Register

If you already have an account with us, please use the login panel below to access your account.

User Tag List

Thanks Thanks:  0
Results 1 to 2 of 2
  1. #1
    Designer DroneZke's Avatar
    Join Date
    Feb 2017
    Location
    cleveland ohio
    Posts
    1,005
    Post Thanks / Like
    Mentioned
    56 Post(s)
    Tagged
    0 Thread(s)
    Points
    672
    Donate

    About The Engine (GoldSrc)

    Goldsource (also known as GoldSrc),

    is a 3-D video game engine created by Valve in 1996, which was the driving force behind many famous games of the late 90s such as Half-Life, Team Fortress Classic, and Counter-Strike. GoldSource is a heavily modified version of the Quake engine, and runs on C++ programming code. GoldSource and its level editor, the Hammer World Editor, were released by Valve for public use, making it the source of countless community-made modifications. GoldSource was replaced by its sequel engine, Source, in 2004, which currently holds 1st place as the choice for modders. Though GoldSource is past its prime many gamers still seek to use it for mods and level design.

    FEATURES OF THIS ENGINE;

    AI flocking - NPCs can group together, seen with Houndeyes

    Skeletal animation - allowing for easier animating of models

    Colored lighting - Quake simply had monotone lighting

    Scripted sequences - Used extensively to tell Half-Life's story

    Transparent textures - Glass can now be used in maps

    Higher poly counts - GoldSrc allows for far more detailed models than Quake




    SDK

    The GoldSrc SDK is known as the Half-Life SDK. As of August 2013, it is available on Steam under the "Tools" section. With it comes Hammer 3.4, the 3ds Max sources for many cut and retail NPCs as well as player and weapon models, tools for packing textures into WADs, and detailed documentation on implementing baseline features such as voice chat into a mod.
    The full source code for the engine can be found on ValveSoftware/halflife





    Directory layout

    SteamPipe directories are added starting in "steamapps/common". Each directory consists out of one or more of the following components:

    • base: The base game directory. For Valve games, this is Half-Life.
    • game: The game directory. For Valve games, this is valve, unless the -basedir command line argument is provided, in which case it uses the directory specified by that argument.
    • mod: The mod directory. This also applies to Valve games. This is affected by the -game command line argument. If that argument is not provided, the directory used for <game> is used instead.
    • language: The current game language.
    • fallback: The fallback directory.
    • platform: The platform directory located in the base directory.


    As of this writing, the only game that uses a different <base> and <game> is Sven Co-op. It uses Sven Co-op for <base>, and svencoop for <game>.


    The game will search for files by searching through each search path in the order that they are added. This means that for example the _downloads directory is only accessed if none of the other game directories contain the file.

    In addition, game configuration files are only loaded from the "GAMECONFIG" search path, which prevents malicious servers and addon content from affecting game configuration and operation.




    Source for thread ;
    developer.valvesoftware.com
    R-SRC.com

    ===========================================
    still under construction but here you can download mapping tools and files prop models or just learn about editing the game

    over 400 props being sorted and uploaded

    Keyboard Resource


    DroneZke.com
    M
    Y MAPPING HOMEPAGE
    ===========================================



  2. #2
    Designer DroneZke's Avatar
    Join Date
    Feb 2017
    Location
    cleveland ohio
    Posts
    1,005
    Post Thanks / Like
    Mentioned
    56 Post(s)
    Tagged
    0 Thread(s)
    Points
    672
    Donate
    Development
    The basis of GoldSrc is the engine used in the video game Quake, albeit with heavy modification by Valve Corporation, at the time called Valve Software. While the engine served as the basis for GoldSrc, Gabe Newell has stated that a majority of the code used in the engine was created by Valve themselves, not taken from Quake. GoldSrc's artificial intelligence systems, for example, were essentially made from scratch. The engine also reuses code from other games in the Quake series, including QuakeWorld, and Quake II, but this reuse is minimal in comparison to that of the original Quake. In 1997, Valve hired Ben Morris and acquired Worldcraft, a tool for creating custom Quake maps. The tool was later renamed to Valve Hammer Editor and became the official mapping tool for GoldSrc.

    Prior to the creation of the Source engine, the GoldSrc engine had no real title and was simply called "The Half-Life engine". Once Source was created, Valve forked the code from the Half-Life engine to make the Source engine. This created two main engine branches, each used for different purposes. One was titled "GoldSrc", and the other "Src". Internally, any games using the first variant were referred to as "Goldsource" in order to differentiate the two branches. Eventually, it became something of a moniker for the engine and was adopted as the official title externally.

    Valve Corporation released versions of the GoldSrc engine for OS X and Linux in 2013, eventually porting all of their first-party titles utilizing the engine to the platforms by the end of the year.
    R-SRC.com

    ===========================================
    still under construction but here you can download mapping tools and files prop models or just learn about editing the game

    over 400 props being sorted and uploaded

    Keyboard Resource


    DroneZke.com
    M
    Y MAPPING HOMEPAGE
    ===========================================



 

 

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •