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199 posts total
a1batross
when oversized HUD isn't oversized enough
HL25 screenshot with hud scaled even more
a1batross
Reverse-engineered HL25's hardcoded animated WON title for fun.
a1batross
Valve added new cvar `sv_allow_autoaim` in the engine that like `sv_aim` controls auto-aiming, and made hl.dll crash without it.

But... why?
a1batross
Valve used Vluzacn's ZHLT compilers to make a new multiplayer map for the anniversary update.

... And the free version of J.A.C.K.
Entities lump of rocket_frenzy.bsp. It shows entities information, with extra information like BSP compiler and editor used.
a1batross
imagine opening XashXT for the first time and the first thing you hear is slowed down russian pop music loop from the 90s
XashXT toolkit main menu
a1batross
By the way, tried to boot native Linux GoldSrc yesterday, and it was broken because of some old steam-runtime stuff on 23.10. It still runs under Proton but that's no fun.

I guess it's time to completely drop GoldSrc.
a1batross
Instead of trying to add my software water implementation into our software renderer, I did it in an OpenGL renderer that everyone uses and will use anyway. This code waited for this moment for two year until somebody reminded about it...

It doesn't use shaders, it's really just that software effect implemented modifying the texture and re-uploading to GPU.

I also found some bugs and fixed them. Now it looks even more accurate. Branch isn't merged to Xash3D FWGS master yet, but I sent it for other contributors to review: https://github.com/FWGS/xash3d-fwgs/pull/1475. You can find the binaries in GitHub Actions artifacts, or just wait until it gets reviewed and merged.


Comparison videos:
Instead of trying to add my software water implementation into our software renderer, I did it in an OpenGL renderer that everyone uses and will use anyway. This code waited for this moment for two year until somebody reminded about it...

a1batross
Had weird Mandela effect.

I always thought there is a special menu in WON version of Half-Life for server bookmarks.

But I checked it and found nothing!
a1batross
id Tech based games: Doom II, Quake I, Quake II and Half-Life running on mid-00s Linux phone Motorola EM30

https://youtu.be/C-YI57Kqrk0
a1batross
Did you know that @nekonomicon, one of Xash3D FWGS contributors and hlsdk-portable maintainer, tracks the list of opensourced and reverse-engineered Half-Life mods?

Yes he does!


https://github.com/FWGS/xash3d-fwgs/blob/master/Documentation/opensource-mods.md
Did you know that @nekonomicon, one of Xash3D FWGS contributors and hlsdk-portable maintainer, tracks the list of opensourced and reverse-engineered Half-Life mods?

Yes he does!
a1batross
brushwork at ad_sepulcher is insane
a1batross
by the way had a good online match using Xash3D FWGS on ReHLDS-based server with GoldSrc clients. Friendship! And not a single crash!

Also recorded two demos to test protocol support on.
a1batross
I'm a big Half-Life fan
a1batross
shitpost idea stolen from twhl chat
a1batross
src/ https://twitter.com/uniquename02/status/1709840535996027123

Now that CS2 is released, I can finally offer a DEEP DIVE into the design process of Overpass way back in the day.

I needed some handles for this electrical thing, but being new at work I didn't want to bother anyone, so I used a pot.

This concludes the design deep dive.
src/ https://twitter.com/uniquename02/status/1709840535996027123

Now that CS2 is released, I can finally offer a DEEP DIVE into the design process of Overpass way back in the day.
Screenshot from level editor. Electric panel has two handles.
This image reveals that handles is just a hidden pot 3D model.
Ditto, different angle
a1batross
Texturing bug in Paranoia 1.2 that was reported today...
Screenshot from Paranoia 1 game. The model is a metallic trash bin but textured with a human head in balaсlava. Texture is comically laid out so the face is on outer side of trash bin.
Screenshot from Paranoia 1 game. The model is the fire extinguisher, also textured with human head.
Ditto, close up.
a1batross
src/ https://www.flipcode.com/archives/01-26-2000.shtml

Image Description, by Claudiu Marinescu

Here's a picture from one of my Christmas projects, QLeVe. It's just a simple Quake 2 level viewer with support for BSP trees, PVS, lightmaps, and the rest, written entirely in DELPHI. In the picture you can see the BIG difference between a level with lightmaps and a level without lightmaps (just textures), and the SMALL difference between lightmaps and Gouraud shading.

The difference in speed is big enough: the gouraud shading is two times faster than the lightmaps. I think that lightmaps are soon to be history, especially with the new GeForce cards coming up. If you want to see the program, it will be available at: http://cstudios.iwarp.com

Right now, that url isn't accessible, so if you want to see it anyway (or if you want the source code) mail me to: cobra@odobleja.dj.edu.ro Anyway, I wrote this program only to show that Delphi is a pretty good programming language, and it IS suitable for 3D Graphics.

Claudiu Marinescu a.k.a. "Cobra"
src/ https://www.flipcode.com/archives/01-26-2000.shtml

Image Description, by Claudiu Marinescu

Here's a picture from one of my Christmas projects, QLeVe. It's just a simple Quake 2 level viewer with support for BSP trees, PVS, lightmaps, and the rest, written entirely in DELPHI. In the picture you...
a1batross
src/ https://www.flipcode.com/archives/08-20-1999.shtml

Image Description, by Chris Egerter

Ever wondered what Quake2 would look like with bump mapping? This is an image of a Quake2 level viewer that I ported to Power Render 3 and added bump. It uses the base textures as bump which isn't correct, but still gives a neat effect.
src/ https://www.flipcode.com/archives/08-20-1999.shtml

Image Description, by Chris Egerter

Ever wondered what Quake2 would look like with bump mapping? This is an image of a Quake2 level viewer that I ported to Power Render 3 and added bump. It uses the base textures as bump which isn't correct,...
a1batross
Apparently, CD release of Gunman Chronicles had custom GoldSrc build dated Nov 12 2000 and reference ununsual paths like "U:\GUNMAN\release\dev\goldsrc\engine\cdll_int.c".

But it's unknown whether Rewolf made any changes to it because Gunman works fine on vanilla GoldSrc.
a1batross
So there is a game called Paranoia 2: Savior. It's specifically developed on the Xash3D engine. This game is completely free and distributed on the Internet, and was never released on physical media.

But pirates filled that niche and there it is, a DVD release of Paranoia 2!
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