Forum posts

Posted 5 years ago2018-09-06 15:57:28 UTC
in SharpLife - Dot Net Core based modding p Post #340801
Quake's SPR and Half-Life's SPR format's spec also support variable frame-rates, which is fun and could be useful in some niche cases.
Tool developers didn't feel like exposing it, so no mod known to me takes advantage of it. I doubt stock Half-Life even cares, as GLQuake/GLQuakeWorld don't and Half-Life's sprite format is essentially the same, but with the palette baked in.
eukos eukosOriginal Cowboy
Posted 5 years ago2018-07-28 12:34:30 UTC
in Coop Mod Post #340305
Why not just do my work?
:) Yeah, that's not how it works...
eukos eukosOriginal Cowboy
Posted 5 years ago2018-07-21 22:25:35 UTC
in Baked Physics Model Method Post #340223
Talking about the colormap hack...
Last year or so I went over the stock viewmodels, re UV-mapped them and made a modified HEV-suit texture variant for the colormap hack so all of the HEV suit is colorable via the Multiplayer Settings
User posted image
User posted image
User posted image
User posted image
.mdl files and sources for use in Steam Half-Life

WON Half-Life doesn't apply the playermodel colormap to the viewmodel, this can easily be changed, however by adding
pev->colormap = m_pPlayer->pev->colormap; before the return call in CBasePlayerWeapon :: DefaultDeploy of weapons.cpp and compiling yourself a new server dll/so.

Note that the animation order for the glock is different because this was made for my modified WON installation... so you'd have to recompile the Glock with the right animation order. Anyway it was a pain in the ass to get satisfying results when it came to the paletting of the skin so hopefully releasing this now will help anyone who wants to get into the whole colorable viewmodel business
eukos eukosOriginal Cowboy
Posted 5 years ago2018-07-21 04:44:44 UTC
in Baked Physics Model Method Post #340219
Condition Zero: Deleted Scenes made use of pre-computed physics sequences a number of times, they were also using Havok/reactor for that which was built into 3d studio max for most of the 2000s. A number of mods did the same thing (Half-Life Rebirth, Go-Mod 3) around 10 years-ish ago which popularised fake ragdolls as well. Those were the days
Fake-ragdolls in Akimbo HL
eukos eukosOriginal Cowboy
Posted 5 years ago2018-07-20 19:27:48 UTC
in SharpLife - Dot Net Core based modding p Post #340216
Quake is C with some assembly, which can't be used in C#.
Code conversion from one language into another happens very often.
Besides, the ASM is only the sped-up 256 color software-renderering code so that's really irrelevant.
GoldSource has a C engine and largely C++ game logic. Quake code would have to be heavily modified to even be usable, to the point where it has to be redesigned from scratch to be useful.
I beg to differ. The game-logic from Deathmatch Classic, although it may be C++, is actually converted from the Quake 1.06 progs code.
A language that doesn't even have a concept of integers.

If Valve didn't own the licensed Quake code, that'd be, for example, a breach - if it was based off the GPL-released code and they didn't adjust their license properly to comply.
and the Quake license states this:
What you quoted is from the paragraph about modification of GPL2 code.
This does not allow you to take Quake code and put it into non-GPL works under any circumstances. It applies to your own modifications and when you can relicense them as something else. The license clearly states that once your code depends on working with GPL code, your code has to, I quote: "be on the terms of this License"
Thus, no licensing issues.
As long as you don't use any Quake code (converted, reformatted, copy&pasted etc.) you'll be fine.
eukos eukosOriginal Cowboy
Posted 5 years ago2018-07-20 15:04:45 UTC
in SharpLife - Dot Net Core based modding p Post #340212
Your lack of care and knowledge in regards to software licenses is worrying.
Valve may not care about these projects but the Free-Software-Foundation and Zemimax might.
Valve doesn't approve of Xash because they used leaked code, not because of the license.
Sure, Xash3D may use leaked code in addition to GPL and HL1 SDK code. That doesn't change the fact that the GPL prohibits merging code with a license like the one in the Half-Life 1 SDK. This is not just a concern for Valve, but also Zenimax and the FSF.
Even if they don't approve, if they don't send a cease and desist it doesn't matter anyway.
It may not matter to you, but it matters to anyone that is using your software (which is what this is all about, right?). Some may depend on it and get screwed later down the line because you don't actually own the rights to the code.

I know people who actually dealt with Zenimax in regards to the Quake engine license (This was for Xonotic's standalone release). They still license it (for about 10 grand) and they'll negotiate a license with you. However they'll gain ownership over any changes you make and you start off with the original Quake 1 sourcecode release (you can't expect to buy a license and use something like the Darkplaces engine, because of the GPL code).

They have dealt with C&D's over the past decade, in both the Quake and Doom community. Don't push your luck.
eukos eukosOriginal Cowboy
Posted 5 years ago2018-07-20 14:36:59 UTC
in SharpLife - Dot Net Core based modding p Post #340210
Reminder that Half-Life SDK code is not compatible with the GPL2 (Quake 1/2 source releases) and that projects like Xash3D, that violate those two licenses by mixing them have had disapproval by Valve.

So if you can (if you don't use Valve code directly), change the license on your code that's on git repo to be licensed under something GPL compatible instead.

That is, if you want to use Quake code.
eukos eukosOriginal Cowboy