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Community Projects => Half-Life: Enhanced => Topic started by: smadmead on August 04, 2008, 06:33:38 PM

Title: Half Life: Source
Post by: smadmead on August 04, 2008, 06:33:38 PM
Will this work with HL:S?
Title: Re: Half Life: Source
Post by: J-Man on August 04, 2008, 06:36:43 PM
-sigh- Its a mod for original HL, not source. Search please.
Title: Re: Half Life: Source
Post by: smadmead on August 04, 2008, 06:41:19 PM
ahhh. ok.
Title: Re: Half Life: Source
Post by: KylerAdams on August 04, 2008, 06:50:15 PM
Uh, this may sound weird, but... um.. did you ever play in a Sven Coop server called the Winged Tavern?
Title: Re: Half Life: Source
Post by: smadmead on August 04, 2008, 07:03:50 PM
nah. i just got Half Life: Source like two days ago.
Title: Re: Half Life: Source
Post by: KylerAdams on August 04, 2008, 07:36:22 PM
nah. i just got Half Life: Source like two days ago.

Mkay then.

Old regular went by Michael J Caboose + disappeared a while back, so, IDK then.
Title: Re: Half Life: Source
Post by: smadmead on August 04, 2008, 09:00:55 PM
Its from RvB
Title: Re: Half Life: Source
Post by: Matt on August 04, 2008, 09:14:31 PM
I didnt even think it was possible to make proper mods for HL:S. Ive not seen an sdk for it so most you can do is replace models, maps, sounds and textures.
Title: Re: Half Life: Source
Post by: Weavile on August 05, 2008, 12:45:11 AM
For fuck's sake! Less than five things on the internet work with Half-Life Source! Excluding HD, no other projects are being made because of Black Mesa.
Title: Re: Half Life: Source
Post by: James on August 05, 2008, 01:06:35 AM
Yeah. And because the source code wasn't released. That too.
Title: Re: Half Life: Source
Post by: KylerAdams on August 05, 2008, 01:37:19 AM
Yeah. And because the source code wasn't released. That too.

Valve? Not doing something properly? Blasphemy, I say!
Title: Re: Half Life: Source
Post by: DiamonD on August 05, 2008, 01:54:45 PM
To be honest, who really needs a source code for HL:S? If you needed to mod something with those kinds of materials, use Gold Source.
Title: Re: Half Life: Source
Post by: Coozins on August 05, 2008, 02:40:16 PM
Half-Life: Source isn't really worth the hassel, anyway. It was really badly ported.
Title: Re: Half Life: Source
Post by: KylerAdams on August 05, 2008, 04:39:35 PM
Half-Life: Source isn't really worth the hassel, anyway. It was really badly ported.

I've heard essentially nothing but THIS about HLS. I mean, sure, the idea is brilliant - oldschool HL1 with things like physics, ragdolls and HDR/Bloom.

In reality, the port is shitty.  The physics are buggy, I've heard the same of shadows (I think), and the map design isn't even updated.

 It's not a bad idea, just poorly executed.

Imo, Op4/HD pack with bloom + physics would be kickass, provided it was done -properly-.
Title: Re: Half Life: Source
Post by: Coozins on August 06, 2008, 06:11:47 PM
Yeah, it would. They did it really poorly, for example making the breakable metal impact and breaking sounds the same.
Title: Re: Half Life: Source
Post by: Morpheus on August 07, 2008, 05:24:20 AM
Ever notice the sounds the human gibs make when they hit the floor?
Title: Re: Half Life: Source
Post by: Coozins on August 07, 2008, 03:16:49 PM
Yeah. Since when is human flesh made of plastic?
Title: Re: Half Life: Source
Post by: smadmead on August 07, 2008, 05:59:33 PM
i had an idea that could only exsist in theory. its kind of a mod, but its also a game engine. It's called Engine. It would take any game, mod, or expansion pack that runs on GoldSrc, Source, Havok, Crystal Space, etc and convert them to Engine. By doing that it would redo all of the textures to the latest version/ quality/ visual textures via a download. It would convert any game you have, including Cd, DVD, Blu-Ray, and software files. By doing this all games are updated on the fly whenever you need them to be. To do that, you would need
incredible disk storage space and incredible processor power, video card power, and a LOT of ram.


