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To combat an old Half-Life bug with cut-off dlights on overly scaled textures, I've introduced a radius multiplier for dynamic lights, so we can enable lighting on the neighbor surfaces as well.

This however has a problem by actually lighting up too many surfaces that do not receive any lighting, potentially hurting the performance.

... Until I found a fix for that in JoeQuake, which seems has been taken from FitzQuake, which attributes LadyHavoc, best known for DarkPlaces engine. It exactly checks whether the surfaces receive any lighting or not, which turned out to be perfect for my case here.

Attached comparison screenshots description: 
1) The demonstration of a bug. The texture of helicopter landing site on crossfire.bsp is stretched, which causes the dynamic light (Half-Life flashlight on the screenshot) to be cut off. For the purpose of demonstration, lit surfaces are marked with red color and the map lighting is toned down to better see flashlight.
2) With increased radius dynamic light lits the neighbor surfaces as well, giving more correct result.
3) This screenshot shows the crossfire bunker entrance, which has lesser amount of stretched textures, but with the increased radius it lits surfaces that don't get any light from the flashlight.
4) With enabled LadyHavoc's fix, only the surfaces that's lit by the flashlight get marked
To combat an old Half-Life bug with cut-off dlights on overly scaled textures, I've introduced a radius multiplier for dynamic lights, so we can enable lighting on the neighbor surfaces as well.

This however has a problem by actually lighting up too many surfaces that do not receive any lighting, potentially hurting the performance.

... Until I found a fix for that in JoeQuake, which seems has been taken from FitzQuake, which attributes LadyHavoc, best known for DarkPlaces engine. It exactly checks whether the surfaces receive any lighting or not, which turned out to be perfect for my case here.

Attached comparison screenshots description: 
1) The demonstration of a bug. The texture of helicopter landing site on crossfire.bsp is stretched, which causes the dynamic light (Half-Life flashlight on the screenshot) to be cut off. For the purpose of demonstration, lit surfaces are marked with red color and the map lighting is toned down to better see flashlight.
2) With increased radius dynamic light lits the neighbor surfaces as well, giving more correct result.
3) This screenshot shows the crossfire bunker entrance, which has lesser amount of stretched textures, but with the increased radius it lits surfaces that don't get any light from the flashlight.
4) With enabled LadyHavoc's fix, only the surfaces that's lit by the flashlight get marked
To combat an old Half-Life bug with cut-off dlights on overly scaled textures, I've introduced a radius multiplier for dynamic lights, so we can enable lighting on the neighbor surfaces as well.

This however has a problem by actually lighting up too many surfaces that do not receive any lighting, potentially hurting the performance.

... Until I found a fix for that in JoeQuake, which seems has been taken from FitzQuake, which attributes LadyHavoc, best known for DarkPlaces engine. It exactly checks whether the surfaces receive any lighting or not, which turned out to be perfect for my case here.

Attached comparison screenshots description: 
1) The demonstration of a bug. The texture of helicopter landing site on crossfire.bsp is stretched, which causes the dynamic light (Half-Life flashlight on the screenshot) to be cut off. For the purpose of demonstration, lit surfaces are marked with red color and the map lighting is toned down to better see flashlight.
2) With increased radius dynamic light lits the neighbor surfaces as well, giving more correct result.
3) This screenshot shows the crossfire bunker entrance, which has lesser amount of stretched textures, but with the increased radius it lits surfaces that don't get any light from the flashlight.
4) With enabled LadyHavoc's fix, only the surfaces that's lit by the flashlight get marked
To combat an old Half-Life bug with cut-off dlights on overly scaled textures, I've introduced a radius multiplier for dynamic lights, so we can enable lighting on the neighbor surfaces as well.

This however has a problem by actually lighting up too many surfaces that do not receive any lighting, potentially hurting the performance.

... Until I found a fix for that in JoeQuake, which seems has been taken from FitzQuake, which attributes LadyHavoc, best known for DarkPlaces engine. It exactly checks whether the surfaces receive any lighting or not, which turned out to be perfect for my case here.

