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roger_ · 2 years ago
FYI: Half-Life is currently free on Steam: https://store.steampowered.com/app/70/HalfLife/
FirmwareBurner · 2 years ago
That's the point. Now that you can get HL assets for free, open source implementations will be usable by everyone.
mdaniel · 2 years ago
Your IDOR link made me curious and it appears that /10 is the lowest they serve: https://store.steampowered.com/app/10/CounterStrike/
aquova · 2 years ago
There are lower, but I think Counter-Strike is lowest commercial product

https://developer.valvesoftware.com/wiki/Steam_Application_I...

jdesmond · 2 years ago
I am able to play hl1, blue shift, and opfor as well as CS on the ps vita due to an android wrapper of this engine. It is great except the save/load times are very long (30-60 seconds) and the levels have many load triggers.

https://github.com/FWGS/xash3d-fwgs/blob/master/Documentatio...

Kiuhrly1 · 2 years ago
I have a port of this running on my 3ds. Terrible load times, amazing performance considering the hardware. Pretty funny.
doubled112 · 2 years ago
I always enjoy seeing games running on platforms never intended and especially not even invented at the time, but sometimes I think we forget how powerful computers weren't back then.

Didn't Half Life require a Pentium (as in the first one) and something like 32 MB RAM when it came out?

I think the 3DS should be at least that powerful, or is there something I'm missing?

a1ba · 2 years ago
Xash3D isn't the engine of the 90s, despite it allows to run the game from this era.

The fact that it actually works in such constrained environments is impressive.

We ran our FWGS fork with our own software renderer on Chinese MP3 player and Motorola Linux phone from the mid-00s just for fun. But these ports are total hacks. :)

Kiuhrly · 2 years ago
I think you're right. The 3ds is definitely over minimum spec now that I think about it, especially given that it has a dedicated GPU
mcronce · 2 years ago
This is a good point. I had no idea its hardware requirements were that low.
a1ba · 2 years ago
I wish these ports were upstreamed, so they could leverage optimisations that could be found in latest development branch.

At this time, only nswitch and psvita are upstreamed, but both tend to get broken over time, mostly due to breakage in homebrew SDKs.

unleaded · 2 years ago
is it a new 3ds?
Kiuhrly · 2 years ago
Nope, non-xl o3ds
skrrtww · 2 years ago
Hoping this would bear fruit for macOS, but looks like the maintainer instead has written a mini anti-Apple screed and intentionally doesn't support it. https://github.com/FWGS/xash3d-fwgs/issues/61
Modified3019 · 2 years ago
Reading through the thread, the dev stance honestly seems pretty reasonable.

He initially supported it, but Apple kept making changes that caused trouble. Since the devs don’t have Apple devices and have no personal interest supporting the platform, they cut “support”.

They continually invite anyone that wants to come onboard to support it on Apple if they want to.

Your post (to me) initially reads as seeming like they are actively blocking Apple support out of ideology, but that’s not the case. They even seem to occasionally entertain possible ways to add compatibility without extra effort.

Microsoft is also increasingly causing them problems, with the antivirus and software signing needed to ensure getting past it.

999900000999 · 2 years ago
Here's my anti Apple Rant.

I got an email the other day, that despite me paying my 100$ a year fee, my hobbyist game would be removed unless I update it.

This is after the pure hell of getting my developer account working and getting the app approved in the first place. The email didn't say it's not running properly on iPhones anymore. Just I need to waste my time updating this app.

I immediately canceled my developer subscription. Google is starting to crack down on hobbyist projects as well.

Whatever, Unity Web builds are fast enough on mobile browsers.

I'll upload the game to itch.io, if anyone wants to play it, they can do it there.

Apple doesn't bother to support standardized tech like Vulkan, and generally makes like difficult.

As far as my hobbyist projects go I'm moving away from proprietary software, and moving towards open source GitHub projects. I code outside of work for fun. Once I need to jump though 800 hoops to get my project to end users I lose motivation.

brynbryn · 2 years ago
You have to rebuild for the latest SDK version; sounds like you have some deprecated code that won't be supported. Stop playing the victim - Apple won't allow apps that won't run to be on the store.
Roark66 · 2 years ago
>I got an email the other day, that despite me paying my 100$ a year fee, my hobbyist game would be removed unless I update it.

Isn't this the same on Google play? I got a similar email around August time saying end of August is the cutoff date for upgrading to Android 13.if I don't upgrade my app they'll take it down. What's the difference?

