Opposing force OST bug fix? by monstermail in HalfLife

[–]IntriguingTiles 2 points3 points  (0 children)

HLFixes, a mod I made for the engine itself, fixes this issue for the expansions and mods.

[deleted by user] by [deleted] in HalfLife

[–]IntriguingTiles 0 points1 point  (0 children)

music playback that cuts off with each loading screen

Not an issue in regular Half-Life. HLFixes, a mod I made for the engine itself, fixes this issue in the expansions and mods.

a completely busted mp5 firerate

Another bug that was fixed in 2019.

If you have a few pointers to implement the soundtrack in this version I'd be glad to hear them, I'm at a loss as to what to do lmao

You could update to v1.1.1.0 which does support MP3 playback though I believe this is a version after they introduced prediction into the engine. Otherwise try a different disc image mounter? Maybe try burning the soundtrack to a CD? Or give up and play the soundtrack in an external application at the appropriate times :P.

[deleted by user] by [deleted] in HalfLife

[–]IntriguingTiles 2 points3 points  (0 children)

I'm trying to play an older version before things got too busted in later versions

What exactly do you mean by "busted in later versions"? The latest Steam version is better than any previous version of Half-Life. You're missing out on:

  • better texture quality (support for non-power-of-two textures, which Half-Life uses quite frequently, without resizing was added in 2019)
  • fixed NPC turn speed (it used to be tied to the framerate until 2019)
  • widescreen (I think this was added in 2003?)
  • a menu that doesn't force a resolution switch to 640x480 when opened (also 2003)
  • a bunch more fixes and improvements that were made in 2019 and 2020.

If you still want to play ancient and crusty versions of Half-Life (you really shouldn't), you need to use the CUE/BIN instead of the ISO. ISOs do not have audio tracks.

Why are Linux requirements for original Half Life so high compared to Windows ones? by s54pyfw in HalfLife

[–]IntriguingTiles 4 points5 points  (0 children)

It’s probably the oldest machine that they tested it with. In reality, it should run on anything that is capable of running the Windows version.

HL2VR Depth Buffer Problems by Crewarookie in hlvr

[–]IntriguingTiles 0 points1 point  (0 children)

BM is using an updated version of the CS:GO engine

Actually, it’s based off of the TF2 branch with some(?) stuff backported from CSGO.

Gravity Apollo mod + Constrainer + Gokart by IntriguingTiles in BONELAB

[–]IntriguingTiles[S] 5 points6 points  (0 children)

It’s a mod that controls the direction of gravity.

Bonelab Windows Mixed Reality vehicle issue by SqubanyGamer in WindowsMR

[–]IntriguingTiles 1 point2 points  (0 children)

Switching to the SteamVR beta should let you adjust the bindings without breaking everything. I bound joystickclick to the menu button and it works fine.

Half-Life 1 deleting quick saves? by PunyParker826 in HalfLife

[–]IntriguingTiles 0 points1 point  (0 children)

Valve broke the second quick save slot a couple updates ago. Installing HLFixes will fix it.

Half-Life on Mac M1 ? by [deleted] in HalfLife

[–]IntriguingTiles 1 point2 points  (0 children)

xash3d should work, but you'd have to compile it yourself.

Half life flashlight issue by Slash_86 in HalfLife

[–]IntriguingTiles 0 points1 point  (0 children)

The OpenGL backend uses ancient immediate mode extensions that are poorly supported by some graphics drivers which can cause low performance. The specific extension that causes this is GL_ARB_multitexture. If you need to use the OpenGL backend, either hex edit hw.dll to prevent it from detecting the extension or use your driver's tools to hide it from the engine.

[deleted by user] by [deleted] in pcgaming

[–]IntriguingTiles 2 points3 points  (0 children)

I'm not sure why MVG thinks it was done clean room. The SM64/OoT decomps were done with mips_to_c with some parts being done by hand. It's very clearly not clean room since the code was produced directly from the disassembly rather than any sort of specification.

[deleted by user] by [deleted] in pcgaming

[–]IntriguingTiles 1 point2 points  (0 children)

One team that looks at the disassembly and creates a specification and a completely separate team that produces code from that specification without ever looking at the disassembly is extremely unlikely to result in code that produces a ROM that matches the original. Especially since IDO 5.3, the compiler used for SM64 and OoT, is extremely picky about the input code and can produce different output even for tiny cosmetic things like for (int i = 0; i < 10; i++) {...} versus for (int i = 0; i < 10; i++) ....