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199 posts total
a1batross
hm, it's almost as if some of these maps were intended to have lit water...

...no, of course, they mostly weren't, but soon level designers would be able to easily configure it through worldspawn's key/value settings in a new feature coming to xash3d-fwgs
Half-Life's "On A Rail" first map with flooded rails. Water by default isn't affected by light and is always drawn at full brightness
Same place but with enabled lightmap debugging tool which disables textures and only draws lightmap. However, as lightmap for water is skipped by the engine it still drawn textured.
Now engine is forced to take lightmaps of water surfaces. Water surface is now untextured and shows the lightmap
Lightmap debugging tool is disabled and it shows the water surface nicely blended with the light coming from the lamps
a1batross
Just released VPhysics Jolt 0.20 with a whole bunch of fixes for ragdolls, player controller, crashes, etc.

https://github.com/Joshua-Ashton/VPhysics-Jolt/releases/tag/0.20
a1batross
I found and successfully infiltrated the base where idtech.space servers are located
computer room from dm3 map from Quake I
a1batross
One dude asked how to GameUI decides to enable "Uplink" button in new Half-Life update.

I knew it was probably hardcoded but I checked the decompiled code anyway and, yeah, Valve, was it that hard to add liblist.gam key like you did for `hd_background` and `animated_title` already?
Decompiled code of gameui.so from Half-Life's 25th anniversary update. The summarized logic is that it checks if game name is "Half-Life", case insensitive, then it enables the "Uplink" button. If not, it does nothing and doesn't add the button..
a1batross

Can't get over the fact that Black Mesa is probably the bestest video game remake ever created, and it's actually done by a bunch of nerds in their spare time who just love Half-Life series that much.

Looking forward to Blue Shift and Opposing Force parts to come out.

A. Fleury-Gobert

@drq
I paid for it full price, just for that.
Also, Black Mesa is good because the source material is good. I think we all underestimate how good Half-Life scenario is.

Comb 🍯

@drq Poetically, that's how a lot of best Valve projects started, including Half Life, Team Fortress, Dota, Portal and Counter Strike series

Pixelreality
@drq Another amusing consequence of Black Mesa is its art direction, and general gameplay style has bled into numerous maps and mods for the original game. Heck, there’s even a dedicated group of fans porting Black Mesa as a mod for Half-Life 1!
a1batross
https://d8d.org/plan-archive/

Me and @sponge have been working together for the last few days to collect 3835 .plan file updates from a handful of online archives and the Wayback Machine. These .plan file updates come from the likes of id Software, 3D Realms, Raven Software, GodGames, Ritual Entertainment, and dozens of other game development companies in that "scene".

These text files constitute an entire oral history of the games industry from about 1997 to 2004, told through the proto-blogging platform known as the Finger protocol.

For context, the Finger protocol was invented in 1971 as an extremely simple way to query information and updates about a user on a particular remote server. I have no idea how popular it was in its time, but during the late mid-late 90s and early 2000s, the crusty old thing was used by these developers as a way to trickle out small rants, posts, and development updates from their company computers.

If you have any old .plan files sitting around, feel free to submit them to me or sponge via email!
https://d8d.org/plan-archive/

Me and @sponge have been working together for the last few days to collect 3835 .plan file updates from a handful of online archives and the Wayback Machine. These .plan file updates come from the likes of id Software, 3D Realms, Raven Software, GodGames, Ritual Entertainment, and dozens of other game development companies in that "scene".
a1batross

Happy birthday to the Internet SHAREWARE version of Quake! 🎂🎉🍾🥂
Remember, it was only 8 maps long. To get the full game you had to order it for $45 + $5 S&H (about $100 today) and wait for it to get finished and shipped to you.

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Yaroslav Khnygin

@dosnostalgic It's the only version I had for many years.

TSource Engine Query
@dosnostalgic it's fun how in Doom and Quake the best episode is the one that was distributed in shareware version.

Don't get me wrong, the other are good too, but leave impact on player. Didn't even finished Doom episodes, but maybe I just like Quake more. :)
a1batross
By the way, we are now less framerate dependent, even somewhat stable at insane (and totally unsupported, mind you) frametime of a less of millisecond!

thanks me, LevShisterov and @snmetamorph for solution
a1batross
So now you can do this

Really like how remapping palette indices worked out, this way it's theoretically possible to draw anything right from UI, not only horizontal stripes.
Screenshot from player customize menu in Xash3D FWGS. The feature showcased here is a multiplayer custom decal (gun1.bmp from HL1) colored into pansexual flag colors.
In-game screenshot with custom decal drawn (rainbow skull) on the wall on contamination map.
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Krizzzn

@fraggle ~4 years back I ordered a cheap lightning to 3,5mm adapter on amzn because I l lost mine. It turned out to do exactly the same blouetooth trickery. I never used it.

DELETED

@fraggle

I can't get over how condescending this person is towards a group of people who just use whatever they can. Like if they did or didn't know what PrOpEr Bluetooth is, matters in their lives.

drew Mochak

@fraggle Sounds like somebody needs to buy an Android!

a1batross
While I was restoring PHS generation in Xash, I tried, in the most stupid way, to parallelize it with OpenMP.

Good news: it's faster by 4.2x~5x times on my 6-core machine in -O3 build. And of course, data matches.

Without it, it takes like 80ms on map with 4k leafs. Considering hard-coded 8k limit in GoldSrc, it isn't much by itself, and probably only worth it for large multiplayer maps with 32k leafs.

Worst news: it still takes a lot of RAM, PVS is a matrix and uncompressed worst case with 32k leafs for HLBSP format would take 128 MB of memory. It might make sense to compress it back and decompress only requested leaves.
While I was restoring PHS generation in Xash, I tried, in the most stupid way, to parallelize it with OpenMP.

Good news: it's faster by 4.2x~5x times on my 6-core machine in -O3 build. And of course, data matches.
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