BaculumMeumEst · 2 years ago
Apple removed OpenGL support that his project depends on while he was working on it. Developers were unhappy with Apple _explicitly choosing_ not to allocate resources to maintaining a widely used open source graphics backend, because it means a lot of open source code floating around will not work without a lot of extra effort.

I suspect that you fundamentally do not understand the issue since you're characterizing the developer not putting in that extra work as "intentionally not supporting Apple".

bakugo · 2 years ago
> mini anti-Apple screed

It's not the developer's fault that Apple forces them to bend over backwards and continuously update and rewrite huge chunks of their software just to make sure it doesn't get broken by every other macOS update changing or removing some essential API or feature that every other OS still supports.

The simple fact that OpenGL and Vulkan are supported on Windows, Linux and Android, but not macOS, which only supports a single proprietary graphics API that everyone is forced to use, should be enough of a reason for game developers to stay far away from it, and indeed, most do. Valve themselves have decided to distance themselves from macOS in recent years due to Apple's behavior despite openly embracing it in the past. If you're going to buy a Mac expecting to game on it, you should take this into consideration.

treyd · 2 years ago
That doesn't read like a "screed" to me. That's a pretty reasonable justification and it's probably not worth the effort to support a toolchain to target Metal for a platform that isn't often used for gaming in the first place.
Klonoar · 2 years ago
It reads like "a screed" due to the way they write with unnecessary vitriol.

Their reasons are definitely understandable though.

xcv123 · 2 years ago
He personally doesn't have time or motivation or desire to buy a Mac just to support it, but he also won't reject pull requests from others to add MacOS support.
deaddodo · 2 years ago
I mean, yes it's somewhat anti-Apple. But their justifications aren't really wrong.
gu009 · 2 years ago
Mac Source Ports has a macOS version of this, including Apple Silicon support. Played it recently and it works very well despite a couple of annoyances.

Mac Source Ports is fantastic overall, there’s a ton of other games available too.

http://www.macsourceports.com/game/halflife

skrrtww · 2 years ago
Thanks! I had not seen this. Am I missing something, or is his actual build not open source?

edit: Here it is. This looks like a good place to work from: https://github.com/MacSourcePorts/xash3d-fwgs

Looks like the main annoyance is no resolution scaling; the game always renders at the size of the window, which at high pixel densities is a problem for the text rendering (it's tiny). Should be solvable for someone motivated though.

atoav · 2 years ago
I guess it is your time to shine then. Open source is a two-way street.
bonyt · 2 years ago
Managed to get this compiled and running on my M1 MBA pretty quickly, although a bit tricky.

For reference to those who might attempt, I had to swap 'python' for 'python3' in the header of the waf binary, patch one file to replace 'malloc.h' with 'stdlib.h" to overcome the one compile error, compile the hlsdk-portable library referenced in the README (again with waf tweaked), and copy both the resulting dlls/hl_arm64.dylib and cl_dll/client_arm64.dylib into the valve folder.

fulafel · 2 years ago
Anyone tried the Linux version on Apple hw?
speps · 2 years ago
FYI this is the base for running CS 1.6 in browser: https://play-cs.com/en/credits
echelon_musk · 2 years ago
Xash3D was used by marty to port HL1 to the original Xbox [0].

[0] https://github.com/brentdc-nz/Half-LifeX

FrustratedMonky · 2 years ago
Anybody have quick take on why this fork was needed? Since Xash3D was also for Half Life, why did they need to fork to Xash3D-FWGS.

Not complaining, just sometimes I think open source looses ground by having too many forks, which dilutes man-power on these efforts.

."Xash3D FWGS is a heavily modified fork of an original Xash3D Engine by Unkle Mike."

a1ba · 2 years ago
Original Xash3D is only developed for Windows.

Initially fork was done to port all the Windows-specific code to SDL, but since then the goals has changed on improving compatibility and extending it further for modders.

steren · 2 years ago
I created Half-Life Engine JS wrapping a Wasm port of Xash3D in a clean JS module: https://hl-engine-js.steren.fr/

I wish Wasm was officially supported by Xash3D.

bonyt · 2 years ago
Weird, I get an error:

> Exception thrown: TypeError: params.args is undefined

steren · 2 years ago
Yes, I should put a better error message. You need to load the game files, which aren't serve from my website.

If you want to see an example with my own maps, see https://minfantry.steren.fr/