Attached comparison screenshots description: 
1) The demonstration of a bug. The texture of helicopter landing site on crossfire.bsp is stretched, which causes the dynamic light (Half-Life flashlight on the screenshot) to be cut off. For the purpose of demonstration, lit surfaces are marked with red color and the map lighting is toned down to better see flashlight.
2) With increased radius dynamic light lits the neighbor surfaces as well, giving more correct result.
3) This screenshot shows the crossfire bunker entrance, which has lesser amount of stretched textures, but with the increased radius it lits surfaces that don't get any light from the flashlight.
4) With enabled LadyHavoc's fix, only the surfaces that's lit by the flashlight get marked

To combat an old Half-Life bug with cut-off dlights on overly scaled textures, I've introduced a radius multiplier for dynamic lights, so we can enable lighting on the neighbor surfaces as well. This however has a problem by actually lighting up too many surfaces that do not receive any lighting, potentially hurting the performance. ... Until I found a fix for that in JoeQuake, which seems has been taken from FitzQuake, which attributes LadyHavoc, best known for DarkPlaces engine. It exactly c…

barnpog3

I've been working on a custom version of StudioMDL, it's not quite ready for release yet. From a vanilla GoldSrc perspective, it's at the level of the Sven Co-op version of StudioMDL. It also runs natively on Linux (thanks to fnky's cross-platform version). And since it's my own little project, I can add any features I want! So, you'll basically be getting the Sven Co-op compiler but with more features. I've mainly been fixing bugs so far, but there are some new QC commands (mainly flipping UVs horizontally and vertically).

(Edited)
worldcraft2
missingtexture2
Why didn't VALVe put the Workshop in HL1?

-Is it the GoldSrc Engine that is difficult to put in the Workshop and was never designed to put in the Workshop (I believe not, as HL1 as well as HL2 is easy to modify and port 3d asset files, sound, etc.)?

-HL2 is considered to be VALVe's best game and it has more affection than HL1 (HL2 is my favorite and my game of life, but HL1 is also the game of life for some and it should have that, look at TF2, Half-Life Alyx , Source Filmmaker, Portal 2, Left 4 Dead 2, CS2).

-I will never understand the VALVe engineers (Wow, in 2023 they slightly increased the limits of the GoldSrc Engine and the same thing happened in 2024 in the Source Engine). You'll understand.
Why didn't VALVe put the Workshop in HL1?

-Is it the GoldSrc Engine that is difficult to put in the Workshop and was never designed to put in the Workshop (I believe not, as HL1 as well as HL2 is easy to modify and port 3d asset files, sound, etc.)?

-HL2 is considered to be VALVe's best game and it has more affection than HL1 (HL2 is my favorite and my game of life, but HL1 is also the game of life for some and it should have that, look at TF2, Half-Life Alyx , Source Filmmaker, Portal 2, Left 4 Dead 2, CS2).

-I will never understand the VALVe engineers (Wow, in 2023 they slightly increased the limits of the GoldSrc Engine and the same thing happened in 2024 in the Source Engine). You'll understand.

Why didn't VALVe put the Workshop in HL1? -Is it the GoldSrc Engine that is difficult to put in the Workshop and was never designed to put in the Workshop (I believe not, as HL1 as well as HL2 is easy to modify and port 3d asset files, sound, etc.)? -HL2 is considered to be VALVe's best game and it has more affection than HL1 (HL2 is my favorite and my game of life, but HL1 is also the game of life for some and it should have that, look at TF2, Half-Life Alyx , Source Filmmaker, Portal 2, Left…

Hi! May I ask how do goldsrc/source engine manage the maps, special events in the maps and some special variables? I'm making a game in godot engine and I'd like to imitate goldsrc/source engine's design pattern. Thanks in advance!

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 opini…

visualstudio3
We have work in progress on Supposed be a 2024 or 202X.
Only just me for Working on. I Was 12 Years old and 13. I Finally i gotta return continued to Mods, Those name was has a 2 Name: Operation the Uplink/Operation the Task Force. which i decided to use my bigger plan to Name call "Military Forces". I Glad i got out of May/June/July/August/Sep. My Bad guys i was taking break to all lots month. The Quiver will be Soon at TBA. My Music will be taking Working to Progress in Quiver/Signal Lost/Military Force. I Glad i have it.

We have work in progress on Supposed be a 2024 or 202X. Only just me for Working on. I Was 12 Years old and 13. I Finally i gotta return continued to Mods, Those name was has a 2 Name: Operation the Uplink/Operation the Task Force. which i decided to use my bigger plan to Name call "Military Forces". I Glad i got out of May/June/July/August/Sep. My Bad guys i was taking break to all lots month. The Quiver will be Soon at TBA. My Music will be taking Working to Progress in Quiver/Signal Lost/Mili…