mapper to create their own visibility matrices by using area portals. This resulted in an overall lower but consistent framerate (compared to the wild fluctuations in HL depending on how big of a room you were in.)
[QUOTE=Bumrang;39162670]Videos that guy linked if anyone is wondering: [video=youtube;phTjVY04_k0]http://www.youtube.com/watch?v=phTjVY04_k0[/video] [/QUOTE] That's quake-style vertex animation! So somewhere around that time they implemented real-time bone animation support. Interesting, considering how we're kind of struggling with this inconvenience of the quake engine during the development of Conscript.
[QUOTE=H4ngman;39179528]That's quake-style vertex animation! So somewhere around that time they implemented real-time bone animation support. Interesting, considering how we're kind of struggling with this inconvenience of the quake engine during the development of Conscript.[/QUOTE] Bone skinning is piss easy, not so much on psp but still trivial. Not sure why you're having problems with adding it.
[QUOTE=Folstream;39178318]It runs Quake just fine, Quake II gets some framerate drops but is playable. Half-Life and Unreal run but are below playable framerate. Don't ask me why.[/QUOTE] GLQuake or vanilla?
[QUOTE=Folstream;39177601]I have tried running HL1 (Original v1.0) on a 200mhz Pentium MMX with a Voodoo2 12MB and 48mb RAM. It runs below playable framerates even at the lowest resolutions.[/QUOTE] Voodoo2 is A Very old system indeed, i known for a fact now half-life alpha runs it, Most Likely DX9 was In the package in 1.0 so you should go for that :)
[QUOTE=Silikone;39179904]GLQuake or vanilla?[/QUOTE] GLQuake with the 3dfx mini driver, I can run DOSQuake or WinQuake (without graphics accelleration) and it runs okay at resolutions around 320x200 (Doom native resolution).
The most fancy CPU at the time of Quake's release was the Pentium Pro 200, which would be great for HL since it was awesome in Quake with write combining. Pentium MMX came '97. Half-Life Alpha didn't use vertex animations. Forget about adapting and using quake tools with the models. DX9 came 2002. Half-Life shipped with DirectX6 (which Voodoo2 supports officially) If you're really inching for performance on that PMMX, you might want to try the WickedGL minigl driver. I've had good results with that on P2s. Using Windows 95 would also help. Has a smaller memory footprint, and more period correct than something that looks like Windows 98 with Windows 2000/Me icons probably through the unofficial service packs.
Did a Youtube video series showing off the entire alpha: [URL]https://www.youtube.com/playlist?list=PL2jToQMb_K_f_4-KE0oVv4mHC2RQ1M9lf[/URL] You can find all of this stuff on your own, but this is a detailed look at the levels, enemies and weapons in case you missed something. No commentary and it's uses the GL .exe.
so whats the news with the alpha models in gldsrc?
[QUOTE=Jaws45;39185171]so whats the news with the alpha models in gldsrc?[/QUOTE] Still being worked on. They need to be converted from alpha to final. Gotta figure out how the alpha .mdl format works in the first place before you get them in the final game.
[QUOTE=Ziron;39185311]Still being worked on. They need to be converted from alpha to final. Gotta figure out how the alpha .mdl format works in the first place before you get them in the final game.[/QUOTE] well its clear its a whole new format, i've tried every viewer, editor. I'm still trying, but realistically, i have a hard time with format things like this. i need something to get me started, but with this, i'm stumped.
ok, i'll get a server up later in like 2 or 3 hours
[QUOTE=Jaws45;39185451]well its clear its a whole new format, i've tried every viewer, editor. I'm still trying, but realistically, i have a hard time with format things like this. i need something to get me started, but with this, i'm stumped.[/QUOTE] It's probably in the same format as doctor.mdl. If we just fixed the models the same way we fixed that model, we might get them to work.
[QUOTE=Dr-Amazing;39185836]It's probably in the same format as doctor.mdl. If we just fixed the models the same way we fixed that model, we might get them to work.[/QUOTE] It's not the same format, I just checked it out in the alpha and it didn't show up.
[QUOTE=uaredead2020;39185989]It's not the same format, I just checked it out in the alpha and it didn't show up.[/QUOTE] we have to find something, the farthest ive seen was a failed decompile by zaxonyin. Ive looked all over the internet for some sort of help, but theres just no way to open these things, or decompile them for the matter. I dont know what to do >_<
[QUOTE=Jaws45;39186020]we have to find something, the farthest ive seen was a failed decompile by zaxonyin. Ive looked all over the internet for some sort of help, but theres just no way to open these things, or decompile them for the matter. I dont know what to do >_<[/QUOTE] I've seen some of them decompiled.
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