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HLAG Remake - Adrenaline Tournament; remake of Adrenaline Gamer on modified Quake 1 (FTEQW)
Topic Started: Jan 7 2017, 10:39 PM (1,772 Views)
Rvach
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Here is a prototype of remake of Adrenaline Gamer on FTEQW engine (modified ID Tech 1).
I've started this project several months ago having some ideas on how it should look like and what should be one of the most important features of this project - game launcher with matchmaking, media and other features.

Here is some videos of the game process itself:HLAG Playlist


Some additional info:
- for now its just a mod for FTEQW (modification of ID Tech 1)
- this project is a fork of https://github.com/autonomous1/quakelife
- its compatible with half-life 1 content (some triggers are not working on some maps)
- rough weapon, item and player models redone by me (btw snarks, satchels, hornetgun is not presented yet)
- also I'm working on game launcher and a web service to enable content update, cfg editing, different social features and matchmaking
- the future of this project is unclear because of the lack of time...



You can find out all HLAG News on my blog



Public HLAG Prototype Release v0.2 (Full release notes on my blog)

Here is the link to game launcher: DOWNLOAD GAME LAUNCHER (Win x64)

How to run:
1) Download
2) Unpack into some folder
3) Execute run.bat

PS Version for Linux and Win x32 will be made on demand
Edited by Rvach, Jan 17 2017, 07:08 PM.
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sham3ka
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that's ag with different models, sprites and sound only that
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Rvach
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sham3ka
Jan 8 2017, 02:43 AM
that's ag with different models, sprites and sound only that
Wrong statement :thumbdown:

This project is developed from scratch using QuakeC interpreted language to run with FTEQW game engine. I've did not even look into Half-Life SDK or Xash3D source code, while working on it.

I choose FTEQW and QuakeC because of aforementioned quakelife project, giving me good starting point for further development.
Also FTEQW derived from QuakeWorld engine, so netcode performance should feel at least good :), beside that FTEQW supports many cool features including graphics related ones.
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srbo
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Like it very much.
How about to build a team? Iam sure that there are many people which would be like to work with you.

what do you think about this idea?
http://forum.half-life.pro/topic/30051988/1/#new

what is your goal? making a adrenaline gamer like game with youre own models, physics? or porting the gameplay to id 1 tech?



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Rvach
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srbo
Jan 8 2017, 12:27 PM
Like it very much.
How about to build a team? Iam sure that there are many people which would be like to work with you.

what do you think about this idea?
http://forum.half-life.pro/topic/30051988/1/#new

what is your goal? making a adrenaline gamer like game with youre own models, physics? or porting the gameplay to id 1 tech?



I'm very glad you like it.
It will be great to build a team to continue development of this project, because I have not much free time to dedicate it to active development. Furthermore, I would like to switch to game launcher/site/web stuff entirely, because I have more experience it this field than in game development.

As for your idea about "Bringing the hl players all together", I believe the infrastructure I'm trying to build can support all of this if developed properly.
At this point I can say that the prototype of the game and infrastructure is almost ready to be shown:
- service and test game server up and running
- repository for updates is set up (at first I used dropbox for serving files for updates, but they shutting down public/direct links to files, so I had to setup repository on my own server and update web-service and game launcher to work with it)

My goal is to port Adrenaline Gamer gameplay to ID Tech 1, but at this point I'm not ready to dive in FTEQW source code to alter physics to feel exactly as in AG, because as soon as I do it I will have to start merging updates from FTEQW to my fork. I hope people would like QuakeWorld physics... maybe it will help to bring some players from quake :) otherwise someone will have to constantly work on FTEQW.
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irish
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quick question from a naive oldschooler - is there any way we can improve the resiliency of the game if we port it, make it harder to crack (i.e. opengf, aimbot?)

