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/vr/ - Retro Games


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File: 1.51 MB, 1920x1080, freeman.png [View same] [iqdb] [saucenao] [google]
9119582 No.9119582 [Reply] [Original]

>Freeman, right? I've got a message for you. Make sure you don't-
What was he about to say?

>> No.9119602

>-go into the room back there, it's an ambush set by the HECU

>> No.9119606

>-don't ask who joe is

>> No.9119668
File: 92 KB, 960x540, bait.webm [View same] [iqdb] [saucenao] [google]
9119668

-go to Ravenholm

>> No.9119762
File: 14 KB, 192x144, C1A0_FLIPSIGN4.jpg [View same] [iqdb] [saucenao] [google]
9119762

>>9119582
>-send money to Israel. Its the Jews, Gordon! G-man is working for the Jews.

>> No.9119773

>don't think about The Game

>> No.9119775

>>9119582
>Make sure you don't play a 4:3 game in a 16:9 ratio

>> No.9119781
File: 10 KB, 325x325, 83p2l95emnq01.jpg [View same] [iqdb] [saucenao] [google]
9119781

>>9119775

>> No.9119804

>>9119775
Why not? Valve already updated the game to fit on Widescreen.

>> No.9119807

>>9119762
>Insert text of interest here.
>no really
>go ahead and picture
>something cool
i>n your minds eye
>make something up of what
>you would like for this to say

>If you can read this shit
>then you are really
>freakin strange…
>with good eyes

>> No.9119815

>>9119602
That actually makes sense since you get ambushed like 5 mins later.

>> No.9119816

>>9119762
fucking J-man #maga gordon will show that cuck

>> No.9119951

>>9119602
How the fuck would he know that tho? Also who would send him that message anyway?

>> No.9120446

>Make sure you don't-
>forget that Zelda is your ... ... ...

>> No.9120561

>>9119668
U SUDNT COM HERE

>> No.9120563
File: 39 KB, 680x634, 1580616331045.jpg [View same] [iqdb] [saucenao] [google]
9120563

>>9119775

>> No.9120579

>>9119775
holy shit my sides

>> No.9121460

>>9119602
if he was gonna say that then why did the Black Ops kill him? Black Ops were assigned to take care of the marines

>> No.9121467

>make sure you don't use the new sample in the spectrometer. Sorry, I was supposed to tell you this morning.

>> No.9121683

>>9121460
Actually take care of the whole situation, killing everything in sight.

>> No.9121765

>- forget to open the console and type in notarget so you can stare at the ninja's titty physics

>> No.9121851
File: 65 KB, 240x240, GROUDROUN FREMEN.png [View same] [iqdb] [saucenao] [google]
9121851

RHANDS UP!
TIS GROUDROUN FREMEN
U DONE GOOFD BOI

>> No.9122165

>>9119773
Lost

>> No.9122846

>>9119582
> -keep playing when you reach the final boss, he will spoil your impression of the game.

>> No.9122854

>>9119602
FPBP
i always assumed he was going to warn you against one exit rooms, getting ambushed, ect

>> No.9122937

Jack off
Or put things in your butt.

>> No.9122954

>Free(((man)))
Is he canonically a Jew?

>> No.9122959

Why were the military, spec-ops and the us government trying their hardest to ruin the situation again?

>> No.9122979

>>9122959
Because Black Mesa just summoned an army of hostile aliens. As far as the government was aware it might have even been intentional. All Black Mesa employees had to be liquidated before they caused even more damage.

>> No.9122989
File: 310 KB, 1076x1847, 1f255ed93a72acde4ef42c70edee4583.jpg [View same] [iqdb] [saucenao] [google]
9122989

>>9122954
No. He's an American (Anglo) and native of Seattle, Washington. The name "Freeman" comes from Freeman Dyson, an English physicist.

>> No.9123032

>>9122989
Dyson sphere Dyson?

>> No.9123490

>>9122959
bad thing happened and US government was like, wipe it out no survivors. doesnt matter if there were any innocents, they already wrote off every single person there as a loss

>> No.9123562

>>9123490
They didn't do a good job on that then

>> No.9123664

>>9122979
>As far as the government was aware it might have even been intentional
>government has no clue what the fuck is going
>the US government that has an illegal facility to detain and torture people for information does not want to figure out who to blame
???
>>9123490
But why? It doesn't make sense.

>> No.9123703

>>9123664
>>9123490
>>9122959
The original wave of military was to legit help them. At some point, once they realized what was going on, the order became COVER-UP and shit.
I don't think the latex people were originally enemies of the normal military guys? Wasn't that just an Opposing Forces thing? And if it wasn't obvious by the Alien X stuff, that's not remotely canon.

