429 pointsby panza8 hours ago36 comments
  • modeless8 hours ago
    And Quake 3: https://thelongestyard.link/q3a-demo/

    And Unreal Tournament: https://dos.zone/mp/?lobby=ut

    There's also https://noclip.website/ which, while not playable, has hundreds of levels from dozens of older games that you can explore freely. Including Half-Life 2, with more accurate rendering than this web port (which seems to be missing many shaders including character eyes).

    • hoofedear4 minutes ago
    • notsentientan hour ago
      There's also Ultima Online in the browser (sanctioned by the official servers). I'm one of the maintainers.

      https://retail.classicuo.org/

      • doodpants26 minutes ago
        I visited this page in Firefox and was presented with a message that essentialy said (paraphrasing): "this site best viewed with browser X". Now, I'm not a professional web developer, and maybe there are legitimate reasons why this app is depending on new cutting edge browser features that aren't yet supported by Firefox, but it seems to me that this just shouldn't be a thing anymore.
      • IshKebab16 minutes ago
        > sanctioned

        Oh you mean it is or isn't approved.

      • mondainxan hour ago
        From this mondain to the maintainers, thanks!
      • nzeidan hour ago
        What!? Amazing.
    • todotask23 hours ago
      Doom 3, smoother on Macbook M1 but it's too dark that I need to actually increase brightness on Firefox reliably. Is there a better solutions?

      https://wasm.continuation-labs.com/d3demo/

      • Jolter2 hours ago
        I seem to recall that Doom 3 was unplayable dark on my PC, once upon a time.
        • todotask244 minutes ago
          Same too, now it's my haze and night blindness vision.
    • navanean hour ago
      • Vinnl27 minutes ago
        Sadly that one seems to have been removed.
        • bmurphy197620 minutes ago
          Click into the directory. It's there and you can access it that way.
    • calebj0seph7 hours ago
      Also The Simpsons Hit & Run! https://shar-wasm.cjoseph.workers.dev/
    • nadermx6 hours ago
    • sho_hn7 hours ago
      And Tomb Raider

      https://eikehein.com/stuff/sabatu

      Fan remake of the levels to avoid asset copy, but it's a downstream of the original engine (and loads the original level files just fine), so the real game.

      • firasd6 hours ago
        Ha fun--works in my regular laptop in Chrome without any CPU/GPU etc spikes
    • HelloUsername2 hours ago
      • OptionOfT2 hours ago
        I have tried that one and it truly baffles me. If you play it you'll notice the movement of the ships is extremely smooth, vs the original where ships only rotated in increments of 45 degrees.

        I wonder how they did this.

        • belinderan hour ago
          On first look it looks like interpolated frames
      • ionwakean hour ago
        I personally love openra. It’s a smooth free online implementation of red alert 2 with multiplayer
    • plastic-enjoyer7 hours ago
      What a time to be alive
      • rvnx5 hours ago
        What a time, but at what cost ?

        Interestingly, these Wasm ports are all about nostalgia games.

        I sort-of wish we would live in 1998 (when HL1 was released). Less social network, a more creative internet, LAN parties, IRC / ICQ, easier new connections.

        We now have tailwind / material UI, a locked-down Apple ecosystem, Photoshop with millions of nagging screens, centralized mega-corps like OpenAI, and the first bits of World War 3 where drones and robotics are made to kill people.

        Misses a lot this free internet (though 1 USD / minute)

        • bigfishrunningan hour ago
          It is so easy to not use tailwind, apple, photoshop, or openai. It's really easy to stay off of social networks. Computers are smaller/easier to move so lan parties are easier (although as a real adult with a real job they're harder to pull off).

          The world war 3 bits suck, i'll admit, but most of the "early internet" stuff that people are nostalgic about still exists, you just have to look for it.

          • freedombenan hour ago
            > you just have to look for it.

            Any tips for finding these things like communities? Seems like most communities are private now unless you know people in meat space. Living in a rural area, those opportunities are far and few between for me.

        • freedombenan hour ago
          Happy Monday everybody!
        • peepee19823 hours ago
          Your comment is jarringly out of place, which is why it's getting downvoted.
    • foldr5 hours ago
      I vibe coded this for exploring levels in the original Deus Ex: https://dxwebview.pages.dev/ (https://github.com/addrummond/dxwebview).

