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Difference between revisions of "Half-Life"

From Quake Wiki

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* Simple lip sync
 
* Simple lip sync
 
* 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.
 
* 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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[[Category:Games]]

Revision as of 19:43, 27 September 2009

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), and as such, require Microsoft Visual C++ 6 to compile.