>> No.9123718

>>9122959
The whole situation was ultimately a set-up created by the G-Man or the entity(s) he represented, including the involvement by the military. The HECU weren't given much intel but maybe the higher-ups were told a lie about a contagion or some bs. Who knows. In the end it's some kinda cosmic conspiracy to "prepare" Gordon. It's not the greatest writing honestly. It's like Lost tier.

>> No.9123821

>play the game in OpenGL renderer

>> No.9124413

>>9123821
explain

>> No.9124454

>>9123821
i've played this game with hardware acceleration since the 90's what's the problem?
granted some maps look more gritty especially the old rusty black mesa installations but opengl is not a denaturation of the game.

>> No.9124456

>>9124454
meant it looks more gritty in software mode in some cases

>> No.9124472

>>9124413
A zoomer who think we didn't have 3D accelerated cards in 1998.

>> No.9124529

>>9121460
Not in the original HL no, that is OF non-canon stuff

>> No.9124539

>>9121460
This is Opposing Force's non-canon story change so that they could have the assassins fight the player and have the player feel like they aren't fighting for the bad guys.

In HL1, the assassins are with the HECU.

>> No.9124563

>>9124539
>>9124529
>i-i-i-i-i-it's not canon!!!!!
Cope and seethe. Race X will return in EP 3

>> No.9124763

>>9124456
Such as?

>> No.9125115

>>9120561
zombie goasts leave the place!

>> No.9125117

>>9123032
That's the Dyson.

>> No.9125167

>>9124763
such as what i already said, rusty and old parts of black mesa.

>> No.9125252

>>9123821
You may be joking but after years of playing HL using the OpenGL renderer, I finally switched over to software for the hell of it, at 640x480 resolution, and hot damn does it look better. The water texture alone is a good upgrade and lighting seems to look a lot better overall. Also, the HUD looks much better at 640x480.

>> No.9125884

>>9125115
The pants are dead!

>> No.9125928

>>9125252
Too bad it has no 24-bit mode. Unreal did it just fine (and is in fact faster than 16-bit).

>> No.9125941

>>9124563
>EP3
There's only one person coping here.

>> No.9125982

>>9123718
Honestly Half Life never really had a good plot/background
The first one was fine (except the ending) but I think the second one made no sense, jumping from "escaping a disaster at a science facility" to "saving humanity"

I say this as a long time Half Life fan who played HL2 when it came out
They obviously had no idea where they were going with the series, especially with G-Man and wrote themselves into a hole. Things just got worse with the episodes.
Considering all the original writers are gone from Valve, the series lore is essentially dead and I question if we will ever see the series ended.

>> No.9126223

>>9125982
>except the ending
Black Mesa fixed that masterfully

>> No.9126272

I genuine though black ops were sent him WITH the Hecu in order to keep an eye on the grunts and clean up if necessary.

>> No.9126274

>>9126272
And by clean up, after the soldiers retreat and only some stragglers remain while the fighter in the air start fighting.
The soldiers left behind were as much as targets as everyone else.

>> No.9126279

>>9125115
but this is our house!

>> No.9126284

>>9125982
I love HL 2 but I agree with you. HL 2 is a nice journey, but the more the character shut up the better.

Also they treat Gordo like a super hero, even with the fucking suit.

But it does not mess with the overall structure too much since it woudl always end with Gordo helping the resistance.and being the wrong man at the wrong place again.

The whole 4th wall prophet angle is interesting especially for the vortigaunt talk but its not fully fleshed.

>> No.9126992

>>9125982
HL's fame is mostly due to
-its engine(it looked and played perfect).
-mods
-atmosphere
back then we didn't care much about the plot as we just wanted to experience technical marvels

>> No.9127317

bump

>> No.9127350

>>9119762
>If you can read this shit then you are really fuckin strange... with good eyeyeS
What did gaben mean by this?

>> No.9127721
File: 53 KB, 384x288, 11235813.png [View same] [iqdb] [saucenao] [google]
9127721

>>9127350
What's written in the other posters tho?

>> No.9127723 [DELETED] 

Looks like you all triggered the schizo again kek
>>9127596

>> No.9127771

>>9119602
Does Gordon even know what HECU means? It was never mentioned in-game or anything…

>> No.9127790

>>9126992
There is definitely something to be said about this approach. If you have good art directors and a decent background and atmosphere, its just what you need.

I like more story as well, it depends in the end.

>> No.9127807

>>9126272
They are.
There are no instances of the ninjas attacking the HECU, in fact they wear you down in a firefight in order to force you into the room with the med station to be ambushed by the HECU.