      It's a bit janky owing to the vibe coding, but the basic functionality works pretty well. You need the original game data files to use it.

  • mrtksn7 hours ago
    Interesting, I am not able to play HL2 on Steam because macOS no longer has 32-bit support and Valve never compiled if for 64-bit but here we are, it’s playable on the same OS in the browser.

    BTW IIRC there was some method to convert the 32-bit game binaries to make them run on recent macs. I remember doing it.

    • freetonik24 minutes ago
      There's a way to compile HL2 on ARM Macs, I've written a guide here: https://rakhim.exotext.com/how-to-play-half-life-2-on-mchip-...
    • gonzalohm3 hours ago
      How is that possible? 32 bits should be compatible with a 64 bit machine. You can always use less bits for your memory addresses.

      Are there any other architecture changes that are preventing 32 bits binaries from running? Does that also mean that old software no longer runs unless there is a 64 bit version?

      In windows you can run x32 and x64 executables in a 64 bits machine

      • lynguist3 hours ago
        Monsieur, on Windows this problem was solved with a large development effort, that's why it goes unnoticed on you. Note that CPU level instruction emulation is literally the easiest problem of emulation. (Why do you think you can't just go and execute Nintendo Switch binaries on your Mac M1? Both run ARM64.)

        On Windows, this was is implemented as SysWOW64. WOW64 means Windows on Windows 64. It makes the userland emulation and pretends towards the process that everything around him (incl. drivers) are the 32-bit ones.

        Source: Microsoft.

        https://devblogs.microsoft.com/oldnewthing/20081222-00/?p=19...

      • Retr0id22 minutes ago
        In the case of hl2 the source code for the engine has leaked, so you can recompile it for your target platform of choice, no "conversion" needed. I got it running natively on aarch64 linux a while back, with no issues.
        • naikrovek3 minutes ago
          So why can’t Valve do it?
      • MrDOS3 hours ago
        Only the very first few models of Intel Macs had strictly 32-bit processors (the 2006 iMac and Mac minis with Core Solo/Core Duo processors), and none of them were realistically capable of playing Half-Life 2. Apple is guilty of many sins, but this isn't one of them. Valve should never have shipped a 32-bit application in the first place. The binary was already obsolete before it even left Bellevue.
        • jmmv23 minutes ago
          > Only the very first few models of Intel Macs had strictly 32-bit processors (the 2006 iMac and Mac minis with Core Solo/Core Duo processors), and none of them were realistically capable of playing Half-Life 2.

          What? First, those chips were plenty powerful to run HL2 (the game predates them). And second, all x86_64 chips can run older x86 32-bit code unmodified.

          The reason macOS stopped supporting 32-bit code has nothing to do with the processors but more about them wanting to remove support for 32-bit binaries from the kernel and from all user-space libraries. To run a 32-bit binary, you need itself and all libraries it depends on to be 32-bit too, including the syscall boundary, which is "fine" (both Windows and Linux do this just fine, so it's really on Apple to have removed this). And I suppose Apple removed those because it was building towards a 64-bit-only world to simplify the Apple Silicon transition.

          • MrDOS13 minutes ago
            The CPUs were powerful enough, sure. The GPUs (Intel GMA950) absolutely weren't. Even on Windows with better drivers, Half-Life 2 is a slideshow on that class of hardware.
        • ajross37 minutes ago
          > Valve should never have shipped a 32-bit application in the first place.

          It's literally a 2004 game! That's ridiculous. A handful of opterons existed in the market, but Intel wouldn't get there for years still and it was well over a decade until x86_64 crossed 50% market share in consumer stuff.

          Good grief, as it were.

