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Editing Half-Life

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|author=Valve Software
 
|author=Valve Software
 
|license=Proprietary, commercial
 
|license=Proprietary, commercial
|engine=[[GoldSrc]] (derived from [[WinQuake]], [[GLQuake]], and [[QuakeWorld]])
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|engine=[[WinQuake]], [[GLQuake]]  
 
|first-release=1998
 
|first-release=1998
 
|newest-release=1999
 
|newest-release=1999
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It was mildly popular since its November 1998 release but it skyrocketed with the release of Counter-Strike in 1999. This highly boosted sales of the game and quickly taken the throne of the most popular multiplayer game in 2000.
 
It was mildly popular since its November 1998 release but it skyrocketed with the release of Counter-Strike in 1999. This highly boosted sales of the game and quickly taken the throne of the most popular multiplayer game in 2000.
 
In 2013 an early prototype of the game was released. The Cutting Room Floor wiki has details: https://tcrf.net/Proto:Half-Life_%28Windows%29/September_1997_Prototype
 
  
 
== Engine Modifications ==
 
== Engine Modifications ==
* Skeletal model system, with 4096 triangles maximum per mesh and 512x512@8bpp maximum texture resolution and depth (raised to 1024x1024@8bpp in Sven Co-Op), and optional pseudo-environment mapping for textures ("chrome" sphere mapping)
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There's:
* A sound DSP with reverb, chorus and echo effects for software-mixed environmental audio without needing EAX.
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- Skeletal model system, with 4096 triangles maximum per surface and 1024x1024x8 maximum texture resolution and depth, and optional environment mapping for textures
* Colored, radiosity lighting for maps, compiled with a fork of QRAD.
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- A sound DSP with reverb, chorus and echo effects for software-mixed environmental audio without needing EAX.
* HLBSP supporting colored lighting, variating hull sizes and external textures (also supports internal textures like Quake<!-- seen in some vanilla maps -->)
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- Colored, radiosity lighting for maps, compiled with a fork of QRAD.
* Water waves and translucency
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- HLBSP supporting colored lighting, variating hull sizes and external textures (also supports internal textures like Quake, but not officially)
* Material system for walls and floors to define impacts and footstep noises
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- Water waves and transparency
* Particle system with trailing particles  
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- Material system for walls and floors to define impacts and footstep noises
* Beam system for beam effects including support for depthWrite fades, with shapes like straight beam, lightning noise and cylindric shockwaves
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- Particle system with trailing particles  
* Sound sentence sequences, for stringing a bunch of WAV files in an order to construct a sentence (i.e. Speech of announcer, marines, etc)
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- Beam system for beam effects including support for depthWrite fades, with shapes like straight beam, lightning noise and cylindric shockwaves
* Simple lip sync
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- Sound sentence sequences, for stringing a bunch of WAV files in an order to construct a sentence (i.e. Speech of announcer, marines, etc)
* PROGS are in DLL form divided into cl_dll (for client-side) and dll (for server-side), and as such, require Microsoft Visual C++ 6 to compile.
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- Simple lip sync
 
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- PROGS are in DLL form divided into cl_dll (for client-side) and dll (for server-side)
== External links ==
 
* [https://developer.valvesoftware.com/wiki/Half-Life Half-Life] on the Valve Developer Wiki
 
 
 
[[Category:Games]]
 

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