>> No.9127824

>>9127807
Hence why it makes sense that after the grunts pull out, and the job now is nuking that they woudl conflict with Shepard.

I like opfor back in the day of course, but even then I knew it could have been better.

I disliked race x and how short it was compared to HL.

>> No.9127941
File: 106 KB, 800x1136, 15780-half-life-playstation-2-front-cover (1).jpg [View same] [iqdb] [saucenao] [google]
9127941

Thoughts on the PS2 port?

>> No.9127953
File: 2.68 MB, 1280x480, 1652038747574.webm [View same] [iqdb] [saucenao] [google]
9127953

>>9124413
Software simply looks better. OpenGL scales all textures with horrendous blur and the weird ass water animation is its fault, too.

>> No.9127962

>>9127941
kino

>> No.9127970

>>9126992
The plot wasn't bad. They just never finished it.

>> No.9127973

>>9127941
I didn't have a gaming PC back then, so the PS2 port was my exposure to Half-Life.

I liked it. The co-op mode, Decay, wasn't bad either.

>> No.9128172

>>9127953
The same problem occurs with Quake/GLQuake

>> No.9128180

>>9121683
everything but the aliens....genius goverment surprised it lasted 7 hours at all

>> No.9128367

>>9127941
That was the first way I played it so when I started seeing other people play the PC version on youtube years down the line I was a bit confused as to why he had an SMG rather than an M16 and a glock rather than a beretta.
The character models and shiny helmets looked really nice in this version.

>> No.9128384

>>9119582
-stare at her boobs

>>9127953
i'm pretty sure thtat's hl1 vs hl source, not software vs opengl

>> No.9128404

>>9127941
I tried it a little bit in emulator, I guess it's a functional port but I found the view swaying to be fucking nauseating and couldn't figure out how to turn it off. If i ever find a real PS2 copy I'd like to do a full vortigaunt mode playthrough it seems fun.

>> No.9128495

>>9128404
You can use USB mouse and keyboard on this one

>> No.9128629
File: 1.43 MB, 1920x2160, 1619179908495.jpg [View same] [iqdb] [saucenao] [google]
9128629

>>9127953
I think Valve fixed the texture scaling recently.

The real issue is the lighting. The overbrightness is nonfunctional, so I restored it in Xash3D.

>>9127941
Kind of overrated. Despite having more detailed models, some of the textures are extremely blurry. The framerate is also ass.

>> No.9128682

>>9128629
> think Valve fixed the texture scaling recently
On Widescreen?

>> No.9128928

>>9123718
this is mostly because laidlaw was brought in at the very last minute and i think they pretty much showed him the game and told him to come up with a plot for it

>> No.9128995

Seriously more games should do this. Focus on gameplay, hire a decent writer that can write good stuff around what he sees.

>> No.9129000

>>9128995
half life sucks and the characters all look like homunculi born with abnormally short arms and klinefelter's syndrome

>> No.9129023

>>9129000
What else would you expect from a game from 24 years ago?

>> No.9129182
File: 1.95 MB, 2985x2984, IMG_20220728_231521128_HDR~2.jpg [View same] [iqdb] [saucenao] [google]
9129182

>> No.9129187

>>9129023
i would expect a good game like doom, quake or marathon. instead i got a cuckold simulator populated by oompa loompas

>> No.9129267

>>9129187
>>9129000
aww baby got mad because his bait thread got deleted
also
>marathon
>good
kek

>> No.9129280

>>9129267
hey you can like both

i feel like marathon had some influence on hl too

>> No.9129294

>>9129267
you sound mad

>> No.9129323

>>9129294
Yes you are

>> No.9129371

>>9129182
>Black Mesa is an Affirmative Action employer
>Refer to your nearest Human Resources department for further information

>> No.9129386

>>9119582
-support the democratic tranny takeover

>> No.9129425

>>9123718
In HL1 lore it wasn't to prepare Gordon iiirc. The situation was setup by the G-man so the US military could invade the alien dimension and conquer it for his "employer". Gordon went and wiped out the nihla alien, which impressed the G-man. I don't know anything about HL2 because I erased it from my mind because it sucks ass

>> No.9129508

>>9129425
>The situation was setup by the G-man so the US military could invade the alien dimension and conquer it for his "employer".
That is something that happens, but it doesn't explain why they have orders to shoot Black Mesa personnel on sight. One explanation is "secrecy." The other one is that, well, if they didn't do that then Gordon would get moved off-site instead of going and fighting the Nihilanth.
There's that and the "Administrative Sponsor: Classified" mentioned in the opening was revealed by Laidlaw in 1999 to be the G-Man. Suggests there was some manner of "chosen one" thing going on from the start.