          • MrDOS19 minutes ago
            In 2004, sure, but Valve didn't (publicly) ship Mac OS X software before 2010.
      • functionmouse3 hours ago
        Apple goes way out of their way every few years to ensure old games stop working
        • naikroveka minute ago
          The don’t let backwards compatibility stop them from doing anything, but I don’t think they go out of their way to target games. That doesn’t make any sense to me.
      • wat1000030 minutes ago
        Everything in the process has to agree on how big the pointers are, or you need code to convert between the formats at the boundary. That means you either need 32-bit versions of all OS libraries, or you need a complicated shim layer. Apple went for having 32-bit versions of all OS libraries. But this isn't free to maintain, and they dropped them after a few years.
    • Klonoar5 hours ago
      I admit that Valve’s approach to Steam on macOS has never made sense to me.
      • shakna4 hours ago
        I think Apple may have burned a lot of developer bridges with Metal, deprecating OpenGL, and ignoring Vulkan.
        • charcircuit4 hours ago
          To be fair Microsoft ignored Vulkan with Windows leaving it up to 3P to implement.
          • shakna3 hours ago
            I don't think Valve funded Proton and Linux development by accident.
          • xnickb3 hours ago
            How is that "fair"?
            • bjord3 hours ago
              they're not saying it's fair to consumers, they're saying "it's not just apple, microsoft does it too", i.e. that judgement on apple should be made in the context of how its competitors behaved
      • doublerabbit5 hours ago
        This was more Apple's doing rather than Valve's.

        Valve wanted steam to co-exist on the mac in the early days and John Sculley of Apple didn't want Apple to be seen as a gaming device or a "personal home computer". So they ceased contact with Valve and the rest is history. https://www.youtube.com/watch?v=lPTLPXNtb2I

        Apple refused to license joysticks so they could prevent customers from considering early mac's as game machines and deliberately refused to support games on the machine. Myst was only few that were exclusive to the Mac; that they then ported to PC.

        • Wowfunhappy5 hours ago
          Your timeline doesn't make sense. Steam launched in 2003. Scully was forced out of Apple in 1993.
          • hypercube333 hours ago
            Most valve games are 32bit macos binaries I assume for powerpc or Intel or something but they flat out refuse to run on modern ox
            • russelg3 hours ago
              If they were Intel 64bit binaries they'd still run due to Rosetta 2, however the majority of their games did not get a 64bit upgrade on macOS.
          • doublerabbit4 hours ago
            So, your right. But the still holds true, that seed was what was sown not to encourage games for the Mac.

            If you watch the YT video they go in to depth that they attempted to port the game and was axed by apple.

            • 4 hours ago
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        • doginasuit3 hours ago
          Apple is so obsessed with how their product is marketed and perceived that they all but eliminated gaming on the platform. It's hard to argue that it hasn't been effective, but I'll never understand why people accept that the people who make the computer should decide how you use it.
          • parasubvert20 minutes ago
            I wouldn't say 'eliminated gaming', they just have they've put a lot of encouragement into Mac gaming in recent years to the point that they're maintaining Rosetta 2 for game ports (via Crossover/Wine/Proton) even after its broader deprecation.

            The main issue IMO is the Apple hardware itself isn't focused on raw performance, it's on energy efficiency and mobility. You'd need a MacBook Pro or Mac Studio at least to have the GPU cores & RAM to play the most recent PC games. And so they just tend to lead with casual games, live service games, and second run AAA games. Technically Apple maintains the world's largest gaming platform (by users & revenue) in iOS.

            And plenty of AAA games have been ported to macOS like Cyberpunk 2077, the last few Assassin Creeds (Shadows, Mirage), or even iOS/iPadOS/visionOS like Control & Death Stranding, the recent Assassin's Creeds, Resident Evil 2 & 4 Remakes, RE 7 & 8, Civ 6 & Civ 7, etc.

          • mghackerlady28 minutes ago
            It's weird, they still try to market it as a machine you can play games on. They make sure a lot of games make it over. It's just never the new cool ones, it's always stuff like a resident evil game from a few years ago or death stranding
            • parasubvert19 minutes ago
              It's because the hardware can't really handle the latest and greatest games unless you get the top end hardware. Their GPU innovation is on letting you run an AAA game from 5 years ago on a tablet.
    • dgb234 hours ago
      Disheartening. macOS seems to get less and less support in a way. For example some of the Blizzard remakes don't run on macOS but the originals do.
    • jillesvangurp6 hours ago
      On paper qemu should be able to do this. The hard part is hardware acceleration for the GPU. Without Apple putting effort into supporting this with e.g. documentation, that's a bit hard. That's also holding back linux support on Apple hardware. But it's a fixable problem that will only get easier as hw gets better and faster over time.
      • ErroneousBosh5 hours ago
        > The hard part is hardware acceleration for the GPU

        Is it, though?

        How Hard Can It Possibly Be to just do a software GL renderer that emulates a mid-2000s Radeon, these days?

