HL1 Deathmatch Source

HL1 Deathmatch Source

Re: HL1 Deathmatch Source Posted by Orpheus on Sun Jan 28th 2007 at 7:04pm
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I have been playing it for a few days now and find the subtle differences in the stock maps welcoming.

It perked up the tired old maps. The pings I have played seem pretty stable too.

Anyone know what editor you use to make a map for this? 3.5 or 4.0?

The best things in life, aren't things.
Re: HL1 Deathmatch Source Posted by reaper47 on Sun Jan 28th 2007 at 7:10pm
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4.0, it's a Source game. I haven't tried mapping for it yet, but here's the FGD: http://developer.valvesoftware.com/wiki/Half-Life_Deathmatch_Source.fgd.

Good to hear it get's played. Last time I checked servers crashed almost every 10 minutes.

I love the new Bounce.
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Re: HL1 Deathmatch Source Posted by Stadric on Sun Jan 28th 2007 at 7:48pm
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This reminder has provoked me to play it.
Here I go...
Also change the texture of the dock. Docks are rarely tile. -Facepunch
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Re: HL1 Deathmatch Source Posted by Orpheus on Sun Jan 28th 2007 at 7:51pm
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I like it, and would welcome the chance to frag it with some of you'alls.

There aren't many servers so locating each other shouldn't be a hassle.

The best things in life, aren't things.
Re: HL1 Deathmatch Source Posted by ReNo on Sun Jan 28th 2007 at 7:55pm
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Last time I played it there were some major differences to HL1 that killed it for me. The ultra-slow MP5 grenades, delay in releasing charged gauss shots, and displacement surfaces damaging you when you try to gauss jump from them were the main issues I had. Sadly I don't think there were ever any updates to fix these problems :sad:
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Re: HL1 Deathmatch Source Posted by Orpheus on Sun Jan 28th 2007 at 8:09pm
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I must be out of practice. I noticed none of those things so far. Now, I bet they will haunt me. Thanx Duncan. :wink:

I dunno, I liked what I played thus far. /me hopes I am not illusioned.

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Re: HL1 Deathmatch Source Posted by reaper47 on Sun Jan 28th 2007 at 8:24pm
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I might also give it another try. It always sounded like a nice idea and it seems they fixed the ugliest bugs already (though I fear this game gets even less support than HL2DM).
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Re: HL1 Deathmatch Source Posted by Orpheus on Sun Jan 28th 2007 at 8:33pm
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I played today in fact. No issues. Might be though that I was re-learning the maps and, didn't focus on much but the paths and the alterations in the displacements.

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Re: HL1 Deathmatch Source Posted by Orpheus on Sun Jan 28th 2007 at 10:30pm
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Reaper and I just had a great time. And if I might add, even though I got kicked out for a few minutes, I still got second place. :biggrin:

/me is still roxor.

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Re: HL1 Deathmatch Source Posted by Orpheus on Mon Jan 29th 2007 at 2:14am
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In just a few minutes, I'm gonna frag some more HL1 source if anyone wants to join.

Search me out. :smile:

The best things in life, aren't things.
Re: HL1 Deathmatch Source Posted by Finger on Mon Jan 29th 2007 at 2:22am
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ReNo said:
Last time I played it there were some major differences to HL1 that killed it for me. The ultra-slow MP5 grenades, delay in releasing charged gauss shots, and displacement surfaces damaging you when you try to gauss jump from them were the main issues I had. Sadly I don't think there were ever any updates to fix these problems :sad:
My thoughts exactly. They obviously didn't try to cater this game towards experienced HL1 players - but maybe that's the point, create a filter that keeps all the noob raping 'leet' out. Meh, I wish it were better.
Re: HL1 Deathmatch Source Posted by French Toast on Mon Jan 29th 2007 at 2:33am
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I haven't played any HL-based game except PVK II in ages.

Mayhap I should get back in.

/fires up Op4
Re: HL1 Deathmatch Source Posted by Dr Brasso on Mon Jan 29th 2007 at 2:33am
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i just reinstalled it for the first time since my unfulfilled-so-i-killed-it temper tantrum.....figured id give it a chance.....tbc....

Doc B... :dodgy:
Re: HL1 Deathmatch Source Posted by Orpheus on Mon Jan 29th 2007 at 3:05am
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For all its flaws, which I didn't really notice, I had a blast.