So maybe in 20 years, this could happen.
Title: Re: Half Life: Source
Post by: J-Man on August 07, 2008, 06:47:39 PM
i had an idea that could only exsist in theory. its kind of a mod, but its also a game engine. It's called Engine. It would take any game, mod, or expansion pack that runs on GoldSrc, Source, Havok, Crystal Space, etc and convert them to Engine. By doing that it would redo all of the textures to the latest version/ quality/ visual textures via a download. It would convert any game you have, including Cd, DVD, Blu-Ray, and software files. By doing this all games are updated on the fly whenever you need them to be. To do that, you would need
incredible disk storage space and incredible processor power, video card power, and a LOT of ram.


So maybe in 20 years, this could happen.

...
...
...
...?




Seriously, what the fuck does that have to do with the topic?
Title: Re: Half Life: Source
Post by: Matt on August 07, 2008, 07:37:48 PM
i had an idea that could only exsist in theory. its kind of a mod, but its also a game engine. It's called Engine. It would take any game, mod, or expansion pack that runs on GoldSrc, Source, Havok, Crystal Space, etc and convert them to Engine. By doing that it would redo all of the textures to the latest version/ quality/ visual textures via a download. It would convert any game you have, including Cd, DVD, Blu-Ray, and software files. By doing this all games are updated on the fly whenever you need them to be. To do that, you would need
incredible disk storage space and incredible processor power, video card power, and a LOT of ram.


So maybe in 20 years, this could happen.
That would be close to impossible to do. A lot of porting actually cannot be automated.
Title: Re: Half Life: Source
Post by: Weavile on August 08, 2008, 05:34:47 AM
I enjoyed how they didn't even feel like fixing all the little bugs the original had. And this was E3 material?
Title: Re: Half Life: Source
Post by: KylerAdams on August 08, 2008, 01:11:16 PM
I enjoyed how they didn't even feel like fixing all the little bugs the original had. And this was E3 material?

Welcome to modern programmers/devs.

I agree, they should have spent the extra month or two fixing bugs + rebalancing sections they found out of line, but they didn't. Oh well. :s
Title: Re: Half Life: Source
Post by: smadmead on August 09, 2008, 04:01:31 AM
yeah im sorry. i forgot. i shouldnt have posted that here.
Title: Re: Half Life: Source
Post by: Coozins on August 09, 2008, 04:34:05 PM
No, that's not how it works. You start a topic and try to keep to the topic.
Title: Re: Half Life: Source
Post by: toadie on August 11, 2008, 05:36:52 PM

I started this topic, Is should be able to do what I want with it
That isn't how forums work. See how your topic belongs to a subforum or group? That is the decider of what goes on in the topic (along with the topic title). If you want, a moderator can MOVE or split this OFF and move it into a more appropriate section, but this talk abou Engine is Off-topic, off-group and irrelevant. Get back on topic or close the thread, please.
Title: Re: Half Life: Source
Post by: Кассир клерка on August 28, 2008, 04:40:02 AM
Quit complaining about HL: S, Valve didn't make it to show off and go HEY LOOK GUYS YOU CAN PLAY HL AGAIN WOOO. They released it intially because they just had it laying around after they made it to test how easy it will be to port mods from gold to source. They released it as a fan service, nothing more. You have no right to complain about how buggy it is.
Title: Re: Half Life: Source
Post by: DiamonD on August 28, 2008, 01:28:37 PM
To be honest, I don't have anything to complain about HL:S. With the source port, it makes things alot easier to modify, plus with all the greatness of bumpmaps, higher resolution textures, and other pizazz Source is capable of doing. It's a modders paradise.
Title: Re: Half Life: Source
Post by: James on August 28, 2008, 01:48:34 PM
Quit complaining about HL: S, Valve didn't make it to show off and go HEY LOOK GUYS YOU CAN PLAY HL AGAIN WOOO. They released it intially because they just had it laying around after they made it to test how easy it will be to port mods from gold to source. They released it as a fan service, nothing more. You have no right to complain about how buggy it is.

