Re: [hlcoders] RE: Because forks are fun!

2005-02-20 Thread \E.T.\ - Apparition Developper
Talking that HL 2 is new engine from the scratch is just marketing buzz,
personally I think that at it's core it's still Q1.
Why? This is what I found out:
Read here about license
http://www.gamespot.com/features/halflife_final/part22.html
Read here about current Half Life 1 implemntation
http://collective.valve-erc.com/index.php?go=q1_or_q2
Read here about John Carmaks opinion
http://www.armadilloaerospace.com/n.x/johnc/Recent%20Updates
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).
It's evident that map compiling tools have evolved from Quake 1 ones.
Even Hammer started as WorldCraft, Quake 1 editing tool.
Half Life 1 seems like Quake 1 engine core with pluggable renderers
(SW/HW/D3D) implemented in similar way like NPRQuake
(http://www.cs.wisc.edu/graphics/Gallery/NPRQuake/) which together form
raw world engine.
Valve's addition is skeletaly animated model studiomdl (Studio =
reference to 3D Studio MAX used for modelling, MDL = original name of
Id's model format (?)) rendered into raw world using engine core.
Model format doesn't support morphing (disadvantage). This raw world
engine is slightly modified to use WAD textures with cutom palettes and
BSP files with colored lights (small modification replicated in many
GPLed Quake 1 mutants). Second addition is EAX sound code. I think that
most of this code is realized in C language. Third Valve's addition is
set of C++ classes sitting on top of this engine which creates the real
game. Entities are implemented in similar way like the ones in Quake 1
but instead of QuakeC C++ is used. There is absolutly new AI pathfinding
code which uses node navigation and AI uses couple of before unseen
tricks like talking NPC's (bone moved mouth). Parts of this C++ game
sources are distributed like HL1 SDK.
Later Valve added VGUI support, detail textures an couple of minor
improvements.
Half-Life 2 seems like extended Half-Life 1. Core seems the same with
extended limits (bigger maps, more wpolys) and some modifications. Now
the BSP splits level according to logical units, not the pixel ones (so
you can safely scale textures without causing unnecesary wpoly
subdivision) and light map scale genration can be controled from editor.
Portal entity added which is able to turn on  of rendering of  leafs
behind it. Wpoly subdivision added so now engine is more landscape
friendly (propably generated on the fly using vertex shader and
heightmap). OpenGL render is removed (propably because GLSL language
wasn't availible and maybe because OpenGL is more CPU intensive too).
Software render might be present (some cvars/commands are mentioned on
the net). Textures mapped onto wpoly are now controled with VMF file.
Core has been modified to use pixel shaders too. Most evident addition
is modified HAVOK physics engine which greatly extends gameplay. Model
format is extended studiomdl one. It  supports morphing now (reffered as
FLEX; morphing seems to be only way to create believable facial
animations in games, emotions in HL2 are possible by blending multiple
morph targets together). Every vertex of the model is now weighted (can
be moved by multiple bones in differend amount, vertex skinning support;
realisticaly simulates muscles). Model has physics collision mesh which
allow it to interact with raw world. AI seems the same as HL1 with some
minor additions. New subsytem for human characters based on this work at
http://mrl.nyu.edu/~perlin/facedemo/ (needs java) was added and it uses
that theory with facemorphs.
Conclusion Half-Life 2 is not a new engine at all. Rather, it is an
heavy modified Half-Life 1 which is slightly modified Quake 1.
So we could say it's very revamped Quake 1. Personally I think that
Quake is quite good engine. It can be extended heavily and it can evolve
naturally (Half-Life1,Half-Life2,Mutants).
Look at some other GPLed Quake mutants at
http://tenebrae.sourceforge.net/index.php?page=screenshots.txt
http://www.tenebrae2.com/ and http://www.tenebrae2.com/tb2_screenshots.html
http://www.icculus.org/twilight/darkplaces/screenshots.html
So theoretically you could acheive same results by using one of these
ports, adding physics like ODE http://www.ode.org/, adding skeletaly
animated and moph supporting model rendering. However amount of coding
work would be quite high, very high I think. So there is Half-Life 2
with all this features included, tested, debuged and with big(money),
succesful, and supporting company behind, like Valve is. It's best way
to go.
BTW I'm still interested in opensource/gpl games and I'm very curious
whether it's possible to create AAA quality opensource/gpl game.
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Re: [hlcoders] RE: Because forks are fun!