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srbo
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Rvach
Jan 8 2017, 01:11 PM
srbo
Jan 8 2017, 12:27 PM
Like it very much.
How about to build a team? Iam sure that there are many people which would be like to work with you.

what do you think about this idea?
http://forum.half-life.pro/topic/30051988/1/#new

what is your goal? making a adrenaline gamer like game with youre own models, physics? or porting the gameplay to id 1 tech?



I'm very glad you like it.
It will be great to build a team to continue development of this project, because I have not much free time to dedicate it to active development. Furthermore, I would like to switch to game launcher/site/web stuff entirely, because I have more experience it this field than in game development.

As for your idea about "Bringing the hl players all together", I believe the infrastructure I'm trying to build can support all of this if developed properly.
At this point I can say that the prototype of the game and infrastructure is almost ready to be shown:
- service and test game server up and running
- repository for updates is set up (at first I used dropbox for serving files for updates, but they shutting down public/direct links to files, so I had to setup repository on my own server and update web-service and game launcher to work with it)

My goal is to port Adrenaline Gamer gameplay to ID Tech 1, but at this point I'm not ready to dive in FTEQW source code to alter physics to feel exactly as in AG, because as soon as I do it I will have to start merging updates from FTEQW to my fork. I hope people would like QuakeWorld physics... maybe it will help to bring some players from quake :) otherwise someone will have to constantly work on FTEQW.
First:
In my opinion we shouldn't only focus on AG. Its about to make a goldsrc/id tech like based client which looks like hl and feels like it with all the modern benefits. its about to gather all the hl players wordwide. why not creating such a client? there are many talented coder outside which can help to develop such a client.

Second:
i dont like the idea with quakeworld physics, because with them you cant play anymore the old hl maps because the jump distance and accelaration is different. you can but a modi with qw physic but the core should be hl.
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Rvach
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irish
Jan 8 2017, 01:58 PM
quick question from a naive oldschooler - is there any way we can improve the resiliency of the game if we port it, make it harder to crack (i.e. opengf, aimbot?)

I was afraid of this question :)

I'm really know nothing about the cheats and protection against it, I believe I can implement some protection at game launcher level via scanning for that kind of cheats.

I only thing I've learned while working on the remake is that game code executed on serverside (SSQC) and clientside (CSQC). What pieces of data that can be accessed on CSQC depends on what will be exposed at SSQC level. But nevertheless, the source code of FTEQW is open and it can be a problem...
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Rvach
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srbo
Jan 8 2017, 02:22 PM
First:
In my opinion we shouldn't only focus on AG. Its about to make a goldsrc/id tech like based client which looks like hl and feels like it with all the modern benefits. its about to gather all the hl players wordwide. why not creating such a client? there are many talented coder outside which can help to develop such a client.

Second:
i dont like the idea with quakeworld physics, because with them you cant play anymore the old hl maps because the jump distance and accelaration is different. you can but a modi with qw physic but the core should be hl.
1) I think Xash 3D will fit better for this purpose, because it already had some compatibility with mods. On the other hand the aim of my project was not to create a port but a remake of the game that has feeling of the original game as close to the root as possible.

2) First you should try it :) Jump distance and acceleration is adjustable through QuakeC. I do not think that regular players will notice the difference but AG & HLDM players probably will.
Edited by Rvach, Jan 8 2017, 08:45 PM.
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Alles_Ratten
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why do you remake ag on an even more limited engine?
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Rvach
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Alles_Ratten
Jan 8 2017, 10:08 PM
why do you remake ag on an even more limited engine?
I'm suggest you to read about FTEQW before calling it more limited :)

Look at Xonotic, though it is developed using Darkplaces engine (again Quake 1 Engine fork), you can find interesting this thread in particular. In a few words FTEQW provides not less features than Darkplaces. Once I heard a joke while reading quakeone forum which says something like "FTEQW supports all", and indeed, every feature I've looked for (from models format support to sending POST request and File IO) was there.
Edited by Rvach, Jan 8 2017, 10:30 PM.
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Alles_Ratten
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hm ok, graphicwise it might have slight advantages towards standard hl. I wonder if mapping for this would work fine
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Rvach
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Alles_Ratten
Jan 8 2017, 11:19 PM
hm ok, graphicwise it might have slight advantages towards standard hl. I wonder if mapping for this would work fine
It has more advantages just because it still in development while goldsrc is outdated for many years.

