#132104 - lolmasta - Sat Jun 23, 2007 2:10 pm
http://forums.facepunchstudios.com/showpost.php?p=6084612&postcount=2
Someone posted a fake video of a HL mod there, and someone thought it was real and posted this.
Smart idea, though.
#132106 - tepples - Sat Jun 23, 2007 2:19 pm
Which means we'd first have to wait for simonjhall or someone else to get working on Quake II again so that we can use the version of the Quake engine (allegedly somewhere between Q1 and Q2) that Valve got when it licensed Quake from Id.
?
Why did the EU adopt the Quake II logo as its currency sign?
EDIT: fix very slight thinko
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
Last edited by tepples on Sat Jun 23, 2007 2:34 pm; edited 1 time in total
#132107 - lolmasta - Sat Jun 23, 2007 2:26 pm
tepples wrote: |
Which means we'd first have to wait for simonjhall or someone else to get working on Quake II again so that we can license the version of the Quake engine (allegedly somewhere between Q1 and Q2) that Valve got when it licensed Quake from Id.
|
Simonjhall was my first thought.
#132110 - tepples - Sat Jun 23, 2007 2:44 pm
But I'd bet that Quake and the HLSDK aren't license compatible: Quake is GPL, while the HLSDK is probably under some "non-commercial use" license.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#132113 - Darkflame - Sat Jun 23, 2007 3:52 pm
Do they really have to be?
As long as the application of them obays the restrictions of both?
_________________
Darkflames Reviews --
Make your own at;
Rateoholic:Reviews for anything, by anyone.
#132118 - tepples - Sat Jun 23, 2007 4:31 pm
Darkflame wrote: |
Do they really have to be?
As long as the application of them obays the restrictions of both? |
There is no way that a program can simultaneously obey the GPL and a "non-commercial use only" license.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#132132 - Ant6n - Sat Jun 23, 2007 8:16 pm
maybe when asking id/valve for permission?
hl1 on ds would rock
#132138 - tepples - Sat Jun 23, 2007 8:42 pm
Ant6n wrote: |
maybe when asking id/valve for permission? |
Are you sure Valve would allow it, given that they're still selling HL1 on Steam?
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#132149 - lolmasta - Sat Jun 23, 2007 10:15 pm
The person said that's how HL got to Linux.
edit: http://video.google.com/videoplay?docid=-1867155040270429847
If an iPod can do it, everything can.
#132155 - tepples - Sat Jun 23, 2007 10:54 pm
Running it on an iPod and posting a video does not require distributing the software and thus does not require license compatibility. Running it on an iPod and posting the program for use on an iPod does require distributing the software and thus does require license compatibility.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#132163 - Ant6n - Sun Jun 24, 2007 12:20 am
the ipod thing was a doom wad anyway.. if i remember right.
maybe valve would allow it if one only distributes the executable. one would still need all the files anyway. that's how its done with quake, and prob doesnt impair sales.
#132167 - kusma - Sun Jun 24, 2007 12:39 am
Ant6n wrote: |
the ipod thing was a doom wad anyway.. if i remember right.
maybe valve would allow it if one only distributes the executable. one would still need all the files anyway. that's how its done with quake, and prob doesnt impair sales. |
It's not HL, that's for sure. The scientists are imposters.
#132484 - lolmasta - Wed Jun 27, 2007 6:28 am
Hell, there's doom DS, and Doom is still sold, yeah, normally.
#132485 - Lazy1 - Wed Jun 27, 2007 7:03 am
It is sort of possible, if you modify the Quake engine enough you could get something similar in gameplay and use the same assets.
I played with this idea a while ago, here are the problems I ran into (this is from memory, may have errors):
BSP Format:
Very similar, if I remember correctly Quake will load a Half-Life map if you change the BSPVERSION to 30.
However, since the textures in half-life are not paletted you can expect the maps to look like bloody vomit.
MDL Format:
I never bothered with this one, maybe someone has some code somewhere to load/animate these.
Quake Virtual Machine:
Simply not powerful enough, you would be better off removing it entirely and linking your mod with the server.
Lighting:
I'm fairly sure it's different, too long ago to remember though.
Accuracy:
The real killer, I used DarkPlaces to fix #1 and #4 but this one was too much.
You must re-create all of the entities by hand using nothing but a list of ripped entities from the BSP, mapping guides and lots of testing.
As far as I know you can't even look at the HLSDK if you plan on doing this.
Though there may be ways around this if you are looking for specific values such as health levels, ect.
I think you could easily do Half-Life: Deathmatch though if you modified the DS quake engine just enough...
1) Modify the quake engine to load Half-Life's texture format
2) Allow loading of Half-Life BSPs
3) Allow loading of Half-Life sprites (the format is fairly simple, sit down with a hex editor and it's easy enough to figure out)
4) Write a tool to convert Half-Life models to Quake models
5) Implement ducking
6) Implement mod code (weapons, ect...)
I somehow don't think there is enough vram for all of those textures though, you might need to pre-convert them for DS use just like the models.
#132502 - lolmasta - Wed Jun 27, 2007 9:56 am
I have converted plenty of CS models to the DS, so it's pretty possible to convert HL models too, since they're working on the same engine.
http://uk.youtube.com/watch?v=ipCgrOC1DZA
http://uk.youtube.com/watch?v=8CZY6fWsegE
http://uk.youtube.com/watch?v=buug9iyvwtc
http://uk.youtube.com/watch?v=nvYwjb0FkXk
But yeah, deathmatch would be a lot easier.
ONE STEP CLOSER TO... COOOUNTER STRIKE, DEEE-EEEEEEEEEEEEES
#132504 - simonjhall - Wed Jun 27, 2007 10:21 am
Well I'm sure if someone got me code which could load HL maps and models then I'm sure it wouldn't be too hard to render them.
Playing the game however would be something else altogether...
_________________
Big thanks to everyone who donated for Quake2
#132618 - Dood77 - Thu Jun 28, 2007 6:29 am
Have a look at the FTEQW source, it has the ability to load HL1 .bsp files. From the FTEQW wiki: http://fteqw.com/wiki/index.php/HalfLifeBSP
_________________
If I use a term wrong or something then feel free to correct, I?m not much of a programmer.
Original DS Phat obtained on day of release + flashme v7
Supercard: miniSD, Kingston 1GB, Kingston 2GB
Ralink chipset PCI NIC
#132642 - lolmasta - Thu Jun 28, 2007 10:37 am
Cool, thanks.
#133887 - lolmasta - Mon Jul 09, 2007 3:30 pm
So, anyone else have any new ideas?