What is Nihilanth? Created 16 years ago2008-05-22 23:15:24 UTC by Darkstalker Darkstalker

Created 16 years ago2008-05-22 23:15:24 UTC by Darkstalker Darkstalker

Posted 16 years ago2008-05-24 11:58:13 UTC Post #250383
Half-Life completely kicks Quake II's ass in the visual department. Still an awesome old game though.
Strider StriderTuned to a dead channel.
Posted 16 years ago2008-05-24 12:00:57 UTC Post #250384
Q1 engine?
Oh.

Well still, Ant's screenshot says it all.
Madcow MadcowSpy zappin my udder
Posted 16 years ago2008-05-24 12:20:39 UTC Post #250385
Half-life kicks quake 1's ass at graphics and effects , but I doubt it doesn't at atmosphere . Sometimes , quake 1 is like you're there - in the game - and it used to knock me off the chair with it's surprises .

Xen is just a good idea gone wrong - it's shit . It's short .
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-05-24 12:41:52 UTC Post #250387
Goldsrc still quicking ass in visual yes, its a old engine but can be pushed in many forms, for example, I did a map where I could get the same graphics as source, almost the same, look this screenshot:
User posted image
In this scenes I ported a lot of Half-Life 2 stuff, like models textures and so, you can look at walls, the textures looks much more higher resolution than the standard HL ones, I've used the detail textures feature, converted the original texture from the Source gcf's and put it on the _detail.txt file, I'm using glow and blur too, also models have shadows, this is a mod from Sysop, he added many effects and so...
Altough, this scene takes my FPS to something like 30 ~ 40, my processor is Core 2 Duo rendering with a Radeon X1550 and 2 gb of Ram, my old pc render this scene with 20 fps, its Pentiun 4 2.0 with Radeon 9200 and 512 mb of Ram, I get better FPS on HL2, anyways, Paranoia is an example of what Goldsrc can still render, this mod looks like Doom 3 sometimes...
Posted 16 years ago2008-05-24 12:45:54 UTC Post #250388
holy shit, can you make a tutorial for that sexy effect?
Posted 16 years ago2008-05-24 12:49:36 UTC Post #250389
What effect?.
There's many effects there, bloom, blur, shadows and so on... wich one you want?...
Posted 16 years ago2008-05-24 12:56:07 UTC Post #250390
I actually thought that it was source on first look.
Doesn't look like half-life 1 at all, good job on that one!
Madcow MadcowSpy zappin my udder
Posted 16 years ago2008-05-24 12:59:36 UTC Post #250391
Thanks, it was just a test anyways, I would release it but its full of ports and HL2 stuff also bad fps...
Posted 16 years ago2008-05-24 21:00:32 UTC Post #250420
the HDRr like lighting on the wall left of center.
Posted 16 years ago2008-05-24 22:22:18 UTC Post #250421
that's a bloom effect.

do share, Ag3nt-X. how'd you get that?
Posted 16 years ago2008-05-24 23:52:55 UTC Post #250422
Link
Caution with your accounts.
Posted 16 years ago2008-05-25 00:39:48 UTC Post #250423
There!!! See, prime example as to what I said before:

I think the HL engine is equally as powerful as the HL2 engine BUT the HL2 engine was built to cover a wider base so allows more effects. I've seen very HL2 maps in Half-Life 1 look almost up to scratch.

The effects are in the coding of the mod not the engine. HL2 is HL1 but is able to render 20X more than the HL1 engine can. So HL2 effects are achieveable in HL1 but expect lowered FPS.
Posted 16 years ago2008-05-25 04:10:40 UTC Post #250436
GoldSrc and Source are same shit, altough Source is an enhanced version of Goldsrc with physics and rendering otmization, its like Warsow did with Quake 2 engine.
Posted 16 years ago2008-05-25 05:22:42 UTC Post #250437
wrong. there is no code from the quake engine in source.
Penguinboy PenguinboyHaha, I died again!
Posted 16 years ago2008-05-25 08:22:41 UTC Post #250441
If you noclip to the nearest void when nihilanth's "overloading" so you can escape the wrath of the trigger_teleport (to avoid getting teleported to the next level) then go back to nihilanth you can see that he dosen't die.
Its no fake. I tried finishing half-life another time with cheats (preferably noclip) then when I beated nihilanth before the part where i get Teleported to gman, I "nocliped to the "void" and skipped the teleportation. Then when I went back to nihilanth he's not actually dead (there's even no death sequence for nihilanth), he's actually rotating with teh bezerking beams :D

