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Editing Half-Life
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|author=Valve Software | |author=Valve Software | ||
|license=Proprietary, commercial | |license=Proprietary, commercial | ||
− | |engine= | + | |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. | ||
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== Engine Modifications == | == Engine Modifications == | ||
− | + | There's: | |
− | + | - Skeletal model system, with 4096 triangles maximum per surface and 1024x1024x8 maximum texture resolution and depth, and optional environment mapping for textures | |
− | + | - A sound DSP with reverb, chorus and echo effects for software-mixed environmental audio without needing EAX. | |
− | + | - Colored, radiosity lighting for maps, compiled with a fork of QRAD. | |
− | + | - HLBSP supporting colored lighting, variating hull sizes and external textures (also supports internal textures like Quake, but not officially) | |
− | + | - Water waves and transparency | |
− | + | - Material system for walls and floors to define impacts and footstep noises | |
− | + | - Particle system with trailing particles | |
− | + | - Beam system for beam effects including support for depthWrite fades, with shapes like straight beam, lightning noise and cylindric shockwaves | |
− | + | - Sound sentence sequences, for stringing a bunch of WAV files in an order to construct a sentence (i.e. Speech of announcer, marines, etc) | |
− | + | - Simple lip sync | |
− | + | - PROGS are in DLL form divided into cl_dll (for client-side) and dll (for server-side) | |
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