        • account425 hours ago
          At what resolution. You're not going to software render 4K120FPS even with 2000s graphics. But you also don't need a software implementation since translating to a host API isn't really any harder than that (and often much easier). And this already exists in Wine.
    • anthkan hour ago
      Wine 11 for Mac will run 32 bit binaries without neeeding 32 bit libraries.
    • philipwhiuk2 hours ago
      MacOS removing 32bit support was a massive pain. A bunch of Ambrosia Software games no longer work too (e.g. Escape Velocity Nova, Apeiron).
    • iberator2 hours ago
      wine?
  • memoryuns4f3fff6 hours ago
    Here is a link to the blog post since I didn’t see it mentioned

    https://www.slqnt.dev/blog/hl2-in-web

    • Cthulhu_5 hours ago
      Yeah probably better to link to this instead, else everyone clicking will start downloading the big files.
  • utopiah6 hours ago
    That's also the kind of Website, beside the impressive technical result, that reminds me nothing can be blocked.

    It's not about bypassing VPN or deep pack inspection, rather it's about how once anything, including a very complex video game (like here) to an entire OS with a host machine (like QEMU on WASM, or a random InternetArchive link about emulation) is "just" a Web page that can be hosted... on anything (including a 10 bucks Rasperry Pi Zero which can also be an AP, a phone obviously, heck even a e-cig!) then it doesn't matter what is "blocked" as it can be brought to anyone with no installation.

    • account425 hours ago
      Sounds like companies should start locking down browsers to disable WebGL, WASM and other similar APIs targeted at apps as opposed to web pages. I would welcome this if it got web developers to stop using more than they actually need.
      • utopiahan hour ago
        Tricky to block WASM. A lot of useful Websites use for genuinely good usage. Can be for syntax highlighting, chess engine, etc and the same goes for WebGL or WebGPU, they are used for responsive UI in dashboard, for data visualization, for video rendering with effects e.g. blurring a background behind a person thus privacy, etc. Blocking either of those would break a lot of modern useful Websites.
      • itomato3 hours ago
        You’re thinking of Facebook, and you can still get that.
  • postatic2 hours ago
    Cool!

    I recently ported Doom on browser so that you can easily play multi-player (up to 4) completely free (you can host it yourself on Cloudflare)

    https://playdoom.ossy.dev/

  • mynameajeffan hour ago
    Does anyone know some of the rebinded controls? The main menu doesn't show them and I can't figure out how to reopen the menu during gameplay or any using the bindings that are usually set to the function keys. The page doesn't seem to have any info included like that kind of thing.

    Edit 1: crouch is bound to C according to the blog post, but that's the only one mentioned. Edit 2: You can use key_listboundkeys from console. Also can just open the menu with `

  • entropyneur8 hours ago
    Whew. Crashed before I sunk my day there.
    • butlike27 minutes ago
      Did it also crash on the part where you exit into the city square? Cause that's where it crashed for me.
  • hwc2 hours ago
    With WASM and WebGL being mature technologies, I'm not sure why there aren't more video games published this way. For really big games with lots of assets, having those assets in local storage makes sense. But I wouldn't mind if a game "installer" is just your browser asking "This game wants to use up to 20 GB of local disc space. Is that okay?"
    • nickpetersonan hour ago
      I’ve always wondered a bit about the ssr side of these things a bit. Something like time crisis where the main video is pre-rendered and streamed but the interactive elements (enemies, explosions) are superimposed in front on the client. Feels like you could make a very low bandwidth experience (around the same cost as a YouTube video plus some assets?).
    • nnevatiean hour ago
      Because you'd be missing the market and monetization layer that Steam so conveniently provides.
  • LandenLove8 hours ago
    As much as I dislike webdev stuff, I love the way you can distribute entire programs through WASM. Super cool stuff! For those who are interested, I recommend checking out Godot for exporting games on the web. It's really easy to do and you can host it on Itch.io
    • roflcopter694 hours ago
      Isn't Godot kinda flawed for deploying to the web? For example, no C# as of now, although there have been plenty of efforts to make it work. Or AFAIU audio being forced to stay in the main thread which can cause glitches. I just mean that it's not all fun and games as soon as you want to make a more ambitious game and not just a quick demo or game jam thingy.
      • tapoxi2 hours ago
        Godot 3.x supports C# on the web because it uses Mono.

