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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
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|name=Half-Life
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|author=Valve Software
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|license=Proprietary, commercial
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|engine=[[WinQuake]], [[GLQuake]]
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|first-release=1998
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|newest-release=1999
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|website=[http://valvesoftware.com Valve Software]
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}}
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A majorly popular game based on [[Quake]]'s game code...
 
A majorly popular game based on [[Quake]]'s game code...
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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.
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== Engine Modifications ==
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There's:
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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
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- A sound DSP with reverb, chorus and echo effects for software-mixed environmental audio without needing EAX.
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- Colored, radiosity lighting for maps, compiled with a fork of QRAD.
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- HLBSP supporting colored lighting, variating hull sizes and external textures (also supports internal textures like Quake, but not officially)
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- Water waves and transparency
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- Material system for walls and floors to define impacts and footstep noises
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- Particle system with trailing particles
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- Beam system for beam effects including support for depthWrite fades, with shapes like straight beam, lightning noise and cylindric shockwaves
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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)
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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)

Revision as of 00:18, 9 May 2008

Half-Life
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)