hm, it's almost as if some of these maps were intended to have lit water... ...no, of course, they mostly weren't, but soon level designers would be able to easily configure it through worldspawn's key/value settings in a new feature coming to xash3d-fwgs
Finally added a hotkey handlers to my mainui_cpp from Xash3D FWGS, featuring Half-Life WON menu. However, behavior differs from WON launcher. In WON it handles it on key press, which makes navigation confusing, and sometimes it might react twice or more. Like if you're in main menu, pressing 'C' to open configuration menu, and it jumps straight to controls menu instead. This is probably due to mishandled button repeat, but I'm not sure. Instead, I do it on key release, which allows in my opiniβ¦
Merged gamma fixes and overbright implementation into Xash3D FWGS. Now everything looks as intended.
Support of lightmapped water from ericw-tools. It's so ugly but people like it for some reason.
Finished decompiling animated logo from HL25, might not be very accurate, but I tried. The code: github.com/FWGS/mainui_cpp/pull/β¦ Of course, now I'm having fun drawing custom strings...
Instead of trying to add my software water implementation into our software renderer, I did it in an OpenGL renderer that everyone uses and will use anyway. This code waited for this moment for two year until somebody reminded about it... It doesn't use shaders, it's really just that software effect implemented modifying the texture and re-uploading to GPU. I thought it will be slower but I guess generating and uploading 128x128 is not a problem for modern computers. I also found some bugs andβ¦
Did you know that @nekonomicon, one of Xash3D FWGS contributors and hlsdk-portable maintainer, tracks the list of opensourced and reverse-engineered Half-Life mods? Yes he does!
Found a solution for signed integers, sort of. At least it's less glitchy, but still undone. By the way, source code is published in our repository, branch goldsrc-proto: github.com/FWGS/xash3d-fwgs/treeβ¦
First connection from Xash3D FWGS to GoldSrc (ReHLDS) server with its native protocol. ==== Some nerd stuff ==== Xash3D natively supports writing and reading bit by bit. Whether it's a usual 8-bit or less usual 11-bit integer, it's always encoded the same way. As I said in a previous post, in GoldSrc, Valve, instead of properly rewriting buffer ops to support bit IO, just hacked it on top of existing Quake code. So this creates a significant issue on how signed values written as bytes and signβ¦
During another sleepless night, I tried to hack GoldSrc protocol into Xash3D FWGS. This isn't something I really want to implement and support in the engine, just want to see what could be improved in further Xash protocol extensions. There isn't so much to show off yet because client doesn't connect to HLDS yet. But I noticed a few interesting things. 1) In GoldSrc there are still remnants of old authentication with CD keys, which cannot even be used anymore. The only way to authenticate is the so-called "Steam protocol" in LAN mode, in which it doesn't validate the certificate cookie in Steam. I guess that's how networking works on pirated games? Honestly, I never looked into this. 2) To prevent protocol reverse-engineering, Valve tried to mangle the network data. This isn't a problem anymore, because the algorithm itself was RE'd a long time ago. It's a pure comedy of security through obscurity: github.com/dreamstalker/rehlds/bβ¦. You tβ¦