        Godot 4.x migrated to CoreCLR since Mono is a dead end, but Microsoft insists on .NET being the entrypoint in a WASM build. MS initially promised support for .NET being invoked by something else but dropped the feature, leaving Godot stranded. The current proposal is to make Godot a library (libgodot) invoked by .NET.

      • LandenLove4 hours ago
        I found GDScript to be quite powerful in terms of functionality. I don't have experience in professional game Dev to be aware of the benefits of C# beyond it being the industry standard for Unity.

        Single threaded audio is a big concern. I haven't implemented music in my game yet to know if it is a deal breaker.

        The main problem that I have run into is shader compilation stutters on the compatibility render. Makes the game basically unplayable. My work around was to spawn certain objects on the main menu out of sight to force compilation. I believe the forward renderer has some pre-compilation.

        • roflcopter693 hours ago
          Of course it's a matter of perspective and I can totally get how one would be happy with GDScript. Tbh, it's hard to beat GDScript when it comes to making small games. It's quite evident that only GDScript has first-class integration into the Editor, C# comes second and all the other serious language bindings come third.

          I might state the obvious here, but static typing, null-safety, being able to refactor and such things make C# much much better for bigger games. Slay the Spire 2 has been made with Godot + C# and people have already decompiled and peeked under the hood (for example here https://www.youtube.com/watch?v=SpB4-W9L4ec) and imo it shows quite well how certain patterns simply require a more powerful language than GDScript or would at least be very painful and fragile to make in GDScript.

          Your workaround for shader stuttering sounds quite hilarious :D I don't mean it's bad. It seems pragmatic in a good sense. But yeah, it's those limitations that pile up when making Godot target the web...

  • themonsuan hour ago
    Platforms like geforce now are already the superior ways of playing on Mac, as so many games are never ported and old games stop working.
  • 0x07 hours ago
    I just wish Valve could add official macos-arm64 builds of the various hl2 games on Steam :-/
  • denkmoon2 hours ago
    Input doesn’t work so well on my iPad (lol) but seeing that intro rendered in safari on said ipad, wild. So cool
    • hwcan hour ago
      A few years ago, before I bought a Nintendo for my kid, he was playing Minecraft on an iPad. I tried to pair a Bluetooth controller, and had no luck. I think the OS was too locked down. At the same time, I could connect a Bluetooth controller to my Android phone and play Minecraft with no problem.

      In fact, I've said for a long time that I wish I had a nice Android tablet with a Tegra chip that I could both use as regular tablet and as a game system.

  • ironhaven8 hours ago
    First half life one in browser now we have half life 2! I guess it’s that time again Mr Freeman
  • Yizahian hour ago
    If anyone is nostalgic about HL2 and want's revisit it, I highly recommend Black Mesa remake, it's mind blowing in a good way.
    • omnian hour ago
      Isn't Black Mesa Half-Life 1?
      • Yizahia minute ago
        Oh, sorry, you are correct. My brain melted a bit in a heat :)
      • jjicean hour ago
        I believe you're correct, and the Half-Life wiki seems to support that: https://half-life.fandom.com/wiki/Black_Mesa_(game)
      • otikik22 minutes ago
        Yes, but with several asterisks.

        * Graphics are better (this should not be a surprise)

        * Some maps have been made shorter (the underground railway tunnels, if my memory serves)

        * The last part of the game (Xen) was pretty much completely overhauled, and in my opinion, improved.

        This is from memory so I might be getting one or two details wrong.

    • wilkystylean hour ago
      What did you like about it?
      • Yizahia few seconds ago
        Very competent rework with good graphics.
  • pelagicAustral7 hours ago
    Ah! Just in time for HL3
    • el_peaton7 hours ago
      Along with Team Fortress 3 and Portal 3 ofc. :)
  • typon7 hours ago
    I remember saving up for a year to buy the ATI Radeon 9600 XT (I think it was $200 MSRP) so I could play the game on high settings. Now we can play it inside a virtual machine on a crappy laptop. What a journey
    • WarmWash2 minutes ago
      I remember when the game files got hacked before release, and you could run around in half completed maps and small area snippets. I spent hours running around in awe of the new physics engine
    • noufalibrahim5 hours ago
      I was just going to say the same thing. I couldn't afford the rigs needed to run any of these games and never really played them. Now, it's running inside a browser on a laptop.
    • comprev7 hours ago
      Same here - splashed out crazy money upgrading my PC to play HL2.

