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The main reason why I'm disappointed is the gameplay. But that's not the primary reason why I'm disappointed. But if you expected a 2019/2020 level of fidelity and interactivity, it's just not there. None the less, they did push source engine to the max and that is an impressive feat. Sounds effects are either straight from HL2 (which is bad) or they're custom created, e.g. are just not on the level that you now get in any Unreal Engine or even Unit圓D game. Environments are completely static and don't react to the player, shaders, post processing, particle effects etc.
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Xen on the other hand, was clearly inspired by very recent games but the tech just isn't there. HL2 aged well because it is what it is, it's strength mainly lies in art direction and that well, it's not trying to be what it is not. For hosting and promoting the thread discussing XP-Cagey's updated versions of these compile tools, and for miscellaneous contributions.I tried Xen yesterday and I must say that I'm very disappointed.įirst of all, the tech, source engine, has aged a lot. Much of the original code for the Valve Half-Life compile tools comes from id Software. This is a short list of companies, teams and organizations which have contributed to the development of these compile tools. Suggestion for the zhlt_noclip entity included in the p5 build. Suggestion for the BEVEL texture included in the p5 build. Helping find the bug that delayed the release of ZHLT 3.0 final for six months. The list of changes made by Merl is here. Picked up where Zoner left off, Merl's tools added extra functionality and became the official compile tools for Half-Life. Help with getting the 'missing' file in ZHLT 1.1. The list of changes made by Zoner is here.įor work on Maximum Visability Distance included in MHLT 1.6 and miscellaneous advice. Started the custom compile tool creation by modifying (with permission) the original Valve compile tools, and maintained it through many revisions, making them become the only compile tools worth using. The list of changes made by XP-Cagey is here.įor work on switchable texture based lighting in MHLT 1.7.įixed issue of all null textured brush mysteriously disappearing in MHLT 1.6.1 and miscellaneous contributions.Īdded support for older hullfile format used in HL SDK 2.2 in the p9 build.įaster RAD code and updated Ripent in ZHLT 3 beta 4. Maintaining the documentation for ZHLT 3 series.įor work on custom entity shadows added in MHLT 1.7 and improved in the p13 build, fix for for wad.cfg on *nix systems included in MHLT 1.6 and miscellaneous minor contributions.Ĭontinued from Merl's work, keeping his "p-series" going as the only major update to the compile tools, which form the base of this tool set. Wrote the documents for the in p14 build, merging all previous documents into one integrated set. Wrote optimisation faster vis code for the ZHLT 3.0 Beta 1 build. Idea for partial hack for env_sprites to cast shadows in the ZHLT 3.0 Beta 1 build. Suggestion for support for the hintskip texture (since removed) included in the ZHLT 3.1 build. Pointing out a simplification with the cliptype algorithm in the p13 build.Īdded the env_sky fix for Spirit of Half-Life in the ZHLT 3.4 64-bit beta. Subdivision code in HLCSG in the ZHLT 3.0 Beta 2 build.įixed issue of last wadpath ignorance when using mapfile wadpath's in MHLT 1.5.2.įor the -full vis patch merged in ZHLT 2.4 and significant speed improvements for VIS merged in ZHLT 2.3. Suggestion for the maximum number of brushes increase in the p5 build.įor work on sky diffuse in MHLT 1.5 and miscellaneous contributions to hlrad.įixed Mixed Face Contents error bug when using NULL with water textures in MHLT 1.5.1. This is a short list of individuals which have contributed to the development of these compile tools. Thanks go out in particular to Zoner, Merl, XP-Cagey & amckern, the maintainers of the compile tools, and to Valve Software, for creating Half-Life. This is a (far from complete) list, in alphabetical order, of people and organisations who have made a contribution to the ZHLT tools over the years.
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ZHLT credits - Zoner's Half-Life Tools reference (ZHLT) ZHLT Credits