>> No.9129539

>>9128682
Yes? What does that have to do with it?

>> No.9129541

>>9129000
Hi Alf

>> No.9129914

bump

>> No.9130286

>>9127941
supports fully customizable mouse and keyboard via USB
supports widescreen 16:9
features an new coop campaign with new characters, somewhat doable alone by switching players.
has better models even the eyes are animated.

>> No.9130306

>>9129539
some people don't make the difference between display/resolution and textures. i believe it stems from hearing about blurry textures in a blurry looking game and conflating the two.

>> No.9130454

Too many dead scientists lol

>> No.9130604

>>9130454
We don't even know how many escaped from the nuke

>> No.9130821

>>9128384
>i'm pretty sure thtat's hl1 vs hl source
No it's not. The shot on the right doesn't even look close to the pixel shaded water used in the early Source Engine. Left side is OpenGL, right is software.

>> No.9130836

I know Dark Matter is being made, wonder if it will ever come out.

And Echoes is good fun HL mod.

But I would love a mod where you play as one of the ninja girls. Low poly tit jiggle is a treasure.

>> No.9130852

>>9130836
it's 2022, retro gaming is in fashion more than ever and Valve doesn't release new HL1 expansions...
AM SAD

>> No.9130912

>>9130821
What about Direct3D?

>> No.9131625

>>9129182
PS2 is the superior HL game.
Change my mind.

>> No.9131637 [DELETED] 

>>9130912
Been a while since I tried the D3D renderer in HL, but from what I recall it's visually indentical to OpenGL.

>> No.9131640

>>9130912
Been a while since I tried the D3D renderer in HL, but from what I recall it's visually identical to OpenGL.

>> No.9131643

>>9131640
How do you activate EAX and A3D support tho? Does it need some specific hardware or something?

>> No.9131656

>>9131643
I think both can be emulated on later OSs using OpenAL or something, but the real deal can only be done on Windows XP/98 with an EMU10K2 chip Audigy card (EAX) or an Aureal Vortex card (A3D). I don't think there's any sound card that supports both. I personally use an Audigy 2 ZS and play HL on XP for full EAX support. Sounds really good.

>> No.9131662

>>9131656
But what about for the Steam version?

>> No.9131713

>>9131662
Use MetaAudio:
https://github.com/LAGonauta/MetaAudio/releases
Combines the effects of both A3D and EAX specifically for the Steam version of HL.

>> No.9131714

>>9131713
>DO NOT USE WITH STEAM ONLINE, OR IN VAC SERVERS. YOU RISK GETTING BANNED.
>I AM NOT RESPONSIBLE FOR YOUR BAN, USE AT YOUR OWN RISK.
Nevermind

>> No.9131716

>>9131714
Just play the game in offline mode. Or you could get a retail copy of the game and use Creative Alchemy to at least get EAX working.

>> No.9131727

>>9127941
>play Uplink then big box Half-Life my dad borrowed from his coworker in 2000
>buy PS2 version in 2003 after finding out about it, play it back to back many times over
>all excitedly let my friend borrow my PS2 copy of Half Life after telling him how awesome it was on PC
>get back the game the next day
>"So how was it?" "eh it was ok"
>said friend never talked about games with me spontaneously ever again, only if prompted to
I seethe thinking about it to this day

>> No.9131775

>>9131656
Vortex supports a botched implementation of EAX too.

>> No.9132179

>>9121851
I kinda wish we got original beta freeman

>richard stallman meets duke nukem
>grungy tech nerd and probably in charge of the expeditions to xen
>instead of being some 20 year old MIT chump you're some genius tech nerd hired for your skills
>probably don't need g-man to save your ass

>> No.9132225

>>9131775
Any videos comparing how it sounds with and without EAX and A3d?

>> No.9132270

>>9129425
They couldnt even defeat the invasion force, how tf did he expect grunts to kill a giant alien baby

>> No.9132501

>>9131727
you can play uplink as an expansion for the US version. you enter a code and insert PlayStation magazine demo disc 59(not sure the number)
i'm searching for a way to do this on my pal PS2 fat with hard drive.
someone ported the PC Uplink to the PS2 but it crashes and the models are the old ones.
if anyone has an idea?

