hqtrilogy log nr. 1


Happy 15th birthday, halfquake amen (<

Here's my current plan for the trilogy on Steam.

I want to merge everything into one folder. This has advantages and a lot of disadvantages.

I'm going to base everything off of the Sunrise folder, which means, explosions will probably always be blue (except for the ones I can trigger myself, in which case I can place a sprite player and sound entity directly instead of the explosion entity). Weapons will all be taken from Amen (no more white evil smileys on the guns from HQ1). Everything will have to be converted to Spirit of Half-Life, so there might be bugs. Textures will have to be carefully sorted out per map, so that it's all the same as before.

I'll probably need three different lights.rad files for compiling maps for each individual mod (I think I used different values for some textures) (these are used to make textures illuminate their surroundings by themselves without a light source entity).

Default sounds will be from HQS, but with Spirit of Half-Life I can override some sounds manually (for buttons, doors, trains, etc.). I can also override footstep sounds manually (or I could just make a new material sound like HQA / HQS). So in the end, I think I can almost make all sounds sound like their respective mods.

Why do all this? Well, it has the following advantages: Everything is in one mod - which is a lot easier to make a standalone version of. I can make a developer commentary mode (if I want to do it) and just use all the maps in one mod. With SoHL, I can even improve some parts (if necessary) or make a cool easter egg or two. I can make a mod selection map similar to the difficulty selection map of Quake 1 - OR the new Crash Bandicoot N-Sane trilogy game selection - which would simply load the first map of each mod / part. And, also due to SoHL, I can use mp3 files for soundtrack files everywhere (if I choose to do so), so that could at least improve song audio quality.

Some parts will be a bit of a challenge if they can't be converted to SoHL without issues, but I'll do it slowly, map by map and if I have to redo something, I'm sure SoHL makes stuff easier than in the past. And Sunrise was a lot more complicated than HQ1 and Amen anyway.

So there you have it! Next time I will set up my new compiling environment and let y'all know how that goes.