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Difference between revisions of "Half-Life"
From Quake Wiki
(New page: A majorly popular game based on Quake's game code...) |
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+ | {{Infobox Project | ||
+ | |name=Half-Life | ||
+ | |author=Valve Software | ||
+ | |license=Proprietary, commercial | ||
+ | |engine=[[WinQuake]], [[GLQuake]] | ||
+ | |first-release=1998 | ||
+ | |newest-release=1999 | ||
+ | |website=[http://valvesoftware.com Valve Software] | ||
+ | }} | ||
+ | |||
A majorly popular game based on [[Quake]]'s game code... | A majorly popular game based on [[Quake]]'s game code... | ||
+ | |||
+ | 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. | ||
+ | |||
+ | == 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) |
Revision as of 00:18, 9 May 2008
Author: | Valve Software |
License: | Proprietary, commercial |
Engine: | WinQuake, GLQuake |
First release: | 1998 |
Newest release: | 1999 |
Website: | Valve Software |
A majorly popular game based on Quake's game code...
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.
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)