>> No.9132509

>>9131625
same here.
someone ported Blue Shift to the PS2. You can use the dreamcast models as a bonus if you want(they don't look as good and Gordon glitches kek)

>> No.9133057
File: 133 KB, 1364x384, overbright2.jpg [View same] [iqdb] [saucenao] [google]
9133057

>>9128629
Why don't you post a picture where your overbrightness is actually demonstrated instead of that image you always use which just shows gamma = 1 vs gamma = 3, easily changed in console? Especially since you already conceded that when you tested your chosen scene with the right gamma, the change with/without your dll is imperceptible?
There's plenty of places in the actual game that do show off overbrighting, but you insist on this fucking picture that doesn't have anything to do with it..

>> No.9133079

>>9133057
Holy shit is really good, almost Source

>> No.9133105
File: 338 KB, 1132x220, overbright1641988922861.png [View same] [iqdb] [saucenao] [google]
9133105

>>9133079
but this is, as discussed, what half-life 1 software mode has. this is simply that function (that's disabled in hardware rendering for some reason), enabled again.
I'm not sure if this was a situation of uncommenting a single line of code, or if dllanon actually did some more involved work, because unfortunately he is insane and communicating with him is impossible

>> No.9133545
File: 22 KB, 580x528, images.jpg [View same] [iqdb] [saucenao] [google]
9133545

>>9127941
>sees an enemy
>laughs hysterically
Why is she like that?

>> No.9134158

Bump

>> No.9134883

>>9133105
Fuck man!
How can I install this mod or whatever:

>> No.9135036

>>9134883
I posted it in the retro FPS a while ago. Here is the file.
https://files.catbox.moe/lggw1p.zip

>>9133057
I thought we had already settled this.
First of all, you are wrong about the gamma. That's not the main culprit of Half-Life being washed out, but rather, it's the inaccessible modulation that was raised in the Steam version of Half-Life (but can be modified in Xash3D). It behaves more like your own image in the original retail version. You cannot fix this with the gamma setting alone.
>you already conceded that when you tested your chosen scene with the right gamma, the change with/without your dll is imperceptible?
But the difference was clearly perceptible to me, and it should be to anyone who is sensitive to banding. It's subtle, sure, but it was never meant to be as transformative as the restoration of the overbrightness, which is what I am actually trying to show off in that comparison.
And it is indeed being shown off here. The portions in sunlight, especially the roof of the building as well as the dead scientist, oversaturate more than they usually do.

>> No.9135047

>>9119582
HL plot is so bad, but the set-pieces are good. they finally started moving out of the dungeon crawling design, to a set-piece based design like arcade games

>> No.9135061

>>9132225
Plenty of A3D examples, but not sure about EAX on Aureal hardware. I have a Vortex 2 card somewhere, and only one of them would work at the same time.

>> No.9135069

>>9134883
Well, you get the xash3d engine (modern systems port of hl.exe), which is pretty straightforward, and then you paste a dll over xash.dll which contains anons edit. there's 2 problems,

1) Most importantly the game campaign itself does not have this dramatic an improvement because the original game's maps lights are not usually turned up so bright as to wash the textures out even when the feature is turned on. There is an improvement but it's going to be more of a 'oh.. i think i see it?' situation than in the pic. So if you want to that level of dynamic range in scenes, jaw dropping as it is, you're going to need to make your own maps lol

2) Dllanon's file link is now expired and who knows if he'll show up and if he does show up he may not make any sense and it may take 40 posts to get him to understand what you need as simple as your request will be. I have one version of the dll (*) which I think is the latest however that's not necessarily a good thing, to get this one working i had to install some specific version of a c runtime dll on my pc which meant uninstalling the existing version which wasn't straightforward. I think I have some fuckin older version too maybe somewhere, that no longer works on my pc

[*] anonfiles com/m1gd1e18y6/xash_dll

>> No.9135076
File: 214 KB, 1368x768, xash.jpg [View same] [iqdb] [saucenao] [google]
9135076

>>9135036
Oh, here you are.
>But the difference was clearly perceptible to me, and it should be to anyone who is sensitive to banding.
Post (as I'm pretty sure you already were made to, so I'll go get it out of the archive if you don't) the dam screenshot with
a) everything adjusted the best you can in xash
b) everything adjusted the best you can in xash, and with your dll running
As a comparison. Then we will have put to rest that you are misleading people when you post >>9128629 and say "I fixed this". 99% of the difference isn't you. Also the second pic doesn't necessarily look better it looks lurid.
It's such intense craziness that you have spend years posting a comparison that doesn't show what your dll can do, or what is even is doing, or even look good, when you could post something like this

>> No.9135103

>>9135076
HOLY FUCKING SHIT
For a second I thought it was an IRL Photo on the thumbnail
How can a game running on an engine from 24 years ago look this good or even better than most games released recently?