We earned the right to start complaining about how buggy and blatantly unfinished it is when they started charging money for it.
Title: Re: Half Life: Source
Post by: Кассир клерка on August 28, 2008, 05:40:42 PM
We earned the right to start complaining about how buggy and blatantly unfinished it is when they started charging money for it.
While previously HL: S was a bonus for collector edition versions of HL2, people complained so much they had to release it for everyone.

protip: stop complaining
Title: Re: Half Life: Source
Post by: James on August 28, 2008, 08:48:27 PM
I'll actually knock you out. My main problem with HL:S is that most of the bugs are simple fixes. For example, when you draw weapons, it plays the holster animation of the weapon you're selecting, then plays the draw animation of the weapon you're selecting after, instead of holstering the current and drawing the new. On top of that, I think there's a bug where the flesh gibs make plastic sounds? Something like that, anyway. Things like that could be fixed in literally 2 minutes. D;

THAT'S my problem with it, anyway.
Title: Re: Half Life: Source
Post by: Coozins on August 28, 2008, 08:50:38 PM
And metal gibs make metal break sounds when they hit something. Did they not even test it or something?
Title: Re: Half Life: Source
Post by: KylerAdams on August 28, 2008, 09:25:04 PM
And metal gibs make metal break sounds when they hit something. Did they not even test it or something?

From what Daza said, HLS was similar EA's Generals/Zero Hour - a gimmick that some of the devs thought "Hay, this'd be cool", did a little polishing + shipped out. ( Gen was originally a testbed engine for Command + Conquer 3/TW that they gave a modern "Good ole USA Vs  nasty jihading Terrorists Vs someone else" theme)

I'll actually knock you out. My main problem with HL:S is that most of the bugs are simple fixes. For example, when you draw weapons, it plays the holster animation of the weapon you're selecting, then plays the draw animation of the weapon you're selecting after, instead of holstering the current and drawing the new. On top of that, I think there's a bug where the flesh gibs make plastic sounds? Something like that, anyway. Things like that could be fixed in literally 2 minutes. D;

Sounds par with modern programmers.

An extra week of dedicated testing + minor bug testing would have dramatically improved initial impressions, much like Gearbox's HiDef pack or Window's Vista.
Title: Re: Half Life: Source
Post by: DiamonD on August 28, 2008, 11:14:36 PM
Well, at least it's not entirely impossible to edit the game. If it takes 2 minutes to fix it, I'm sure we won't have a problem with it.

Heh, I might make a patch pack for the game just to fix up all the errors it currently has.
Title: Re: Half Life: Source
Post by: James on August 28, 2008, 11:26:57 PM
If you had access to the code you could do that.
Title: Re: Half Life: Source
Post by: Кассир клерка on August 29, 2008, 02:29:56 AM
I'll actually knock you out. My main problem with HL:S is that most of the bugs are simple fixes. For example, when you draw weapons, it plays the holster animation of the weapon you're selecting, then plays the draw animation of the weapon you're selecting after, instead of holstering the current and drawing the new. On top of that, I think there's a bug where the flesh gibs make plastic sounds? Something like that, anyway. Things like that could be fixed in literally 2 minutes. D;

THAT'S my problem with it, anyway.
Fair enough, I noticed the holster one but I'm usually one not to give a shit about bugs aslong as it doesn't cause a crash. Those are more likely a glitch then a bug though, so its just one of those "meh i'll fix it later" sort of issues.
Title: Re: Half Life: Source
Post by: Anton on August 29, 2008, 02:31:23 PM
Actually, I don't mind minor bugs, however easy they would be to fix. I almost only care about things that can be somewhat gamebreaking, so i've had a lot of fun with HL:S.
Title: Re: Half Life: Source
Post by: SaxonSwine on September 04, 2008, 11:24:50 AM
TBH I enjoyed HLS a lot more than the original Half-Life.  Whilst it wasn't perfect, the superior shaders, lighting and physics of the Source engine made it much more enjoyable to play.

