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번역 관련 문제 보고
Half Life was using licensed copies of the Quake and Quake 2 engines, and they combined code from both engines along with their own. They added a LOT, including skeletal animation and Direct3D support. About 75% of the code base was written by Valve, with the existing 25% being Quake.
That aside, LOTS of games of the era were written on the backs of Quake and Unreal. It wasn't unusual at all, and saying Half Life was "just a Doom mod" is completely disingenuous.
That however, is a fork modification and note I said "Is a Doom Clone"
If you dont understand what a Doom Clone is then enjoy: https://doom.fandom.com/wiki/Doom_clones
Nothing wrong with it, hell without it we my not have TF2, which I enjoy playing myself, but as I noted that THIS IS A GAME ENGINE, Its not about the topic remotely on hand that is about video game modding community support, not video game engine forking.
Never forget.
Maybe I'm misreading you and hearing your tone wrong. I saw the following:
"Half-life was just a modded Doom engine clone"
"not all that impressive"
"Here is GoldSrc, as it states, a heavily modded quake engine: AKA the Predecessor of the Doom engine." (Successor you mean. Predecessor suggests Quake came before Doom.)
I was saying your tone, as I understood it, diminished the major work done on Half Life. That's what I was responding to. If I misunderstood I apologize.
Or I suppose the best thing about HL was the tone they kept. At no point in that game do you ever feel like a powerful badass.
You're right, and it's never been, even when releasing modding tools for games was more common.
However releasing modding tools was more common. Something changed in the past 20+ years that made it much less of a thing than it used to be.
Half-Life is impressive for what it was at the time of it's release. It was one of(if not the) first big FPS games that revolved around a narrative with cut-scenes. It was also helped with the physics of the game's environment being a very new thing.
So many don't do that, or have a really robust closed system (like GTA).
As Bethesda predominantly make these single player games, that explains this.