halflife
Quake-III-Arena
halflife | Quake-III-Arena | |
---|---|---|
40 | 39 | |
3,941 | 7,363 | |
1.5% | 0.7% | |
6.4 | 0.0 | |
7 months ago | 9 months ago | |
C++ | C | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 only |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
halflife
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how to increase skull gib easter egg percentage
It's a part of C++ project https://github.com/ValveSoftware/halflife
- Stuttery mouse movement in Half-Life 1 mods only
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I fixed the flashlight glitch in Half Life running natively
I wonder if this is something you can amend in the actual code here: https://github.com/ValveSoftware/halflife
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Should I open another overbright issue in the hl github?
I know the most known issue about overbright on github already states that they will not fix it, but that was from 2013 and thoughts about overbright issue could've changed since then. Plus I am running HL on linux and this issue Infuriates me since I'm stuck using the OpenGL renderer (which is the only renderer that has this issue). We've known that valve really likes their linux oriented approach, and plus we know they love their Deckies that they updated HL2 with fixes and QoL stuff, what's stopping them from fixing overbright?
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Guide for running the WON/Retail CD Half-Life games in Windows 10 with nGlide on the earliest possible versions
More info on texture scaling: https://github.com/ValveSoftware/halflife/issues/1650
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Fedora 38 LLVM vs. Team Fortress 2
Funnily enough, on Half-Life 1 engine-based games (i.e. the engine that came before HL2 - on which Team Fortress 2 runs; such as Counter-Strike 1.6), a different allocator problem exists -- glibc's malloc() just decides to fail miserably[0] on some setups.
[0] https://github.com/ValveSoftware/halflife/issues/3158
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How to make grunt not drop a weapon after death? (HL1)
I guess you have to either modify the code https://github.com/ValveSoftware/halflife/blob/master/dlls/hgrunt.cpp
- Half-Life 2 Running on Raspberry Pi 4 Natively
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Play Counter Strike 1.6, with full multiplayer, in the browser
The original Half Life, including goldsrc, is source-available: https://github.com/ValveSoftware/halflife
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Guys, github bug tracker is not reddit, stop spamming it so valve can see actual bugs instead
And in fact even their Half-Life 1 bugtracker on GitHub is policed: https://github.com/ValveSoftware/halflife/issues
Quake-III-Arena
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Show HN: Instantly visualize any codebase as an interactive diagram
To save everyone a lot of time and OP some money, here is https://github.com/id-Software/Quake-III-Arena diagrammed:
https://imgur.com/a/gwoabtk
Clicking on any box takes you directly to either a file or a folder in the repo. AFAICT, the boxes, wires, groups, labels are all inferred by the AI.
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WASD became the standard PC control scheme
does anyone have links to a canonical implementation of modern-style first person controls? I’ve been looking into this recently (both the WASD+mouselook PC version and the corresponding dual-stick console/touch version) and the closest I’ve found so far is ID’s cl_input.c [0] (used in quake, half life, etc.)
[0] https://github.com/id-Software/Quake-III-Arena/blob/master/c...
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When online gaming, how is the information synced across devices?
Quake III Arena
- [Bunnyhopping] Code de mouvement du moteur du tremblement de terre et source
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Get in nerd, we're going fragging (1999)
If you know C, you can check this out by comparing the different player movement code of Quake 3 and Quake 1.
- Free as in freedom
- about that copypasta about the super intelligent Bots
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LLaMA: A foundational, 65B-parameter large language model
You mean this code?
https://archive.softwareheritage.org/browse/content/sha1_git...
Do you see that notice at the top of the file? It says:
==
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
- Fast midpoint between two integers without overflow
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Hello! I'm trying to run Quake 3 on Steam Deck and certain maps won't load for skirmishes. I receive this error instead. This happens with both recommended Proton versions from ProtonDB (5.13-6 and 3.16-9). Any help would be greatly appreciated. Thanks!
The error messages comes from this file in the source code. It looks like the client is trying to parse entities from the server but the readcount is greater than the cursize in the messages. I am not an expert but I believe there could be a mismatch between the versions of your client and the servers you are trying to connect to.
What are some alternatives?
bspguy - Edit GoldSrc maps without decompiling
Quake-2 - Quake 2 GPL Source Release
ReHLDS - Enhanced version of the HLDS engine with bug fixes, security patches, and optimizations for stable servers.
UnrealEngine
Quake - Quake GPL Source Release
ioq3 - The ioquake3 community effort to continue supporting/developing id's Quake III Arena