2005-02-20 Thread tei
GREAT article, ET.  Very informative ! :D
E.T. - Apparition Developper wrote:
[..]
Half Life 1 seems like Quake 1 engine core with pluggable renderers
(SW/HW/D3D) implemented in similar way like NPRQuake
(http://www.cs.wisc.edu/graphics/Gallery/NPRQuake/) which together form
raw world engine.
Valve's addition is skeletaly animated model studiomdl (Studio =
reference to 3D Studio MAX used for modelling, MDL = original name of
Id's model format (?)) rendered into raw world using engine core.
Model format doesn't support morphing (disadvantage). This raw world
engine is slightly modified to use WAD textures with cutom palettes and
[..]
So theoretically you could acheive same results by using one of these
ports, adding physics like ODE http://www.ode.org/, adding skeletaly
animated and moph supporting model rendering. However amount of coding
work would be quite high, very high I think. So there is Half-Life 2
with all this features included, tested, debuged and with big(money),
succesful, and supporting company behind, like Valve is. It's best way
to go.
Yet another reason to work with Source and not a GPL engine its medias.
You need giganteous** amounts of work to generate that much and good
models, maps, textures, etc..
If you are doing a Quake3 clone, its easy, already exist zimbillions of
perfect Quake3 clones, because you only need some random ridiculous
textures maps, a few v_weapons and g_weapons, a player model and bot code.
But If you are doing anithing different, Its better to have something
like Alyx model, or the C17 maps, etc.. AND the huge HL2 userbase to
populate your servers.

 BTW I'm still interested in opensource/gpl games and I'm very curious
 whether it's possible to create AAA quality opensource/gpl game.

AAA not, because need millions dolars, and years manwork. And most people
dont build nuclear weapons on the backyard*. But some people sell his
house, work hard 8 months and create a nice BB game. I fear creating mods
for HL2 can be that cost, because the requirements are soo high that you
may need another million dolar to create a good mod (million dolar by
money, or by manhours cost).
So no,  free gamming will never achieve the quality* and size** of
commercial games. But dont really need to. Imho.
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RE: [hlcoders] RE: Because forks are fun!

2005-02-20 Thread Tony \omega\ Sergi
Dude, carmack has done the same thing as valve, just took different
approaches.

Quake - q2 - q3 - d3

Q1 - hl1 - source

Carmack chose to stay with opengl and write his own physics engine, valve
licensed havoc and switched to directx.



-Original Message-
From: British_Bomber [mailto:[EMAIL PROTECTED]
Sent: February 19, 2005 10:23 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] RE: Because forks are fun!

Was the Source engine built on the Q1 engine Michael?  I though it was
just the naming schemes and class setup were similar in design but the
acctual engine was different.  Hmm clever how they ported the Q1
engine all the way up to DX9 standards.  Does id know about this
aswell?  They must be kicking themselves for having written the Doom
engine rather than just upgrading the Q1 engine.

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RE: [hlcoders] RE: Because forks are fun!

2005-02-20 Thread Tony \omega\ Sergi
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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Re: [hlcoders] RE: Because forks are fun!

2005-02-19 Thread British_Bomber
Was the Source engine built on the Q1 engine Michael?  I though it was
just the naming schemes and class setup were similar in design but the
acctual engine was different.  Hmm clever how they ported the Q1
engine all the way up to DX9 standards.  Does id know about this
aswell?  They must be kicking themselves for having written the Doom
engine rather than just upgrading the Q1 engine.

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Re: [hlcoders] RE: Because forks are fun!

2005-02-19 Thread Draco
The engine is new, but if something worked in Q1 Valve might have
decided to keep it. Note that it would be something very minor, and
have most of it changed.


--
**
Draco
Coder for Perfect Dark and Kreedz Climbing
http://perfectdark.game-mod.net

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Re: [hlcoders] RE: Because forks are fun!

2005-02-19 Thread Hasan Aljudy
 zt!

 I'm sorry, but that's the wrong answer.

 Next contestant please!


BZZZT

The source engine was build from the ground up by valve.


On Fri, 18 Feb 2005 22:00:10 -0800, Michael Hobson
[EMAIL PROTECTED] wrote:
 At 09:28 PM 2/18/2005, Imperio59 wrote:
 In theory, Source isn't even related to Quake, since it is a new engine
 built from the ground up by Valve. It is not even related to HL1,
 besides the actual look and feel and class design that mimics HL1's, but
 is totally different under the hood ;)

 zt!

 I'm sorry, but that's the wrong answer.

 Next contestant please!

 Michael A. Hobson
 yahoo: warrior_mike2001
 icq: #2186709
 mike (at) crusader (dash) services (dot) com


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RE: [hlcoders] RE: Because forks are fun!

2005-02-18 Thread Jay Stelly
 Is Source DX7 compatible only so it can someday be ported to X-BOX?
 (Question from one of my mod members)

Source supports DX7 because lots of people had dx7 cards in the various
steam hardware surveys we did (GF2, GF2MX, GF4MX, the original Radeon).
Also, XBOX is dx8.

Jay

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Re: [hlcoders] RE: Because forks are fun!

2005-02-18 Thread Michael Hobson
At 09:28 PM 2/18/2005, Imperio59 wrote:
In theory, Source isn't even related to Quake, since it is a new engine
built from the ground up by Valve. It is not even related to HL1,
besides the actual look and feel and class design that mimics HL1's, but
is totally different under the hood ;)
zt!
I'm sorry, but that's the wrong answer.
Next contestant please!
Michael A. Hobson
yahoo: warrior_mike2001
icq: #2186709
mike (at) crusader (dash) services (dot) com
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