I'm too lazy to write something
Juan-Life
The Government Woman suplexes a hunter off a building. This is just how we interdimensional bureaucrats deal with annoying alien doggos. Why did I animate this? Because it was an idea mentioned months ago by @coralilac and @cydon254 on the discord. I didn't have a model of my persona back then, but now I do. :)
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!
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 and…
Do you love sunsets?
cat life 2 stole from my friend on discord (expect me to do this alot)
This weird Xash bug (that just doesn't reproduce anymore) still makes me giggle. The mod is Snow War btw. The entity info thing on the right is GoldSrc Monitor.
Xash3D engine supported movie playback for a long time, but it utilizes Video for Windows API, which has downsides from obviously being closed source and Windows exclusive and requiring the user to install third-party software. It also sometimes just outright doesn't work for an unknown reason. This time I have implemented video player using ffmpeg to the Xash3D FWGS engine, which was in the plan for a whopping eight years already. The obvious improvement of using ffmpeg is a wide variety of c…
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 sign…