Spirit of Half-Life (SoHL) is a modified game engine for Half-Life 1 modders that includes many new things not seen in the original Half-Life engine by Valve. This includes reflections, mirrors better lighting, weather like moving clouds, rain, snow, and fog. Physics capabilities like picking up objects and dropping them, or when some thing explodes objects go flying off in the direction.

Description

This is an update that fixes the StudioDecal issue.

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Spirinity v0.3.1
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Guest
Guest - - 689,430 comments

amazing

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23-down
23-down - - 3,553 comments

Amazing work. Do you think you could include the Op4 entities along with this package in your next upcoming version?

Github.com

That would make this spirit version the best in existence.

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TheFranticDreamer Author
TheFranticDreamer - - 54 comments

I'll try to work on it.

I've created a placeholder branch for it. You can check out updates from there.

Github.com

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gabataka
gabataka - - 103 comments

if it can be used as the basis of the mod, then where can I get the fgd for this version? in the files there are of course the sources of Spirinity v0. 2 Source Code and there is spirit. fgd. but will it fit .if this is a newer version?

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TheFranticDreamer Author
TheFranticDreamer - - 54 comments

There is a Github repo, which is on the summary page. It contains source code and updated FGD, too.

Github.com

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gabataka
gabataka - - 103 comments

what is used instead of titles? In my fashion I noticed it is not readable

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TheFranticDreamer Author
TheFranticDreamer - - 54 comments

Here is a direct link to the raw data of the fgd. You can just CTRL+S and change the extension from TXT to FGD
Raw.githubusercontent.com

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gabataka
gabataka - - 103 comments

I understood about fgd. But I have a problem with titles.txt, I translate the mod from gold to spirit and the small part of the text that I use in this file .txt is not displayed


p.s I mean the text for the enity env_message that uses the file titles.txt. It is not readable on my map

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TheFranticDreamer Author
TheFranticDreamer - - 54 comments

I don't think there's a replacement for it. I've tried with vanilla maps and didn't see a problem.

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gabataka
gabataka - - 103 comments

I have already found why, perhaps you have a hidden interface at the camera trigger, in the code. so it doesn't show messenger. without the camera, it shows that there is no camera through the trigger
, but it does not matter if this is the case, then I will then return the trigger camera back in the code,there is a more serious problem:


Why can't the blood be displayed on the infodecal spirit? it doesn't exist at all.
Here's what it says in the console:
] map testmap2
## CHud::VidInit (hi from me)
## ResetHUD
## InitHUD
Could not load gfx/textures/texture_flags.txt!
BSP Renderer: 24 decal groups created
BSP Renderer: Failed to load detail texture file for maps/testmap2_detail.txt

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TheFranticDreamer Author
TheFranticDreamer - - 54 comments

Infodecal is replaced. You can find more information here:

Cutt.ly

I'll update the summary page once I'm finished with tidying up the docs.

You don't have to update the FGD yourself. I've already updated it.

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gabataka
gabataka - - 103 comments

can I get it back? doesn't work either I don't understand how this env_decal works

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TheFranticDreamer Author
TheFranticDreamer - - 54 comments

you should use gfx\textures\decals textures.

for example: gfx\textures\decals\bloodbigsplat.DDS
in the entity: Decal Texture = "bloodbigsplat"

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gabataka
gabataka - - 103 comments

it would be easier to keep things as they are . and there's game going on with the water. it reflects everything. even hp and armor

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TheFranticDreamer Author
TheFranticDreamer - - 54 comments

It wouldn't be a new renderer if I kept things as they are. They are features of the renderer. Old decals are being resized and flipped due to face UV changes. New decals are not affected by face UV.

Water is using "Screen Space Reflections" technology. This is rendering the screen as a texture, then using it as a reflection. If it wasn't like this, it should be done with ray tracing -which is so expensive- or cubemaps -would need some engine modifications or unnecessary hassle-.

Water should run pretty nice in windowed mode. I'm working on implementing a borderless windowed system. It should do the trick

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gabataka
gabataka - - 103 comments

and you can say that with spirit 1.8, if you want. Why does it crash with an error about the fact that there is no dll

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Guest
Guest - - 689,430 comments

Hello ! How can one disable the annoying shiny water ? I mean it's not like in trinity, it reflects everything too exaggerated and looks bad..could this be because of opengl or is a feature ? Also, the water reflects the hud, which is innatural, a thing which is NOT in trinity. Is there a problem on my end, or a bug that will be fixed ?

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TheFranticDreamer Author
TheFranticDreamer - - 54 comments

Hello, That's because you're using the fullscreen mode. Using windowed mode would solve the issue
I'm working on a custom borderless windowed mode. It would fix the whole thing.

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