>> No.9135118
File: 2.91 MB, 960x540, ghost.webm [View same] [iqdb] [saucenao] [google]
9135118

>>9135076
>when you could post something like this
But I have posted plenty of other screenshots.

I'm even using my modification for this WebM

Anyway, that comparison isn't trying to mislead anyone. I disclosed from the very beginning that it's showing the vanilla game, and I thought it would also be a given in this context.

>> No.9135123

I remember the first game ever I made maps for was HL. Shame I lost them, I just made desert arenas to see HECU and aliens fight.
Although I would prefer make maps for Thief, dromed is just super pain in the ass.
Are the tools still the same i forget the name, Or is there something like trenchbroom for HL?

Echoes impressed me, and you can make really intricate shit and nice looking maps in it.

>> No.9135127

>>9119773
I already won the game. sorry.

>> No.9135131

>>9119775
it's native widescreen.
>implying dev's never thought screens would ever get any bigger.

>> No.9135132
File: 436 KB, 1920x1080, de_survivor_shot0003.jpg [View same] [iqdb] [saucenao] [google]
9135132

>>9135118
Not a shining example, pun not intended, but the point is that not everything I share is meant to show my modification off.

>> No.9135151

>>9119807
>i'm such a humorless fag i shut it down whenever I can.

>> No.9135157

>>9133105

There's a technical reason for it being disabled on hardware renderers. Way back in the day the 3DFX Voodoo cards only had a very limited subset of openGL they implemented called Glide, which was bascially just the parts of OGL that the Voodoo card could actually do. The cards had very limited texture blending modes, and any kind of multitexturing would take multiple passes and be slow as hell. In the interests of speed and due to the limitations of the hardware of the 90s, most of that stuff was taken out.

It wasn't until the early 2000s that shaders re-enabled a lot of what used to be software only effects.

https://www.youtube.com/watch?v=35nqjrYMS-k
Like this is a great example of tons of neat software effects that would not be seen again until the days of shaders. Devs of those days traded versatility for speed, since it was the right choice for the time.

>> No.9135163

>>9135157
It's not really a 3DFX issue, but an OpenGL issue as a whole. Multitexturing hardware is actually what made it unavailable.

At the time, only NVIDIA's hardware could pull this off without using multiple passes, but Half-Life didn't make use of this feature, so it was just disabled entirely for everything using multitexturing.

>> No.9135164
File: 346 KB, 1800x1024, poke.jpg [View same] [iqdb] [saucenao] [google]
9135164

>>9135132

>> No.9135175

>>9135118
>Anyway, that comparison isn't trying to mislead anyone.
Sorry but look at your actual words. Someone said OpenGL looks horrible compared to software. You said
>The real issue is the lighting. The overbrightness is nonfunctional, so I restored it in Xash3D.
You then attached a pic which has steam compared to xash with user corrected gamma, lighting modulation, etc., AND overbrighting. Your words directly imply that the difference shown in the pictures is your restoration of overbrighting, which we can agree is present on about 5% of the pixels and not what any thread browser who sees the comparison is going to ever notice in the glare of the other changes.
So its settled that you are, while an admirable contributor to the hl dev/mapping scene, also a dishonest slimy scumbag

>> No.9135207

>>9135175
>Your words directly imply that the difference shown in the pictures is your restoration of overbrighting
The restoration is the culmination of everything.
Imagine for a moment that I had restored the overbrightness without changing anything else. The result would look way too bright and oversaturated.
On the other hand, the same scene with everything corrected but gl_overbright disabled would look very dark.
Half-Life's overmodulation is actually a direct result of not supporting overbrightness. If you hack support for it into the vanilla game, it automatically darkens everything else to compensate, which complicates things. So it turns out that the vanilla settings in Half-Life are actually a good point of comparison, showing similar levels of brightness, just without strong highlights.
Also, only 5%? I think you missed a zero in that number.

The words only imply what you want them to because you have developed a distorted perspective. While I appreciate your effort to showcase these maps that make dramatic use of lighting, and thank you for actually inspiring me to release this modification to begin with, you clearly have personal issues that you ought to resort. I clearly remember accusing you of having irrationally angry outbursts, and that perception of mine lingers on stronger than ever.

If you really insist, I can extend that image to compare all the different scenarios.

>> No.9135220

>>9135207
>On the other hand, the same scene with everything corrected but gl_overbright disabled would look very dark.
This is dubious, because you subsequently write "If you hack support for it into the vanilla game, it automatically darkens everything else to compensate". So it sounds like the situation is actually that it would not be 'too dark' if you did not hack anything.

