Ever wondered how wonderful it would be to port Minecraft to the GoldSrc engine? Well, now it exists! The gameplay should be similar to the alpha/beta versions of Minecraft, so block placing/breaking, health, crafting, smelting, and mobs are going to be in the mod

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Hey everyone!

Long time no see, a lot of stuff happened in the past year, however, I wasn't giving this mod a lot of love. My interests have shifted as the first birthday of the mod (I believe this is late August 2019, only a week earlier than the first article). I don't want to dive into the personal details because I think that would be inappropriate. What matters is that I'm not giving up this time.

I sincerely apologize from my heart to anyone who was let down by the initial releases and the lack of activity in the past year, I am hoping to gain back your trust with an awesome update and devlog in the next few weeks!

Stay tuned, and I once again apologize for the past year of inactivity!

b4n4n4

btw, my PGP fingerprint is 6FF8 A3D2 7A4E 7326 B3C7 92CA E3B8 2EB7 1B70 5E79 ;)

Half-Craft (Minecraft in Half-Life) Alpha 1.0 Release

Half-Craft (Minecraft in Half-Life) Alpha 1.0 Release

News 12 comments

In this article, I describe what I have done in the past months, what have I achieved, and where you can download the very first release of Half-Craft.

Half-Craft: Dreaming about GPU and RAM sheeps

Half-Craft: Dreaming about GPU and RAM sheeps

News 4 comments

In this article, I describe what happened in the last 3 months, and show you what have I done in the last 3 months.

Half-Craft: World generation!

Half-Craft: World generation!

News 10 comments

Advent update 1: Well, it was a month since there I updated this mod, and I also missed advent by one day! It's a shame, however, I managed to get world...

Half-Craft: Infinite blocks, Discord

Half-Craft: Infinite blocks, Discord

News 7 comments

In this article I will summarize the events of how I got infinite blocks working, provide a link to a Discord server, and a link to the mod.

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Half-Craft Alpha 1.0.1 Lukewarm Hotfix

Half-Craft Alpha 1.0.1 Lukewarm Hotfix

Full Version 9 comments

Keep in mind that this won't fix the sliding physics bug, the weird sky in fullscreen bug, and the ability to run on Xash3D and on cracked HL bug, but...

Half-Craft Alpha 1.0

Half-Craft Alpha 1.0

Full Version 11 comments

If you don't want to play a broken game, download Half-Craft 1.0.1

Comments  (0 - 10 of 49)
sirpootis
sirpootis

Is this still alive?

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b4n4n4 Creator
b4n4n4

Yes

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BionicCoyote
BionicCoyote

Checked it out. Cant wait til next release. Heres some gameplay

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givemethehershybar
givemethehershybar

how do i play normal maps

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hausek98
hausek98

Is this dead?

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b4n4n4 Creator
b4n4n4

No way

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gareen
gareen

WTF!? Why demo neaded cilent dll? In final version will by dont neaded silent?

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Kantez90s
Kantez90s

Half life modding at its finest. This is something i never expected to see here.

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drakthing
drakthing

How did you manage to do the rendering? Are you just calling fixed pipeline OpenGL calls? If so, how are you managing collisions? How do you handle going out of bounds of a standard BSP level? So many technical questions, I would love if you could elaborate.

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b4n4n4 Creator
b4n4n4

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.

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drakthing
drakthing

Thanks for the response!
Doesn't HL render with the old OpenGL methods? You're able to mix both modes? This entire thing is really impressive.

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b4n4n4 Creator
b4n4n4

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

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