If you had access to the code you could do that.
If you did a straight port of the HL1 code to Source, in the same way that the HOE code was ported, that would probably constitute the HL:S code.  From there you could probably set things right... but then with BMS coming it probably would be more trouble than its worth.
Title: Re: Half Life: Source
Post by: Coozins on September 04, 2008, 07:17:50 PM
Speaking of Black Mesa, I just headed over to their website and looked at the scientists again, and I really don't like them. All other models I've seen are great, but the scientists look unrealistic and low-quality.
Title: Re: Half Life: Source
Post by: DiamonD on September 04, 2008, 07:24:17 PM
I dunno' bout' you Coozins, but I'd prefer BM:S sci guys against PS2 models any day :p
Title: Re: Half Life: Source
Post by: KylerAdams on September 04, 2008, 10:35:30 PM
I dunno' bout' you Coozins, but I'd prefer BM:S sci guys against PS2 models any day :p

TBH, IDC either way.

They aren't "amazing", but they aren't "omgshit" either. They're highres, but they don't "give me a stirring in my loins", if you catch my drift.
Title: Re: Half Life: Source
Post by: Coozins on September 04, 2008, 10:59:45 PM
The zombie, bullsquid, houndeye and gargantua give me a stirring in said organs.
Title: Re: Half Life: Source
Post by: KylerAdams on September 04, 2008, 11:01:21 PM
Apparently I'm a pyscho, for the MP5K/M203 does for me. :3
Title: Re: Half Life: Source
Post by: Coozins on September 04, 2008, 11:40:03 PM
I prefer the M4 myself, but each to his own, I suppose.
Title: Re: Half Life: Source
Post by: J-Man on September 05, 2008, 02:45:44 AM
Whaaa? Bowel Movement: Source? AWESOME!



(lacking sleep)
Title: Re: Half Life: Source
Post by: Nige111 on September 05, 2008, 05:10:49 AM
Whaaa? Bowel Movement: Source? AWESOME!

this (http://www.moddb.com/mods/a-corny-voyage/downloads/a-corny-voyage)
Title: Re: Half Life: Source
Post by: Gravewrecker on September 05, 2008, 09:05:42 AM
Yay, LSD  :D
Title: Re: Half Life: Source
Post by: SaxonSwine on September 05, 2008, 11:37:54 AM
this (http://www.moddb.com/mods/a-corny-voyage/downloads/a-corny-voyage)

I seem to remember an almost identical game being made in the mid 90s... what the hell was it called?  Not that it matters.

(http://www.blackmesasource.com/media/beauty_scientist_bob.jpg)

The scientist mesh looks OK, but the textures do look a bit "meh".  I don't get why they didn't re-use the Kleiner body textures ???

Personally I don't like the soldiers too much, purely because in the render their soldier looks like a toothless old man.  I guess you won't notice quite so much in game (or at least I hope you won't)
Title: Re: Half Life: Source
Post by: Barnz on September 05, 2008, 11:44:15 AM
That pic is from 2005 or 2006.
Title: Re: Half Life: Source
Post by: Nige111 on September 05, 2008, 04:12:06 PM
coat looks like HL2 kliener's mesh but modified a tiny bit.
Title: Re: Half Life: Source
Post by: J-Man on September 05, 2008, 05:05:03 PM
The head looks really ld.
Title: Re: Half Life: Source
Post by: Weavile on September 05, 2008, 08:51:28 PM
I prefer the M4 myself, but each to his own, I suppose.
I think they will have both. MP7 -> MP5, AR2 -> M4.
Title: Re: Half Life: Source
Post by: Gravewrecker on September 05, 2008, 08:56:37 PM
MP7 ? NO, just no, there won't be a MP7 in BMS.

It has the half life weapons , and for the model for the 9mmar you can choose:
MP5 with GP30
M4 with M203

The choice of weapon models doesn't effect Gameplay; as in; the weapons strength is the same.
Title: Re: Half Life: Source
Post by: KylerAdams on September 05, 2008, 08:58:39 PM
...umm..