Gwil didn't whip me to badly, but he and I had 1st and 2nd place each round. :smile:

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Re: HL1 Deathmatch Source Posted by Gwil on Mon Jan 29th 2007 at 3:09am
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Good fun all round Orph :smile: I wonder if 24/7 Gasworks is still running, I have a taste for HL blood now!
Re: HL1 Deathmatch Source Posted by Orpheus on Mon Jan 29th 2007 at 3:32am
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The things I noticed with HL1DM:S
  • The guass shoots faster.
  • The contact grenades for the MP5 have much more damage
  • The water looks prettier, but you cannot see your foes under it for the swirls. :sad:
  • You run faster.
  • There seems to be some lag, thats not related to ping.
  • The pistol is less accurate.
  • The hivehand has less tracking ability.
  • The Snarks are just as satisfying as always.
  • The maps seem darker.
  • Crossfires extra entries to the bunker, seal with the door now.
These are just my casual notices and they could be just my perspective not actual facts.

The best things in life, aren't things.
Re: HL1 Deathmatch Source Posted by omegaslayer on Mon Jan 29th 2007 at 4:07am
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Look me up and send me an invite sometime orph (granted if im not mapping). I'll gladly play a few rounds of classic DM.
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Re: HL1 Deathmatch Source Posted by reaper47 on Mon Jan 29th 2007 at 11:10am
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The contact grenades for the MP5 have much more damage
Yea, those things can wipe out a whole room now :biggrin:

Anyway, I'm glad you reminded us of this game, Orpheus. For all it's little flaws it has a nice mix of oldschool and nostalgia. I might include it in my regular fragging programme. It could actually be a nice game to map for. A small community starts to form around it.
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Re: HL1 Deathmatch Source Posted by Orpheus on Mon Jan 29th 2007 at 2:40pm
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I wonder... Since its mostly HL1 and not to much Source, would it be worth it to switch SPC to HL1DM:S ?

I mean, SPC won't ever be played for HL1, and Its never gonna see HL2DM, but just how much would have to be altered for HL1DM:S?

The biggest hurdle that presently stands in the way of completing SPC is the compiling. Its a pain, and thats putting it mildly. In fact, pulling teeth is a bit easier.

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

The best things in life, aren't things.
Re: HL1 Deathmatch Source Posted by FatStrings on Mon Jan 29th 2007 at 3:27pm
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add this to your list, or maybe it's just my imagination:
the jump-pack doesn't carry you as far or as fast
Re: HL1 Deathmatch Source Posted by ReNo on Mon Jan 29th 2007 at 3:51pm
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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 2007 at 4:20pm
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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. :smile:

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Re: HL1 Deathmatch Source Posted by reaper47 on Mon Jan 29th 2007 at 4:47pm
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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 2007 at 5:46pm
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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.
Re: HL1 Deathmatch Source Posted by Orpheus on Wed Jan 31st 2007 at 12:36am
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<DIV class=quote>
<DIV class=quotetitle>? quoting DocRock</DIV>
<DIV class=quotetext>. Plus you have to re-texture the map, but that isn't so hard.
.

</DIV></DIV>

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.
Re: HL1 Deathmatch Source Posted by Crono on Wed Jan 31st 2007 at 2:25am
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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.
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Re: HL1 Deathmatch Source Posted by reaper47 on Wed Jan 31st 2007 at 5:58pm
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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 2007 at 10:58pm
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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.
Re: HL1 Deathmatch Source Posted by ReNo on Fri Feb 2nd 2007 at 1:33am
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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 2007 at 1:39am
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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

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Re: HL1 Deathmatch Source Posted by Crono on Fri Feb 2nd 2007 at 2:46am
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I've never been told what it means, but I'll just take a guess:

If I Remember Correctly.
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Re: HL1 Deathmatch Source Posted by Stadric on Fri Feb 2nd 2007 at 5:07am
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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
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Re: HL1 Deathmatch Source Posted by Orpheus on Fri Feb 2nd 2007 at 6:55pm
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Thats an interesting read, but it didn't help me much with the acronyms. :sad:

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Re: HL1 Deathmatch Source Posted by reaper47 on Fri Feb 2nd 2007 at 7:07pm
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Re: HL1 Deathmatch Source Posted by Orpheus on Sat Feb 3rd 2007 at 2:18pm
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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.

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