      After that moment I switched to consoles.

    • iso16316 hours ago
      In a few years todays high end AI models will run on your watch

      Of course that assumes we maintain open access to compute that we've enjoyed for the last half century, and I doubt that very much.

      Stallman warned about the dangers of software being closed [0] 30 years ago, and the majority of modern IT industry just laugh a that sort of stuff because you can't make a billion dollar startup with that attitude, but I think the restrictions on owning the hardware at all will probably come first.

      [0] https://www.gnu.org/philosophy/right-to-read.en.html

      • alt2272 hours ago
        > In a few years todays high end AI models will run on your watch

        Although possible with cpu power, I dont think you will ever get enough ram in a watch to run a decent local LLM.

        I also dont think the high ram requirements for running them will come down at all.

  • antalis6 hours ago
    The screens are missing and the lips don't move, but it's pretty close!
    • hwillisan hour ago
      for me the eyes are also showing the unwrapped texture of character's own heads, which is extremely unnerving lol
    • ramon1566 hours ago
      The blog post mentions that the animation system was disabled, because it caused a lot of issues
  • Artoooooor4 hours ago
    What a time to be alive. My suggestion: progress bars instead of throbbers during loading data.
  • vladar1077 hours ago
    What's the biggest bottleneck you hit - GPU compute, memory bandwidth, or network latency for asset streaming? Curious how it compares to native WebGPU.
  • fuzzy25 hours ago
    Very cool. The download progress bar is broken though, it receives values 0-1 but the max is set to 300.
  • schappim7 hours ago
    If they have halflife 2 in the browser, I wonder if this means they can do original CS in the browser too!
  • bozdemir7 hours ago
    What a time to be alive :D
  • GL266 hours ago
    Is there a repo for this ? Can we mod it ?
  • naikrovek2 hours ago
    How is it that this came to my Apple-Silicon Mac before Valve could do it natively? How could it possibly be easier to create a complete-enough virtual machine that runs in a browser and the compiler for it than it is to port the native application?

    I wish we could spend as much time on native application development as we do on horribly crippled and slow browser application development.

    Web technology is so non-sensical to me. "you can run an application without installing it!" Well, friend, installation is not required either, and we can deliver applications on demand, and we've done it before. "You just visit a page and you can program the macros on your keyboard!" Again, it's not like those applications are large; they could be delivered on demand if we wanted.

    But we don't want that, do we? We want people to remain online under any circumstance, we desparately want their time, so we require that people be online if they want to program their microcontroller and they don't know how to do it without visiting the very convenient webpage.

    If people spent 10% of the effort on native applications that they spent on web applications, we would be so much further advanced than we are now. If you're a developer, targeting the web is so seductive, so easy in comparison, that we all have to be online to do anything, now. We all have to run two dozen Electron apps because developers want to have an easy time at the expense of every user.

    • Rohansi27 minutes ago
      > How is it that this came to my Apple-Silicon Mac before Valve could do it natively?

      Why should Valve update their old games to work on Apple Silicon? They're old and only 2% of Steam users (clients?) are on macOS.

      Also, this port works offline in your browser. If you've loaded it up before the assets are cached and you can play with no internet. Yes, even if you've closed the tab and open it again later without internet.

    • DANmodean hour ago
      > I wish we could spend as much time on native application development as we do on horribly crippled and slow browser application development.

      But native to what?

      Windows is no longer the commonality between all users.

      The browser has that role, now.

      > We want people to remain online under any circumstance

      Webapps often have offline-first functionality,

      which is one of the biggest strengths of a progressive web app.

      • hwillisan hour ago
        browsers aren't common either. Standards, formats, and interfaces are, which is exactly what WASM is and what this demonstrates. Native apps don't need a common operating system or even a common core like nix. They just need to support a common interface, like browsers do.
  • Beijinger8 hours ago
    play-cs.com
  • othmanosx6 hours ago
    What about gaming on a mac?
  • AzzyHN8 hours ago
    [flagged]
    • crote7 hours ago
      Valve already gave Half-Life 2 away for free, and released the source code of the HL1 engine.

      Is it technically illegal? Yeah, but Valve isn't losing out on any money, and there's no way they're going to risk the negative PR blowback they'd get for a takedown.

      Besides, IP law is dead. The rise of AI made it pretty clear that you can steal literally anything without consequences.

