Everything I still had backed up from the project packaged up with a bow-tie.
Ripped from README.TXT
This is what remains of the Source Code to the REAL HLSU.
For whatever reason, when we decided to rebuild the source code from the ground up, everything got lost, multiple times
Mech had multiple situations where his drive was nuked, and my local backup I had for this new codebase I had got confused with these backups, so I deleted it thinking I had it backed up else where. (I didn't)
We also kept it on a SVN, which went offline, and when it came back online, it seemly went missing from the server.
I don't know how much is different between the source code branches or if they're duplicated. I also don't know how much of it is of use.
Also provided is our attempt to get the leaked TFCS source code compiled and my conversion of HLDMS to Source Base 2013 (runs better than the live build of HLDMS if you exclude the crashing when the player dies, pretty sure its an easy fix, but I didn't want to attempt to fix it just in-case the entity bug returned)
The project is canceled due to our inability to get it to get anywhere, ranging from Mech's life problems to our lost of interest in the project.
Nikolay Aulov's HLSU is fake and is not the real version of the project, just remember that.
He can not fix HLS, any typical Source programmer can't. The core source code is extremely rough, it's easier to cut your losses and just completely re-write it from the ground up and reference the original GoldSource HL code.
Any programmer who has the skill to do that can see that it's not worth their time to do that, so they'll rather take their talent else where.
Also, Nikolay Aulov's TFCS and CS 1.6 Source is just Fortress Forever and 2007 CSS reskinned and altered to look and slightly behave like their GoldSource counter-parts.
Which is funny, considering that the 2007 Source Engine leak had TFCS's actual source code (so be it, ripped apart as Valve took parts out of it to re-purpose for TF2) and 2003's Source Engine leak had a version of CSS that's mostly just a milestone between 1.5 and 1.6 mixed in with some very minor adjustments for what would become 2004 CSS.
If we ever decide to return to the project, we'll let you know.
HLSU was also planned to be open sourced anyway, we had various ideas and game plans set, but all ended up falling on their face.
We attempted to make this a community built project, but all of our plans failed. Ranging from people never working on the project when they offered to work on it and we had a situation where someone refused to work on the code until we made it match Valve's codebase.
We complied, but that also went no where.
Nikolay Aulov also worked on the project for a few days, only shared his codebase of various features slapped into HLS and grabbed our codebase from us, never really worked beyond that, he would just go to work on something else again.
Therefore, we removed him from the project, which resulted in him just bootlegging the project. No idea if he's using any of our code, the codebase he got was super early anyway (so is what is provided, but I think the code he had was earlier.)
Our GitLab is still up, but it really only has a re-written GameRules.
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how to install?
this is the source code
so where does the source code go in which file
you don't install source code
you compile it & use it with assets
how u do that?
this file is merley a historical marker not a useable file. the more useable source code/mod was lost ina unfortunate twist of fate and hard drive issues. what published even if compiled would be even more broken than normal HL:S since it was an early in development version.
Yes how de we install this possibly wonderful mod that makes the game playable?
this isn't a completed mod its half way created mod with its most completed original source code lost due to a calvalcade of hard drive issues. this a early backup of the source code that is published for preservations sake. nothing useable let alone playable