Yes, you need to post, as requested, the dam scene with
a) bare unmodded xash - gamma and lighting modulation set to the best possible for this configuration
b) modded xash, overbright enabled- gamma and lighting modulation set to the best possible for this configuration

and let people compare each of these against the steam hl to see what you did vs. what xash does, without you. If you think that your work is worthwhile it should hold up under this comparison (or you could always, as I've said, simply stop posting the dam example)

>> No.9135231

>>9135220
>So it sounds like the situation is actually that it would not be 'too dark' if you did not hack anything.
It's compensating for the presence of overbrightness. It's not too dark because they cancel each other out, so it ends up looking just as bright as before, but without highlights.

>> No.9135234

>>9135231
*With highlights

>> No.9135240

>>9135231
I don't know what that means for the issue at hand, why can't you just post the comparison? You offered to do it, I sad yes, please do it and now instead it's more excuses

>> No.9135265
File: 1.40 MB, 1920x2160, xash3d.jpg [View same] [iqdb] [saucenao] [google]
9135265

>>9135240
>why can't you just post the comparison
Because I didn't fucking have it yet, JFC. I only just took the screenshots now.
This is exactly what I mean. You immediately create antagonism when you don't get exactly what you want, when you want it. I can't even make a response in an attempt to rebut a point of yours four minutes later.

Here, this shows what I mean by dark. The overbrightness makes all the difference here.

>> No.9135335

>>9135265
What are the top and bottom, please? Is this a) and b) as in >>9135220?

>> No.9135339

>>9135335
Yes

>> No.9135351
File: 671 KB, 1920x2160, overbright.jpg [View same] [iqdb] [saucenao] [google]
9135351

>>9135335
>>9135339
Here's another, since you don't seem to be very fond of the dam comparison.

Gamma is set to 2.2 above.

>> No.9135354

>>9135265
>>9135339
So you're saying, with a totally straight face, that the top pic is
>bare unmodded xash - gamma and lighting modulation set to the best possible for this configuration
>the best possible
Implying that I could not immediately go to the console and make it brighter, which I obviously could.

>> No.9135367
File: 261 KB, 1920x1080, 20220731084929_1.jpg [View same] [iqdb] [saucenao] [google]
9135367

>>9135354
>Implying that I could not immediately go to the console and make it brighter
You could, but then it would not be the best with as little lightmap distortion as possible.
In fact, you'd just be approaching the default settings which I think we both agree suck.

Untampered vanilla Half-Life on the left, I can also post Xash3D with its own default settings. They look pretty close.

>> No.9135385

>>9135367
Aha. So we arrived at the cause of all this. You believe (or pretend to) that the dogshit dark flat awful setting you went out of your way to change to, is the best representation of "before" your mod. Even though you accept that the unmodded engine can immediately be made much more dynamic with a cvar, that would be 'distorting the lightmap'.
How about we take ambiguous 'best', 'better' etc out of it. Could you please post - I have to ask because I don't have the dam map/gamefiles myself - the dam screenshot with the unmodded xash engine settings set *such that the image is as close as possible to the way it looks with your mod*. Know what I mean? We're not saying those are the best settings and maybe they 'distort the lightmap' to hell - but I think it would be very useful to see what it looks like when the gamme a modulation are set so that there's about as much brightness and contrast, as with the proper way, you know?

>> No.9135387

>>9135385
(cos like you can just find any example like https://www.youtube.com/watch?v=M-TGhZnsQR8 of someone playing in god knows what basic version and it doesn't look shitty and flat and dark like your top pic)

>> No.9135401
File: 367 KB, 1920x1080, xash.jpg [View same] [iqdb] [saucenao] [google]
9135401

>>9135385
>such that the image is as close as possible to the way it looks with your mod
See, this is where we get into subjective territory, and I was already arguing that the default settings already fit this description pretty well.
The best I can do is just post a bunch of different settings and let the viewer decide which one is best. Anything else would be... dishonest and misleading.

In the meantime, here is Xash3D with its default settings. Looks very similar to >>9135367

>> No.9135425

>>9135401
I'm happy to wait for all the versions, there are however objective measures of difference between two images, simple statistics are a start, e.g. the average brightness. In your dam pics the average brightness of the top is like 30 rgb levels below the bottom. Try to get that the same and then from there, adjust gamma so that contrast (an objective quantitative measure of which is statistical 'variance') is close too. You don't really need to use software to take these stats because you can do it with your eye if you're looking at the images in these terms, not your usual arcane criteria

>> No.9135432

>>9135401
>Xash3D with its default settings
and yet for some reason not the dam?