He's saying there'll be both.

HL2's SMG1 (AKA MP7) will become the MP5/GP30, while the AR2 (OSIPR, formerly the Incendiary rifle) will become the M4A1/M203. :3
Title: Re: Half Life: Source
Post by: Gravewrecker on September 05, 2008, 09:05:52 PM
That's just so wrong !
There's only ONE AR in BMS!
Title: Re: Half Life: Source
Post by: KylerAdams on September 05, 2008, 09:10:09 PM
That's just so wrong !
There's only ONE AR in BMS!

Ugh, I'd enjoy having a M4 + a MP5 together. Meh.
Title: Re: Half Life: Source
Post by: Gravewrecker on September 05, 2008, 09:58:58 PM
Then make a mod yourself  ;D
Title: Re: Half Life: Source
Post by: Markovsky on October 29, 2009, 11:46:22 PM
For fuck's sake! Less than five things on the internet work with Half-Life Source! Excluding HD, no other projects are being made because of Black Mesa.

OK, I take this opportunity to introduce me to these forums. My name is Markovski and come from Portugal. Working with mapping for Source games.
Now, going to the subject, Weavile. Yes, I know I am responding to a quote from 2008, but I could "contain", so to speak. In my view, I think people who say that Half-Life source sucks, no offense, never played. With Half-Life Source, the textures and models have become easier to edit.
And then, what the Weavile said, in my view, is incorrect. If you look well at all sites of skins (FPSBanana, Facepunch, etc..), We see that there are MILLIONS of skins for Half-Life Source, especially textures, while the Half-Life 1, to replace the textures, you must edit not only the WAD file, but also maps, something that the HL Source is not necessary.
Sorry for the inconvenience and remember: I'm not trying to create some kind of Flameware or to criticize others' opinions.
Again, I apologize for replying to a topic of 2008.
Good morning to everyone.
Title: Re: Half Life: Source
Post by: waqwarrior on October 30, 2009, 01:27:37 AM
Haha, it's evening here, and I agree with you. But there have been projects out there to make texture replacing and the like easier in GoldSrc. For example, there was a TGA texture replacement system somewhere out there. It didn't work too well and was really buggy, but it had potential.

It's what modders do. They improve and work with what they've got. Hell, Half-Life: Enhanced is adding incredibly amazing leaps to the aging engine. We work within the limitations. It's like running a super high end game on a not-so-high-end computer: you just set the graphics settings lower and play away.

Capitalism at work.
Gotta love it.
Title: Re: Half Life: Source
Post by: Markovsky on October 30, 2009, 12:02:24 PM
Haha, it's evening here, and I agree with you. But there have been projects out there to make texture replacing and the like easier in GoldSrc. For example, there was a TGA texture replacement system somewhere out there. It didn't work too well and was really buggy, but it had potential.

It's what modders do. They improve and work with what they've got. Hell, Half-Life: Enhanced is adding incredibly amazing leaps to the aging engine. We work within the limitations. It's like running a super high end game on a not-so-high-end computer: you just set the graphics settings lower and play away.

Capitalism at work.
Gotta love it.
~

I agree with you. If I couls implement that TGA system for my Half-Life 1, it will be cool.
And one more fact: Half-Life Source is compatible with G-Mod, while Half-Life 1 not.  :) :P
With this compatibility with other Source Games, it's cool because, for example, you can use the Portal Gun in Half-Luife Source with a little edit in the GFC files.
Title: Re: Half Life: Source
Post by: KylerAdams on October 30, 2009, 08:33:26 PM
And one more fact: Half-Life Source is compatible with G-Mod, while Half-Life 1 not.  :) :P

Well obviously. HL:S uses the Source engine, which (I think) is the most common modern game engine.

With this compatibility with other Source Games, it's cool because, for example, you can use the Portal Gun in Half-Luife Source with a little edit in the GFC files.

