I've had a lot of experience modding both quake1, 2, and 3, (and of course
hl1) that I can gather from the tools and hl2's sdk, that while hl1 is
primarily still quake, hl2 was definitely based on the hl1 engine source
initially, however much has actually been re-written or not isn't the issue;
but ontop of that, there are a _lot_ and I mean, a _lot_ of quake2 features
in hl2. remember valve ALSO licensed quake2 back when they were working on
hl1. some examples that  in implementation (and use) seem like a lot of
recycled and modified quake2 engine stuff, the biggest that I feel like
mentioning are:

BSP format - it's much closer to q2 than q1 now. Game physics and
interactions with the bsp world function just like quake2, the mask system,
the way that BBOX's finally scale up and down based on rotation, etc. lots
of similarities.

Some of the way the SDK source is layed out is like hl1 and q1 combined,
it's too hard to explain it, but take a look at the q2 source (the /game/
source.) and compare it.

I lost what I was saying, so I'll just end here. Lol






-----Original Message-----
From: "E.T." - Apparition Developper [mailto:[EMAIL PROTECTED]
Sent: February 20, 2005 6:28 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] RE: Because forks are fun!


There are still remaining bits of Quake 1 scaterred trough all the
Half-Life 1/2. For example .qc file script used for model compiling
(maybe in early stages studiomdl used parts of QuakeC parser)(BOTH); BSP
file fromat(BOTH); extended WAD file format (HL1).




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