You can map for FTEQW as if it HL/Q1/Q2/Q3/Warsow/Xonotic/Nexiuz with an appropriate tool-set, but do not break terms of related license.
Edited by Rvach, Jan 8 2017, 11:50 PM.
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sham3ka
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make a adrenaline gamer: go
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srbo
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Alles_Ratten
Jan 8 2017, 11:19 PM
hm ok, graphicwise it might have slight advantages towards standard hl. I wonder if mapping for this would work fine
q1 mapping = same as hl1.

its the same system. if we are really going to make it open source iam going to remap the most played original hldm maps with my own interpretation.
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srbo
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sham3ka
Jan 9 2017, 05:12 AM
make a adrenaline gamer: go
Just call it adrenaline gamer.
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srbo
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Rvach
Jan 8 2017, 10:23 PM
Alles_Ratten
Jan 8 2017, 10:08 PM
why do you remake ag on an even more limited engine?
I'm suggest you to read about FTEQW before calling it more limited :)

Look at Xonotic, though it is developed using Darkplaces engine (again Quake 1 Engine fork), you can find interesting this thread in particular. In a few words FTEQW provides not less features than Darkplaces. Once I heard a joke while reading quakeone forum which says something like "FTEQW supports all", and indeed, every feature I've looked for (from models format support to sending POST request and File IO) was there.
This wont work fine in my opinion. going the quake path or make it more quake like isn't the real path. keep the game as it is. working on physics and smooth everything out would be nice, but not more.

yea xash3d is very nice, but you cant play original multiplayer mods from hl without bugs. you need to make modifications.
Edited by srbo, Jan 9 2017, 11:11 AM.
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kingzs
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plz stop this bullshit! it looks terrible!!!!
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Alles_Ratten
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what i meant is, you will need an editor that supports your setup well, if it is an advanced quake engine, im not sure if jackhammer will do... just sounds like it will be a lot of work to have a good setup for this
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srbo
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jackhammer, sledge or valve hammer are all compatible with it.

the most of you aren't aware how much crazy stuff you can do in ag alone through mapping. in 2009 i found many intersting things when i was doing my first maps.

i will soon realase some maps which will fit perfect to the ag gaming style.


Edited by srbo, Jan 9 2017, 07:23 PM.
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Alles_Ratten
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i know how to map, thank you

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Rvach
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srbo
Jan 9 2017, 11:09 AM
yea xash3d is very nice, but you cant play original multiplayer mods from hl without bugs. you need to make modifications.
I think ability to run and even play mods itself is much more better than broken compatibility :)

I pickup FTEQW just because it was easiest and only legal way to rapidly develop a working prototype compatible with as much stuff as possible. And I believe I choose the right path, it's a pity than there is almost zero interest in it, so very likely that after some time since the public release of the prototype version I shut down servers and development, and publish source code on github (I any case I have to do that because of GPL terms).
Edited by Rvach, Jan 10 2017, 11:52 AM.
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Rvach
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Public HLAG Prototype Release (v0.2)

Here is the link to game launcher: DOWNLOAD GAME LAUNCHER (Win x64)

How to run:
1) Download
2) Unpack into some folder
3) Execute run.bat
Edited by Rvach, Jan 17 2017, 07:02 PM.
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The_Falcon
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I can't join nor create a game.
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Rvach
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The_Falcon
Jan 17 2017, 09:03 PM
I can't join nor create a game.
Sigh...

Does update indicator reached 100% or it has not appeared at all?
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