It's no FAKE I'll make a video by tommorow
Posted 16 years ago2008-05-25 09:11:51 UTC Post #250443
There are fragments and references to Quake engine code in Source, but for the most part, the engine is actually new. While it runs on the same principle rendering technique that Goldsource did, the engine itself is totally different. For starters, Goldsource (and by extension, the Quake engines) use OpenGL. Source doesn't: it uses DirectX.
AJ AJGlorious Overlord
Posted 16 years ago2008-05-25 09:18:06 UTC Post #250444
The biggest thing they have in common, and the thing Ant hates the most is the use of bsp files for maps, amirite?
Strider StriderTuned to a dead channel.
Posted 16 years ago2008-05-25 22:36:19 UTC Post #250485
BSP was great back in the day, but methinks it's past its prime.
AJ AJGlorious Overlord
Posted 16 years ago2008-05-25 22:53:12 UTC Post #250486
Don't hold back Ant! I know you can write a 20 page rant about why BSP sucks now. ;)
Strider StriderTuned to a dead channel.
Posted 16 years ago2008-05-25 23:16:47 UTC Post #250487
I could, but I fear someone more knowledgeable will post right after me, explaining why I'm wrong. :P
AJ AJGlorious Overlord
Posted 16 years ago2008-05-25 23:31:29 UTC Post #250489
I hope the HL3 engine is not source and uses something other than Binary Space Partitions but is still easy to map / mod for. It's just damn inefficient now.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-05-26 00:30:21 UTC Post #250493
Yup.

They should keep the absolutely kickass I/O system. Keep the material system. Lose the map format, and give us something with truley next-gen optimisation and lighting.
Strider StriderTuned to a dead channel.
Posted 16 years ago2008-05-26 00:36:31 UTC Post #250494
Like..
Valve 3DS MAX Hammer 5.1
And i REALLY have to start mapping for source...
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-05-27 20:34:57 UTC Post #250613
Most of the Source effects are actually coded into the dll file. Allowing modders to change how they work. The source engine uses Direct X as a better way of actually being able to render everything. You CAN push the OpenGL effects in Goldscource but it's like pushing shit uphill, it's possible, but you're gonna get tired and dirty by then end of it and your mod will probably be sluggish by the end. That's the big problem with modding for GoldSource, you have three factors that need fill the Engine's capactity. Models, Maps, and Code. You can improve models with hi-def ones BUT you have to sacrifice quality in either code or mapping to keep the engine running smooth. Obviously the better the computer the extra capacity the engine has
Posted 16 years ago2008-05-27 23:59:49 UTC Post #250616
Its no fake. I tried finishing half-life another time with cheats (preferably noclip) then when I beated nihilanth before the part where i get Teleported to gman, I "nocliped to the "void" and skipped the teleportation. Then when I went back to nihilanth he's not actually dead (there's even no death sequence for nihilanth), he's actually rotating with teh bezerking beams grin - :D
So what? Is that supposed to mean something? So his model reappears in the same place after his dying animation is complete. What exactly are you trying to prove other than that his animations are working correctly as they should? You're right, the engine did not "kill" or delete the monster_nihilanth entity. This has no correlation to the story whatsoever. God you're dense sometimes.

Also, I just noticed you actually quoted yourself. Way to fail, Mr. Genius.
Posted 16 years ago2008-05-28 00:44:28 UTC Post #250617
Was there any need to call him out like that? It seems to me that your only reason to be here lately is so you can be an asshole to harmless newcomers, how nice.
Strider StriderTuned to a dead channel.
Posted 16 years ago2008-05-28 01:18:12 UTC Post #250618
I didn't think he was a newcomer, didn't he use another account here previously, or change names, or something? Maybe I'm mistaken, since we've had so many spammers assuming new identities as of late. Anyway, you're right, I was just being an asshole. This guy gets on my nerves.