>> No.9135443
File: 3.44 MB, 1920x5400, dam comparison.jpg [View same] [iqdb] [saucenao] [google]
9135443

>>9135401
Here are a bunch to start out with.
From top to bottom:
Xash3D default
Gamma 2.2
Gamma 2.2 and brightness 0
Gamma 2.2 and r_lighting_modulate 0.5
My modification.

Even just lowering the gamma from 2.5 to 2.2 makes the shade a tad too dark.

>> No.9135451

>>9135425
>Average brightness
That's quite a terrible metric for this purpose. There is a hard limit on how bright it can be without the mod, and even if you can match it, the average is not the same as the median (which is probably a better measurement in this case), but even then, what you want are equalized midtones, such as the portions of the image in shade.

>> No.9135454

>>9121467
lmao

>> No.9135456

>>9135443
Ok so even glancing at the thummbnail you didn't make a single one anywhere near as bright as your 'modded' pic, which you can simply do by setting r_lighting_modulate to 0.6

Unless you didn't read my latest posts yet you seem to be deliberately sabotaging the unmodded pics to be dark.
please, do some actual variations, take unmodded xash and set
>r_lighting_modulate to 0.6, gamma 1 brightness 0
>r_lighting_modulate to 0.7, gamma 3 brightness 0
>r_lighting_modulate to 0.6, gamma 3 brightness 1

or just upload the fuckin dam map and maybe i can short circuit a whole further evening of you pretending light modulation can't go over 0.5 and ridiculous dark settings are a function of not using your mod

>> No.9135458
File: 181 KB, 794x574, graphs.jpg [View same] [iqdb] [saucenao] [google]
9135458

>>9135451
total bullshit, but fuckin do that then instead of this crushed fake dark crap

>> No.9135469

>>9135456
>which you can simply do by setting r_lighting_modulate to 0.6
Anon, that's the default setting and what I already used.

>please, do some actual variations
I can already tell that the ones you listed are gonna suck, but sure, it's interesting to see nonetheless. Let me just quickly post screenshots with those settings.

>or just upload the fuckin dam map
Do you not own Half-Life?

>> No.9135471

>>9135469
>Do you not own Half-Life?
So you don't even read posts - that might explain some things - I said I don't have the game files.

>> No.9135482

>>9135471
(but i downloaded it now so let me see what i can cook up)

>> No.9135485
File: 2.10 MB, 1920x3240, dam comparison2.jpg [View same] [iqdb] [saucenao] [google]
9135485

>>9135469
>>9135471
Here are screenshots using the settings you listed, in that order.

>I said I don't have the game files
Yes, so? Are you not able to acquire them? Unless you don't own it on Steam or can't access Steam for some reason, it's a simple download, just saying.

>> No.9135504
File: 894 KB, 1366x1536, rlmod1.jpg [View same] [iqdb] [saucenao] [google]
9135504

>>9135485
Yeah I got the map - here's my fiddling. Ok what I need to do is concede that, while I've accused you of making it too dark, actually in your original before/after, >>9128629 it's not too dark. And your before pic was about as good as it gets in plain Xash.
So i've been out of line sorry.
The question then is, is Xash itself fucked? Why does it look so flat and washed out compared to this vid >>9135387 ?

>> No.9135510

>>9135157
>>9135163
Does goldsrc seriously not do fog? Or is this another thing that's there in software mode and not GL. I would have thought there would be fog in the freezer level but on my version and when I see playthroughs there's not. It feels funny that something like Goldeneye has fog but an atmospheric game like halflife which was heavily inspired by The Mist, has.. no mist!

>> No.9135532

>>9135504
>So i've been out of line sorry
As I said in
>>9135207

But I am glad if you are willing to settle.

I think it's as dark as it is supposed to be.

>> No.9135595

>>9135510
There's fog underwater. Fog was never a thing outside of that.

>> No.9135859

>>9135118
Does that work only in Goldsrc or in any ID Tech 2(Quake 1) game?

>> No.9135918

>>9135859
What exactly?

>> No.9136008

>>9127771
>>9119602
the HECU acronym was made up for opposing force. they were never called that in hl1

>> No.9136015

>>9135164
what's this from? some star trek game?

>> No.9136039

>>9136015
Poke 646

>> No.9136067

>>9135918
Quake 1, Hexen 2, Heretic 2, etc...
All of them use WAD

>> No.9136072

>>9136008
Where exactly they say HECU in op4?

>> No.9136082

>>9136067
They use WADs just for textures.
And they aren't the same WADs as those in GoldSrc, nor those of Doom.

>> No.9137963

>>9136072
I think it's written. If not environmental, then through non-diegetic text.

>> No.9138265

>>9127721
"L is Real 2401"

>> No.9138495

>>9137963
Such as?