      • Cthulhu_5 hours ago
        Giving things away for free (at one point) is not the same as making it public domain or relinquishing your (copy)rights. Source available is not the same as open source. Open source code does not mean open source assets/product. I find it weird that this needs to be explained in this community.
        • crote4 hours ago
          > Giving things away for free is not the same as making it public domain or relinquishing your (copy)rights.

          Obviously. But it does kill the usual "piracy is bad because companies lose money" argument - especially for a 22-year-old game.

          > Source available is not the same as open source.

          Obviously. But it does show that Valve is more interested in preserving old genre-defying games for the general public, rather than milking every last cent of revenue out of it.

      • nba456_5 hours ago
        >Besides, IP law is dead. The rise of AI made it pretty clear that you can steal literally anything without consequences.

        God, AI keeps making life better than I could've ever imagined!

        • zombot5 hours ago
          It only works like that for the Big Thieves. Us regular folks get screwed over just like before.
      • dminik6 hours ago
        GoldSrc (HL1 engine) is very much not open source (or even source available). There's at least one open source remake (which is possibly illegal due to using the SDK) but no official release.
      • flordaman6 hours ago
        No no, you can't steal anything without consequences, only big corperations who are making slop machines(tm) can.
        • account425 hours ago
          Turns out "too big to fail" doesn't just apply to reckless financial behavior.
      • foldr5 hours ago
        • crote4 hours ago
          It was available for free as part of its 20th anniversary update: https://overclock3d.net/news/software/half-life-2-is-availab...
          • foldr4 hours ago
            That was a special promotion with a defined end date. The game is not free. The only legitimate way to obtain it currently is to pay for it. Together with the false claim about HL1 being open source, you're really adding a lot of misinformation to this thread.
      • rvz3 hours ago
        > Yeah, but Valve isn't losing out on any money, and there's no way they're going to risk the negative PR blowback they'd get for a takedown.

        So that makes it okay to pirate and steal games developed by your fellow indie game developers as well?

        > Besides, IP law is dead. The rise of AI made it pretty clear that you can steal literally anything without consequences.

        Try doing the same thing to Nintendo.

        Even large companies like Anthropic were not going to risk going to trial and getting bankrupted of over $120B+ in damages in using pirated copyrighted eBooks for training. The best case was a settlement for $1.5B which that is a record settlement in copyright law.

    • account425 hours ago
      This project seems perfectly congruent with current year industry standards regarding copyright, which are to move fast and lobby for permission later.
    • londons_explore7 hours ago
      That is up for the copyright owner to enforce or not to enforce.

      Until they decide, we can't know if it's illegal or not - who knows, this site might have a license.

      • KeplerBoy7 hours ago
        It's not legal just because the copyright owner doesn't immediately sue you.
        • simondotau6 hours ago
          If a copyright infringement falls in a forest and nobody is around to hear it, did it make a sound?
        • account425 hours ago
          Technically it isn't illegal until the copyright holder decides not to grant (retroactive) permission.
      • Cthulhu_5 hours ago
        A crime is a crime even before a judge rules over it. Sure, innocent until proven guilty, but most people know when they're doing something wrong and then don't do it.

        Of course, this is a lot more grey area for copyright violations etc because it's a civil matter.

        • __alexs4 hours ago
          What happened to innocent until proven guilty?
          • zygentoma2 hours ago
            "Innocent until proven guilty" concerns whether someone did a crime, not whether something is a crime.

            An action can clearly be a crime, but it might be unclear if you did that action.

      • rvz7 hours ago
        It's quite dangerous to make unsubstantiated comments and assumptions on US copyright law without the proper research.

        Valve still owns the copyright to the game and just because they won't do anything now does not mean it is legal to redistribute it without their consent, especially when we know that the game is still being sold. [0]

        They (Valve) reserve the right to enforce that and this site clearly does not have such a "license" and haven't disclosed as such. Why would you expect Valve to be in discussions with a 15 year old to redistribute the game for free?

        So just say you do not know.

        [0] https://store.steampowered.com/app/220/HalfLife_2/

        • Ukv6 hours ago
          > just because they won't do anything now does not mean it is legal to redistribute it without their consent

          I don't think the parent comment is claiming it's legal, other than the (unlikely) chance that this is licensed, just that it's up to Valve to enforce and not really our concern. A lot of cool things (like the similar https://noclip.website/) are prima facie copyright infringement.

