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*Suddenly the crack of an M82 Barett is heard in the distance and darkblade's head dissappars in a splat of blood, brains and pieces of skull*
I am End Of Days, aka "The Punisher" and your punishment is a day late!!! muhaaa!!!!
Half-life is a heavily modified Quake 1 engine as I remember...
Ok so bump mapping could be done but as the article says it has several limitations in lighting and what the code affects. Under normal HL the game would run pretty poorly if we bump mapped the whole game. Not to mention that this act itself would either require us to add all the original HL maps and .wads that have to be reconfigured for bump mapping, (a much larger download) or include the programs to let people do it themselves (considering how most people can't get normal CL to work right, its a huge risk to alot of people's comps). And since Haunter seems quite sure of himsef on CL:S Im sure it won't be necessary anytime soon anyways...
What is the TriApi scope, I probably missed it when I was gone? No Haunter, the dynamic muzzle flashes wont cause low-end pcs to lag, I've tried it. It just as a more exaggerated effect on the light in which the muzzle flash produces. And no on the latter part, I didn't hear your final verdict since I was gone for some time. Also wasn't half-life based on the quake 2 engine? If it was quake 1, barney would be around 100 polygons.
1.) Bumpmapping? On the Quake 1 engine? Right... :crazy:
Porting the game to Source will add alot of visual improvement, however I don't remember offhand if bumpmapping is supported by Source.
2.) Detailed Textures are added by the mapper using a speific wad-and-text file setup and is usually a simple but time-consuming task. Again with the imminent HL2 release, spending alot of time on detailed textures would probably be wasted, (unless its required to achieve the same effect in Source, whereby we'd obviously do it.)
3.) Spirit Integration is something I have especially been clamoring for since I began mapping for CL. Again the Source engine has most of these effects built in already so it probably won't get done.
4.) Dynamic Muzzle Flashes see everything above about Source.
5.) Better Skills.cfg/Better Cash/More creatures Im not entirely sure on. All creatures appear in SP, so I assume your referring to MP where its simply a matter of people making maps for CL with those enemies. I haven't ventured much into editting the Skills.cfg I found the game pretty well balanced already. (high damage but low survivability). The Cash system I think works perfectly in standard SP why do you think it should be changed?
As you can see alot of the technical facets of CL will be vastly improved by porting the game to Source. As for the possibility of continued support for the HL1 version of CL I have no idea what Haunters plans are...
I think Haunter is take a break for now from CL. Once CS: Source is out he might bring it to the SOurce engine.
As Moistnote said, if you can code then ask Haunter to join the team. The more coders the more that can be done.
Also Haunter pic is on his avatar. muhaaa!!!!!