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!

My name is b4n4n4, and I created this mod. I like Minecraft, also Half-Life, and I think that combining these two would be awesome! But how did I came to the conclusion? Long story short, I was chatting with one of my friends that I met during the summer and it came up in our minds that a Minecraft mod in Half-Life would be cool. I then immediately started working on the mod.
I was slow at first, I only added the HUD on the first week. I still had to familiarize myself with the internal structure of the GoldSrc engine, so this was a huge learning experience. In the end, it looked really nice.

This screenshot is the earliest screenshots of the mod.

First image of the HUD and mod

After the HUD was done, it was time to implement the inventory. The inventory was at first pretty hard to realize since Half-Life behind the scenes actually manages the weapons like individual linked lists in a 1 dimensional array, so I had to remove all of the code that managed that and make it a 2D array. After that, I modified the clientside to open the inventory when I pressed E. There's only one problem with this: You can't move the items! Me being tired already of the spaghetti code that Half-Life had, I quickly implemented the inventory and it worked like an actual inventory. With lots of bugs.
The block system was the most exciting thing to implement since I had to do it from scratch and I had plenty of freedom to do stuff. The blocks are actually models that interact when the user right clicks on them, however, they mesh together nicely when they are put next to each other as seen in this screenshot.

I got tired of widescreen Half-Life due to the Alt-Tabs that I had to do

And now here we are! Of course there was a rewrite and a couple of bug fixes, but I don't think they are worth a mention in this article.

I uploaded a video (without the history of this mod) in case this article is too boring for you :)

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florkowski
florkowski

This is going to be... Interesting. Good progress so far.

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Neftall
Neftall

Wow!...This is Awesome!,Good Luck ;)

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lukkasz323
lukkasz323

This is awesome.

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SNMetamorph
SNMetamorph

Wow, it is so good idea! Do you implemented collision with placed blocks?
I guess, due to legacy GoldSrc graphics renderer, you will face with FPS loss (on AMD GPUs especially). But, if needed, you can rebase your mod to Xash3D engine, which is open-sourced and has more features.

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b4n4n4 Creator
b4n4n4

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

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SNMetamorph
SNMetamorph

I remembered something interesing fact. In GoldSrc world size is limited to 8192x8192x8192 units. Probably, you will face with this problem. In Xash3D this limit expanded 2x or 3x, I don't remember exactly.

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Magic_Nipples
Magic_Nipples

You can also reference the entity manager added to trinity renders. It can help bypass the limit.

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penTiuname
penTiuname

I think that Vanilla is better than Xash3D not only because of new Updates by mikela-valve :b

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Dune_Jumper
Dune_Jumper

The End is Xen.

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