Oh, but I was the first to nicely answer the trivial questions in this spammy thread. That counts for something, no? :glad:
Posted 16 years ago2008-05-28 01:18:29 UTC Post #250619
He's still fairly new by TWHL standards. And apart from a hiccup at the start he's a good member.
Strider StriderTuned to a dead channel.
Posted 16 years ago2008-05-29 00:28:53 UTC Post #250652
You have to remember, we all started somewhere...
Posted 16 years ago2008-05-29 03:48:21 UTC Post #250653
I started out as a sperm, how about you guys?
Rimrook RimrookSince 2003
Posted 16 years ago2008-05-29 03:54:55 UTC Post #250655
Maybe some started out as an egg... :P
Posted 16 years ago2008-05-29 04:04:35 UTC Post #250657
...ok...

never thought HL and Q2 were so similar. I see some familiar textures and sounds. HL does stomp in graphics and such, completely agreeable.

If you don't think so, look up youtube videos of it. HL looks like a glorified mod... like Gears of War and Unreal Tournament 3. :P

I always thought HL would play better backwards. Like you go to Xen first and return to a Black Mesa Warzone, maybe even see Nihilanth along the way in the beginning so it seems impending and foreshadowing. That would have made Gman a little more mysterious to me i think.
Rimrook RimrookSince 2003
Posted 16 years ago2008-05-29 04:45:57 UTC Post #250659
Goldsource is a heavily modified Quake 1 engine as well, which makes it all the more special.
AJ AJGlorious Overlord
Posted 16 years ago2008-05-30 11:54:46 UTC Post #250692
I started out as pure energy at the so called center of the universe, I am countless amounts of years old, just like the rest of you!
Posted 16 years ago2008-05-30 15:28:25 UTC Post #250698
Incoming Epic Yahtzee quote: "Which was your favourite Quake level? The brown castle, the greeny grey temple or the other brown castle?"

Quake 2 was an awesome game, don't get me wrong but its not one I could go back to over and over like I did with HL1.

Quake 2 looked incredible when it was released and a few years later HL1 pushed the engine even further. Games companies seem to like cramming in the detail these days and it has to stop!

They pay so much money getting it to look 'realistic' (and it never does) and when it comes to the gameplay they seem to rush it. Look at doom 3. It took bumpmapping to a whole new level and looked amazing (albeit a little heavy with the shadows but I guess thats the style they wanted) and the game itself was a complete bore.

While Graphics continue to advance, most developers seem to be recycling gameplay elements that are now incredibly outdated.
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2008-05-30 16:38:22 UTC Post #250707
hear of arrange mode? its a HL1 mod with an incredible amount of high end effects and features tacked onto it. Its pretty much HL2 with less texture resolution.

Even then, it does NOT have dynamic water, so it fails in that alone.
But it plays like a 3rd party HL mod. Gameplay isn't even intuitive FPS tactics and strategies. Its lame blood bathing and point and shoot. Which is good but with the scope of the project compared to what its used for, its fancy, and has a shit-assed story on top of that.

I would only ever take my graphics as far as they need to go to establish a great mood and setting.

Even bump mapping. When doing textures, I do the model, and use a normal map to detail the form, NOT to bring out all the tiny details in the texturing that get fucked up with game res issues.

Noobs in the industry is scary. :(
Rimrook RimrookSince 2003
Posted 16 years ago2008-05-30 16:53:41 UTC Post #250708
Arrange Mode hasn't been released yet, Rim. You are talking about the HL2-for-HL1ish mod, right? Some people from a community called FPSC put that together using the Arrangement's public, and vastly outdated, open source code. The actual mod does use a crapload of backported Source material, but the core mod is a totally different beast from the one you're thinking of.

http://www.moddb.com/mods/9983/half-life-1-arrangement
This is the profile for Arrangement(the developer changed the name). As you can see, the tools for mapping with it are available, but the mod itself has yet to be released.

I don't know what you mean by "dynamic water", because the only game to have totally dynamic water is Hydrophobia. If you mean reflections and normal maps, Arrangement does it.
Posted 16 years ago2008-06-04 00:05:53 UTC Post #250890
@ Rimrook, kraken & hL-genius
You guyz take things too seriously lol!!

Arrange mod is good, I think it goes a bit too far in some areas but some of the effects are pretty impressive for the engine.
Posted 16 years ago2008-06-04 03:01:10 UTC Post #250893
Lol, is this thread still alive? I taught thought we answered the question a while ago.
Skals SkalsLevel Designer
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