Created 17 years ago2007-12-16 00:58:58 UTC by doodle
undercut their GoldSource profits
These days the amount they make from Goldsource per year will probably be around what they make from CSGO in five minutes of in-game purchases.Hell, the amount they make from goldsource per year is probably less than I spend weekly on lunches.
If you want Source features, use Source - otherwise, you're better using an ?entirely open-source engine like Unity.Wrong. Most of us don't care about fancy graphic bump and specular thingy, we want those stupid 1997 limits overriden, just that.
I think it's great that people can still be passionate about a great game, and more specifically it's engine, but there is a point that you have to push past the nostalgia and accept that obsolescence is in fact real.Well. I think that it is not nostalgia, it is laziness. In my case, I don't want to spent more time learning HL2 coding, modelling (I think it is far different from HL1 because of physics, etc) and probably mapping I did struggle with GS coding, so you can imagine what will happen with me tryng to understand HL2 source, hahaha!,
I don't think laziness is a word that describes more than 10% of the Goldsource moddersHaha, no, i was only describing myself!!
GS was not meant for elaborate entity setups or huge open worlds, why do you need to change that ?We don't stick with GS for its lack of elaborate entity setups and huge open worlds, so why would we prevent it from getting these new features? (although, those two, especially open world, is far from being the reasons why we want to open-source the engine).
The only thing that keeps this engine from going under is nostalgia. Valve pulled the other reason when they released csgo.For the nostalgia part, I explained in my previous part why I think it's wrong. Also, I would argue there is currently more CS1.6 / CZ mappers than other GS mappers.
GS was not meant for elaborate entity setups or huge open worlds, why do you need to change that ?We don't stick with GS for its lack of elaborate entity setups and huge open worlds, so why would we prevent it from getting these new features? (although, those two, especially open world, is far from being the reasons why we want to open-source the engine).
The only thing that keeps this engine from going under is nostalgia. Valve pulled the other reason when they released csgo.For the nostalgia part, I explained in my previous post why I think it's wrong. Also, I would argue there is currently more CS1.6 / CZ mappers than other GS mappers.
the Goldsource engine still remains relevant today for other reasons. It's got a distinct gameplay and graphical atmosphereWhich these mods remove. Nobody here is anti-goldsource, nor are we blind purists trying to ruin other people's fun. Just simply part of Goldsource's charm and its continued appeal is its simplicity and style.
Once you add refractive water and normal maps, etc, all of a sudden you've just got a horrible mismatch of style and it looks awful.Nobody's saying we should do that. For some reason, every time i talk about dealing with OpenGL performance issues people think i'm talking about refractions, reflections, bump mapping, HDR, etc, when all i mean is to eliminate the performance issues caused by immediate mode and poorly written graphics code.
"but i guarantee any 10 year old system can push a decent 400fps"My laptop is almost 10 years old, and I am confident that your statement does not apply on my end.
again, +1I tend to follow most that have that classic look. I don't mean set in black mesa specifically. Original mods that favour brushwork prefabs over models.
That's a point, yes. But I think Xash3D API is not yet estabilished outside of GS API to be used widely. That's if you want your game to be portable between different engine versions. But if you're doing a complete stand-alone with lots of engine modifications, you pretty much stick to one version.I think people should make new "separate games" built on Xash3d instead of making goldsource mods. Because there are a lot of limitations in goldsource and
And Quake seriously lacks func_breakable, or I'm blind...It's been a few years since I played it, but I don't believe Quake did breakable objects.