Banana!!!!

Comment History
b4n4n4
b4n4n4 - - 28 comments @ Black Mesa: Classic

It's at Discord.gg

Good karma+2 votes
b4n4n4
b4n4n4 - - 28 comments @ Half-Craft Alpha 1.0.1 Lukewarm Hotfix

It can't run on Xash or pirated HL.

Good karma+1 vote
b4n4n4
b4n4n4 - - 28 comments @ Half-Craft Alpha 1.0

That's really far fetched for now

Good karma+1 vote
b4n4n4
b4n4n4 - - 28 comments @ Half-Craft: the Half-Life Minecraft mod

Well, yeah, turns out that OpenGL really does allow mixing different modes. If I did it with the oldschool glBegin/glEnd, then it wouldn't have 60 fps, it would more like have 2 fps

Good karma+2 votes
b4n4n4
b4n4n4 - - 28 comments @ Half-Craft (Minecraft in Half-Life) Alpha 1.0 Release

I'm sure I will get as far as making a fully working survival game, though I have to sacrifice many hours and days for that feat.

Good karma+2 votes
b4n4n4
b4n4n4 - - 28 comments @ Half-Craft: the Half-Life Minecraft mod

You mean Xash3D and pirated Half-Life? I plan to support it in the next version

Good karma+1 vote
b4n4n4
b4n4n4 - - 28 comments @ Half-Craft: the Half-Life Minecraft mod

I use OpenGL instancing (which in 1.0.0 I don't check if the user's GPU supports, oh well...). I don't use fixed pipeline calls, I use shaders also, which I might toy around with sometime in the future, but for now, they just calculate the offsets to the blocks and render the texture that is assigned currently.
Managing collisions is one of the really weak points of this mod, as it is really hard to get right due to my lack of knowledge of advanced maths and just Half-Life physics. I just smashed the keyboard a couple of times until it worked "just enough". If you want to know how it actually works, in a TLDR it's just ray tracing and an AABB response.
As for avoiding BSP limitations, it's easy. There's this thing called delta.lst, which lists all of the parameters of each entity IIRC. Now, all of the parameters have a fixed size, as in, a fixed bit size, so like for example 24 bits, 16 bits, 1 bit, etc. I don't know how many bits the position was (10?), but I basically bumped it up to a higher size. Consequently, if you travel long enough out of the center of the world, the player rotation starts to get inaccurate, and the game starts being a lot more unstable.

Good karma+1 vote
b4n4n4
b4n4n4 - - 28 comments @ Half-Craft Alpha 1.0

Port Xash3D? More like make it work for Xash3D but Xash3D doesn't seem to work for vanilla Half-Life

Good karma+1 vote
b4n4n4
b4n4n4 - - 28 comments @ Half-Craft (Minecraft in Half-Life) Alpha 1.0 Release

Speaking of playing minecraft free, I might have to change the assets so I don't get a personally signed email from Jeb saying that I should stop using Mojang assets.

Good karma+2 votes
b4n4n4
b4n4n4 - - 28 comments @ Half-Craft (Minecraft in Half-Life) Alpha 1.0 Release

Yeah, it still needs several hotfixes before it can be played normally tho

Good karma+4 votes
b4n4n4
b4n4n4 - - 28 comments @ Half-Craft Alpha 1.0

Yeah, I'm not sure why the skybox thing is happening, it only happens when it is fullscreen. As for the ****** collision, it's a really big project since I have to completely remove the raytraced physics and replace it with AABB.

Good karma+1 vote
b4n4n4
b4n4n4 - - 28 comments @ Half-Life: Source - Mega PhysCannon Edition

I wish I had the dedication of this guy

Good karma+6 votes
b4n4n4
b4n4n4 - - 28 comments @ Counter-Life: Source

Ты очень преданный человек с ошибочной целью или сумасшедший

Good karma+1 vote
b4n4n4
b4n4n4 - - 28 comments @ Half-Craft: the Half-Life Minecraft mod

It's on my D: hard drive, which is private.

Good karma+4 votes
b4n4n4
b4n4n4 - - 28 comments @ Half-Craft: the Half-Life Minecraft mod

Sorry for the confusion, it should be interpreted as Minecraft **in** Half-Life.

Good karma+3 votes
b4n4n4
b4n4n4 - - 28 comments @ Half-Craft: Dreaming about GPU and RAM sheeps

Yeah, that artifacting is dithering, I enabled it since GoldSrc only allows 8-bit sprites, the image format that the blocks are using, and I forgot to turn on the filtering option by default.

Good karma+4 votes
b4n4n4
b4n4n4 - - 28 comments @ Half-Craft: the Half-Life Minecraft mod

Well, it's gonna have build capabilities, so that includes that too

Good karma+2 votes
b4n4n4
b4n4n4 - - 28 comments @ Half-Craft: World generation!

I set it to be like that because the blocks are a bit too big for the player and it was the easiest solution.

Good karma+4 votes
b4n4n4
b4n4n4 - - 28 comments @ Half Craft - In development

Hmmm, seems like this article blew up.

Good karma+1 vote
b4n4n4
b4n4n4 - - 28 comments @ Half-Craft: Infinite blocks, Discord

Yes, I am planning to do a similar optimization. It's basically frustum culling and ray casting so only those blocks render that matter. Frustum culling will determine which chunks are in view. The rays will shoot out a ray to the player from those blocks that touch air (including blocks in caves) at the server side and if they intersect a non-non-air block, the block is not going to be sent to the client. Kinda complicated but I think this will definitely give a performance boost in both the client side (less things to draw) and the server side (less things to check in collision detection).

Good karma+3 votes
b4n4n4
b4n4n4 - - 28 comments @ Half Craft - In development

Nah, I will instead implement an OpenGL routine on the clientside that would independently draw the cubes, and the cube info would be sent in messages. 4096 edicts is not a much since that's pretty much 16^3, barely a chunk in Minecraft.

Good karma+2 votes
b4n4n4
b4n4n4 - - 28 comments @ Half-Craft: the Half-Life Minecraft mod

Yes, I implemented collision for blocks, and physics don't apply to them (I demonstrated this in the video).
Well, I always thought about either using Xash or vanilla version, and I still didn't reach a conclusion. The vanilla version has a limited amount of entities that I can place down, this will be a problem when I will implement world generation, so I will have to optimize the mod with view culling, chunk meshing, limited render distance, and constant entity adding/removing. In Xash though, it is easy. I just have to increase the limit for entities and I don't have to optimize, but that just loses the fun for me. So I'm not sure about this yet

Good karma+2 votes
b4n4n4
b4n4n4 - - 28 comments @ Black Mesa Classic: HUD Improvements

We discussed this problem with penTiuname and we came to the conclusion that we are going to put out an article every 10 days, however, if we are in need of extra time and feel like that the content is not presentable yet, then it's an article every 15 days. Previously, we didn't have a fixed article writing schedule, so that's why there were 2 articles in 2 days that felt a bit lazy.

Good karma+3 votes
b4n4n4
b4n4n4 - - 28 comments @ Black Mesa Classic: HUD Improvements

Thank you!
PS: ignore the guest, it was me that forgot to log in

Good karma+4 votes