          • nhinck26 hours ago
            > we can't know if it's illegal or not

            I think we can.

            • Ukv5 hours ago
              We can guess this is unlicensed, and likely be right, but whether it gets taken down is up to Valve.
            • xeyownt6 hours ago
              And I think we don't care.
        • account425 hours ago
          > Why would you expect Valve to be in discussions with a 15 year old to redistribute the game for free?

          Because projects like this are free publicity and don't actually compete with the product sold on Steam.

  • gambiting7 hours ago
    What I find incredibly impressive is that it just loaded in and seems to work fine on my phone. So cool.
  • NovaCode376 hours ago
    Looks pretty good
  • acosmism4 hours ago
    i need a gary's mod
  • diimdeep6 hours ago
    Cool, but then game hangs in city square.
  • globular-toast7 hours ago
    I've played this from the start until around Ravenholm probably close to a hundred times. It's so familiar to me. There's some funky stuff going on for me, though. The characters' eyes are all wrong. G-man had no eyes at all. And the giant screen with Breen on it was missing.

    Can't believe it runs as well as it does on my non-gaming laptop without even seeming to struggle. It's funny when you leave a hobby for a while. I haven't played games since the HL2 era so for me this is still state of the art.

    I did say a couple of years ago that if HL3 ever came out, and it was good, that it would make me buy another gaming PC. But with current prices I don't even think that would make me do it.

  • Hamuko7 hours ago
    Tried it on my M4 iPad Pro and was surprised that it works - to a degree. NPCs (Gman and the citizens on the train) seem to be missing eyes and have no mouth animations. FPS was pretty poor too, and it was ass to use the camera on the trackpad.
  • jessinra982 hours ago
    [dead]
  • kevinten105 hours ago
    [dead]
  • rvz8 hours ago
    [flagged]
    • albertgoeswoof8 hours ago
      Yup. I was going to finally buy half life 2 today but now I’ve seen this I guess I won’t need to.

      Hard times at Valve, I suppose they’ll have to find more children to start gambling with them.

      • linzhangrun7 hours ago
        lmao :)
      • tmountain7 hours ago
        Someone has to look out for the big guys! /s
      • m00dy8 hours ago
        looks like you forgot to add /s tag to your comment :swh
        • fragmede6 hours ago
          But what about the people who aren't idiots and can read sarcasm without the /s? I reflexively downvote ever comment I come across with a /s. People aren't idiots until you treat them like one.
          • alt2275 hours ago
            But what about people who are in different parts of the world and don't inherently understand your meaning? That is terrible behaviour to downvote the notation.

            Text is notorious for not conveying context. Sarcasm can easily be seen as serious by some people, why is why we have the /s notation to make it obvious.

            People aren't idiots, they come from different backgrounds, locations, languages, and all use English as a common tongue. Have some consideration and stop thinking you are so big and clever.

            • account424 hours ago
              The best sarcasm is exactly the one where it could be interpreted as written and people misreading it is part of the fun. If you are going to add sarcasm marks to make sure that absolutely everyone gets what you are intending then whats the point of using sarcasm in the first place instead of clearly writing what you mean?
              • baal80spaman hour ago
                > The best sarcasm is exactly the one where it could be interpreted as written and people misreading it is part of the fun.

                Is it kind of a reverse Poe's Law?

    • haunter7 hours ago
      [flagged]
      • charcircuit7 hours ago
        2 wrongs don't make a right.
        • haunter7 hours ago
          Ah yeah the famously equal acts of pirating a game VS promoting illegal unregulated gambling for millions of people (and that's just the tip of the iceberg).

          That's why corporations can get away with everything.

        • account424 hours ago
          And something being illegal doesn't make it wrong.
          • charcircuit3 hours ago
            The converse applies to. Just because piracy is illegal, that doesn't make it right.
    • gempir5 hours ago
      It's only legal if you are a billion dollar AI company
    • sudo_cowsay8 hours ago
      Is that why I can't access the site?
      • AzzyHN8 hours ago
        It works on chromium-based browsers at least
    • koolala6 hours ago
      legality != morality
    • foresto7 hours ago
      In which jurisdiction?
      • hmry7 hours ago
        Every signatory of the Berne convention or member of the TRIPS agreement, and most others too.