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199 posts total
a1batross
virgin Geoff Keighley vs chad Chad Jessup
a1batross
To get myself familiar with the Quake III engine branch used in Alice, which in my assumption should be quite similar to what's used in Ritual's FAKK2, I fixed the published SDK to build with modern C++ compilers.

It didn't turned out to be really hard, other than typical pre-standard C++ incompatibilities I've seen porting HLSDK countless times for modern compilers, there isn't much needed to be done.

And look, it even gets loaded in original Loki Games' port of this game!

The source code is at https://github.com/a1batross/fakk2-sdk

To compile and install (backup the original cgame.so/fgame.so just in case) just run:
```
cd source
CC="cc -m32" CXX="c++ -m32" ./waf configure build install --destdir=path/to/install/bin/x86/glibc-2.1
```
To get myself familiar with the Quake III engine branch used in Alice, which in my assumption should be quite similar to what's used in Ritual's FAKK2, I fixed the published SDK to build with modern C++ compilers.

Original Linux port of Heavy Metal FAKK2 by Loki Games's running with my custom built libraries. It's the first, tutorial level of the game.
a1batross
fun how fakk2 contains a lot of sin base code

like their entity event/listener thing setup
a1batross
fun fact

half-life 1 for playstation 2 and nightfire 007 use the scripting language for it's UI

in PS2 it's located in a single large file called guidef.txt, in Nightfire it's split to multiple files but essentially is the same scripting language.
a1batross
collective fedi mind

do you which linux steam runtime version goldsrc uses? Both legacy and hl25 branches...
a1batross
Doesn't look like scout. It's quite buggy if I run it through scout.
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
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
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
I found and successfully infiltrated the base where idtech.space servers are located
computer room from dm3 map from Quake I
a1batross
the full client works too

no 3d acceleration in vm so it's softpipe performance, not even llvmpipe because mesa probably was built without it

anyway it should work better on actual hardware, there is no reason not to, almost no changes were made to the engine

btw I just noticed that we're working on this engine more days than Uncle Mike did when we're just forked it
the full client works too

no 3d acceleration in vm so it's softpipe performance, not even llvmpipe because mesa probably was built without it

Screenshot of a OpenIndiana desktop running in a virtual machine. The two windows are open, one of them is XTerm, the second is xash3d-fwgs running first hazard course map in Half-Life
a1batross
Saw an omnios release notes, remembered about openindiana, installed it and that's it, xash can now be built for solaris

at least in headless dedicated flavor
a1batross
Half-Life alpha builds can't haunt you.

Half-Life alpha builds that haunt me:
Disc titled "Half-Life Alpha Version 12/16/97"
Disc titled "Half-Life Alpha Build 10/25/97"
a1batross
I always thought that GoldSrc started off NetQuake and then Valve merged in changes from QuakeWorld.

But I also thought it's happened after Half-Life was released, when shared PMove was added to SDK.

However, nettest1 binaries (sw.dll/hw.dll) seems to have some registered cvars related to prediction which only appeared in QuakeWorld. But HLAlpha doesn't have these cvars yet.

I checked Day One binaries, and they have prediction cvars.

So QuakeWorld migration happened somewhere between September 1997 <-> August 1998.
I always thought that GoldSrc started off NetQuake and then Valve merged in changes from QuakeWorld.

But I also thought it's happened after Half-Life was released, when shared PMove was added to SDK.
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