The thing is, the majority of people who still play + mod HL don't know how to work with the Src engine HL:S uses, so they're forced to use default models, thus negating the majority of the improvements the Src engine adds to HL. (the possibility of more hires gfx than HL's 512x512, and the new shaders)
Title: Re: Half Life: Source
Post by: Markovsky on October 30, 2009, 08:44:02 PM
Well obviously. HL:S uses the Source engine, which (I think) is the most common modern game engine.

The thing is, the majority of people who still play + mod HL don't know how to work with the Src engine HL:S uses, so they're forced to use default models, thus negating the majority of the improvements the Src engine adds to HL. (the possibility of more hires gfx than HL's 512x512, and the new shaders)

They can download the work maded from another modellers to HL Source. There's plenty of that work for HL Source (look at FPSBanana, Facepunch, etc...)
Title: Re: Half Life: Source
Post by: KylerAdams on October 30, 2009, 09:59:51 PM
That is true, but the majority of that stuff is older, medium definition ports from CS, or Gearbox's HD pack. Or retextures of that. No/very little honestly super definition models from like CS:S.
Title: Re: Half Life: Source
Post by: Markovsky on October 31, 2009, 03:21:04 PM
That is true, but the majority of that stuff is older, medium definition ports from CS, or Gearbox's HD pack. Or retextures of that. No/very little honestly super definition models from like CS:S.

So, you are calling the DiamonD models older.
See this.

http://www.youtube.com/watch?v=WpNTcm64gwY
Title: Re: Half Life: Source
Post by: waqwarrior on October 31, 2009, 03:32:57 PM
So, you are calling the DiamonD models older.
See this.

http://www.youtube.com/watch?v=WpNTcm64gwY

but the majority of that stuff is older

The MAJORITY is. NOT all of it.
Title: Re: Half Life: Source
Post by: KylerAdams on October 31, 2009, 04:01:41 PM
Thanks mate.

So, you are calling the DiamonD models older.

I actually didn't know that anybody'd ported DD's pack to HLS. DD sure as hell hadn't last time I checked, and I chat with him relatively regularly, so I'm sure he'd've mentioned that.
Title: Re: Half Life: Source
Post by: waqwarrior on October 31, 2009, 04:25:22 PM
Yeah, I had never seen DD's Pack for HL:S either. I was planning on trying it in the future, but that's moot at this point.
And I don't think the whole vid was from DD'S pack--that guy was using a few reorigined/custom models on DD hands/arms.
Title: Re: Half Life: Source
Post by: Markovsky on October 31, 2009, 07:23:35 PM
Yeah, I had never seen DD's Pack for HL:S either. I was planning on trying it in the future, but that's moot at this point.
And I don't think the whole vid was from DD'S pack--that guy was using a few reorigined/custom models on DD hands/arms.

You're right. But is a good thing, don't?
And not only that pack was ported, many models were ported to G-Mod.
See the link in the description of the video.
Title: Re: Half Life: Source
Post by: KylerAdams on October 31, 2009, 07:39:47 PM
And not only that pack was ported, many models were ported to G-Mod.

Gmod =/= HLS.

They use the same engine, but they sure as hell don't use the same models.
Title: Re: Half Life: Source
Post by: waqwarrior on October 31, 2009, 08:08:52 PM
Similar to that HL Beta reskin pack by Zelaroth.

The Panthereye was made to replace the Voltigore, but it didn't do shit for the AI and animations; you only saw a model in a static pose--not even idle!

Just sayin' :P
Title: Re: Half Life: Source
Post by: Markovsky on November 01, 2009, 11:31:03 AM
Similar to that HL Beta reskin pack by Zelaroth.

The Panthereye was made to replace the Voltigore, but it didn't do shit for the AI and animations; you only saw a model in a static pose--not even idle!

Just sayin' :P

And the HLS Diamond Pack comes with a reskin of the HEV Charger, new textures from HL2, new sprites (the Gargantua Flame Sprite has also been reskinned), etc.
Want more content for HLS? See this:
http://www.fpsbanana.com/skins/games/312
With this, i hope that people stop saying "Less than five things on the net work for HL Source!"...