HL1 Deathmatch Source
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Re: HL1 Deathmatch Source
Posted by ReNo on Mon Jan 29th at 3:51pm 2007


Did we use any custom textures (besides our little plaques)? If we did, then it would be a little awkward; not least because we really ought to ask permission from the authors to do the necessary modifications to the textures. If we used only standard textures I think it's fairly straightforward, as there is (IIRC) a tool that changes all the texture references that point to the WAD files in an HL1 map into the equivelant material references needed for Source. It isn't something I've tried though, so hopefully others can shed some light.





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Re: HL1 Deathmatch Source
Posted by Orpheus on Mon Jan 29th at 4:20pm 2007


The only custom content is the signs.wad

Our names and the sign Dave made out my window.

I hoe you're right, it might mean a future for this map. <img src=" SRC="images/smiles/icon_smile.gif">





The best things in life, aren't things.



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Re: HL1 Deathmatch Source
Posted by reaper47 on Mon Jan 29th at 4:47pm 2007


? quote:
Anywho, what'cha guys think, can SPC be easily swapped to Source HL1?


I think this is what Valve proposed from the very beginning of the Source engine. It's supposed to be very, very easy.

Don't ask me how exactly, but the brushwork and texturing as well as the majority of entities (can't think of an exception, actually) should work perfectly as a Source port.

Of course a few displacement upgrades would be nice. But that's more of an option than a requirement.






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Re: HL1 Deathmatch Source
Posted by DocRock on Mon Jan 29th at 5:46pm 2007


Mapping for HL1:Source is very cool, especially since all the textures are already configged for you, so it's pretty easy to convert an old map from HL1 into Source.

The only real trouble is getting the config set up. It takes more than just downloading and putting the .fgd file in. Plus you have to re-texture the map, but that isn't so hard.

I had to have someone baby-step me through the set up of hammer for HL1:source since I know very little, if any, about coding.

It's also cool to run HL2dm maps in HL1:Source. Converting those is pretty easy. All you need to do is change weapons over to the HL1 weapons and you basically have the same map. I did that with dm_Mesabase as well as dm_dm, and it worked like a charm.

I'll see if I can get the guy who baby-stepped me with the config to write something up to help you guys with your configs if ya want.





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Re: HL1 Deathmatch Source
Posted by Orpheus on Wed Jan 31st at 12:36am 2007


? quoting DocRock
. Plus you have to re-texture the map, but that isn't so hard.

.

I am interested in any insights you may have. This map, needs a future but, have you seen this puppy? To casually say that I need to retexture it is just mind boggling.

I swear that this is one of the biggest HL1DM maps ever built...

Post anything you feel needs said about source mapping though as I am all ears.





The best things in life, aren't things.



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Re: HL1 Deathmatch Source
Posted by Crono on Wed Jan 31st at 2:25am 2007


Well ... if you were going to port it to HL2, you would have to re-texture it ... unless ... I'm not sure if this would work or not, but if you used all the same names and made a VTF (or whatever the f**k it is that is the texture pack now) hammer may map all the textures to the new set, since the names will match. Or maybe it uses an entirely different naming convention so it doesn't even read the texture application data from HL1 maps ... I don't know though! Make a 1 texture pack and see if it works?

That's probably easier than re-texturing the entire thing. I'd say if you were going to re-texture it, you might as well modify it, optimize for source and add more complex architecture. As that'd be the only way you could make it worth it.



Blame it on Microsoft, God does.



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Re: HL1 Deathmatch Source
Posted by reaper47 on Wed Jan 31st at 5:58pm 2007


HLDM:S uses fairly low-poly architecture, low-res textures and, most importantly, low-poly weapons and player models. I think the architecture can stay the way it is. Displacements would be nice but I don't think it's a requirement, even aesthetically. Especially if it held back a map from ever being ported.





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Re: HL1 Deathmatch Source
Posted by Orpheus on Thu Feb 1st at 10:58pm 2007


I have two questions:

1) Does anyone know if the old bind for "Squat/jump" works with source HL1? (for the jump pack) If so, can you post how to do it.

2) Does increasing your visual forward area still work with source HL1? (You know, changing forward from 90* field of view to 100* or whatever the real numbers are.)





The best things in life, aren't things.



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Re: HL1 Deathmatch Source
Posted by ReNo on Fri Feb 2nd at 1:33am 2007


No idea if they still work, but here's how it used to be...

1)Put the following into your config;
bind SPACE "+lj"
alias "+lj" "+duck;wait;+jump"
alias "-lj" "-duck;wait;-jump"
(grabbed it via google off http://www.highpingbastards.com/)

2) The console command used to be default_fov, IIRC. Try it and see. If that's not right, you can type "find *" and replace the * with a word (in this case "fov") to find console commands in-game, in case you didn't know.






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Re: HL1 Deathmatch Source
Posted by Orpheus on Fri Feb 2nd at 1:39am 2007


Thanx Duncan, will work on this tomorrow. I appreciate it.

BTW, I know I am stupid, but wtf does IIRC mean? I see it often, but since everyone assumes its commonly known, no one ever says what it means.

/slow learner





The best things in life, aren't things.



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Re: HL1 Deathmatch Source
Posted by Crono on Fri Feb 2nd at 2:46am 2007


I've never been told what it means, but I'll just take a guess:

If I Remember Correctly.



Blame it on Microsoft, God does.



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Re: HL1 Deathmatch Source
Posted by Stadric on Fri Feb 2nd at 5:07am 2007


For future reference, Orph, use urban dictionary.
Probably one of the most useful and entertaining sites on the web.



Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying



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Re: HL1 Deathmatch Source
Posted by Orpheus on Fri Feb 2nd at 6:55pm 2007


Thats an interesting read, but it didn't help me much with the acronyms. <img src=" SRC="images/smiles/sad.gif">



The best things in life, aren't things.



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Re: HL1 Deathmatch Source
Posted by reaper47 on Fri Feb 2nd at 7:07pm 2007


I think Crono was right about "if I remember correctly".





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Re: HL1 Deathmatch Source
Posted by Orpheus on Sat Feb 3rd at 2:18pm 2007


Its fairly easy to change the crosshairs for HL1 and HL2, but has anyone figured out how to change them for this yet?

I searched google and barely even come up with anything for HL1DM:S let alone crosshairs.





The best things in life, aren't things.



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Re: HL1 Deathmatch Source
Posted by asterix_vader on Sun Feb 4th at 4:42pm 2007


was it me or the crossbow doesn't hit "instantaneously" like in HL1 ?

i don't know why in the world they would make changes in the game. it's HL1, not HL2. even if it was source, it's HL1. HALF-LIFE ONE, CRAP!

if it was exactly as HL1, we would have, in other words, a HL1 with a way more powerful engine, and HL1 would be completely obsolete. but NO they made changes. oh maybe they did that so you won't stop playing HL1?






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