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). -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 266.1.0 - Release Date: 18/02/2005 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders