{"id":1650670,"date":"2026-08-01T11:00:00","date_gmt":"2026-08-01T11:00:00","guid":{"rendered":"http:\/\/Q62m6BzHr3qC24UDiEnbsJ"},"modified":"2026-08-01T11:00:00","modified_gmt":"2026-08-01T11:00:00","slug":"i-was-excited-for-this-quake-port-of-half-life-until-i-discovered-the-creators-wild-ai-conspiracy-theories","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/i-was-excited-for-this-quake-port-of-half-life-until-i-discovered-the-creators-wild-ai-conspiracy-theories\/","title":{"rendered":"I was excited for this Quake port of Half-Life until I discovered the creator&#8217;s wild AI conspiracy theories"},"content":{"rendered":"<article>\n<p>Students of first-person shooter history will likely know that the technology<a href=\"https:\/\/www.pcgamer.com\/half-life\/\"> Half-Life<\/a> runs on\u2014GoldSrc\u2014is a heavily modified version of the<a href=\"https:\/\/www.pcgamer.com\/quake\/\"> Quake<\/a> engine. It&#8217;s one of many, <em>many <\/em>branches of id-tech&#8217;s ancient technological tree. Indeed, you&#8217;ll still find tiny fragments of Quake code in Valve&#8217;s modern successor to GoldSrc\u2014Source 2.<\/p>\n<p>Now, nearly three decades on from Half-Life&#8217;s release, a modder has decided to put Quake back into Half-Life. Or maybe it&#8217;s Half-Life back into Quake? Honestly, it&#8217;s hard to tell.<\/p>\n<p>The mod in question is called<a href=\"https:\/\/www.moddb.com\/mods\/libre-life\/downloads\/libre-life-v01-developer-demo\" target=\"_blank\"> Libre-life<\/a>, and it&#8217;s a total conversion mod that aims to port Half-Life&#8217;s key assets, like entities, weapons, monsters and mechanics, into Quake sourceports derived from<a href=\"https:\/\/hemebond.gitlab.io\/darkplaces-www\/\" target=\"_blank\"> DarkPlaces<\/a> and<a href=\"https:\/\/www.fteqw.org\/\" target=\"_blank\"> FTEQW<\/a>, with the primary target being the<a href=\"https:\/\/www.moddb.com\/mods\/zircon-engine\" target=\"_blank\"> Zircon Engine<\/a>. It&#8217;s the creation of modder KleskBY, who aims to &#8220;combine support for Half-Life, Quake 1 [and] Quake 3 brush entities standard&#8221; according to Libre-life&#8217;s ModDB page.<\/p>\n<p>Why is Klesk doing this? Well, contrary to appearances, it has more to do with looking forward than looking back. Old game engines like GoldSrc tend to have hard-coded limitations that can affect its capability in various ways, like the maximum size of a map you can create. <\/p>\n<p>The way around these limitations is to create a sourceport, like GZDoom (or its newer equivalent<a href=\"https:\/\/www.pcgamer.com\/games\/fps\/gzdoom-is-basically-dead-modders-proclaim-as-contributors-split-from-dooms-most-popular-sourceport-with-tensions-boiling-over-after-its-creator-adds-ai-generated-code-to-the-project\/\"> UZDoom<\/a>) for Doom 2, or<a href=\"https:\/\/quakespasm.sourceforge.net\/\"> QuakeSpasm<\/a> or its fork<a href=\"https:\/\/github.com\/andrei-drexler\/ironwail\"> Ironwail<\/a> for Quake. Such sourceports are what make mods like<a href=\"https:\/\/www.pcgamer.com\/brutal-doom\/\"> Brutal Doom<\/a> or<a href=\"https:\/\/www.moddb.com\/mods\/arcane-dimensions\"> Arcane Dimensions<\/a> possible.<\/p>\n<p>Half-Life already has such a sourceport in<a href=\"https:\/\/github.com\/fwgs\/xash3d-fwgs\" target=\"_blank\"> Xash3D<\/a>. However, Klesk cites several reasons for not just using Xash. The modder points out that Libre-life is intended to be more than just a straight engine port. &#8220;It can run on multiple Quake engines and could even run on Xash with enough adaptation work,&#8221; Klesk writes. &#8220;There is no need for the project to be locked to a single Half-Life based engine&#8221;.<\/p>\n<p>Klesk also claims that Xash&#8217;s Half-Life reimplementation of Half-Life is &#8220;not technically superior&#8221; and that the Quake source-ports he&#8217;s focussed on provide &#8220;many capabilities that Xash does not.&#8221;<\/p>\n<div class=\"youtube-video\" data-nosnippet >\n<div class=\"video-aspect-box\"><iframe data-lazy-priority=\"high\" data-lazy-src=\"https:\/\/www.youtube-nocookie.com\/embed\/19Vlp0AJOQU\" allowfullscreen><\/iframe><\/div>\n<\/div>\n<p>Currently, Libre-Life is still in its early stages, but a fair amount of work has already been done, like reimplementing all of Half-Life 1&#8217;s weapons. You can see the results of Klesk&#8217;s work so far in the video above. For the most part it looks and sounds like Half-Life, though there are some obvious differences, like the higher-contrast shadows and the softer blood decals.<\/p>\n<p>I was curious about Klesk&#8217;s work and went to check out the demo. But it was upon doing so that I discovered Klesk has some, uh, <em>interesting <\/em>ideas about AI. In an FAQ about the demo, Klesk states unabashedly that he uses AI &#8220;a lot&#8221; and that &#8220;If you are anti-AI please just close this tab and move your focus to XashXT\/FreeHL.&#8221;<\/p>\n<p>Which, as someone who <em>is <\/em>highly sceptical of generative AI, is what I will probably do. But it wasn&#8217;t Klesk&#8217;s use of AI that caused me to raise my eyebrows. It&#8217;s what the modder said <em>next<\/em>:<\/p>\n<p>&#8220;The Anti AI movement is just a hypocrisy and it does not provide any real solution. My opinion is that Anti-AI rhetoric is influenced by Chinese government and domestic terrorists who are competitors aiming to advance in AI development, as they never provide a solution, only complaints.&#8221;<\/p>\n<p>Alrighty then! It isn&#8217;t clear what problem generative AI critics are supposed to be proposing a solution to. If the answer is &#8220;coding&#8221;, then you can do that without generative AI and have been able to since computers were invented. <\/p>\n<p>As for the Chinese government\/domestic terrorist stuff, I think it&#8217;s far more likely that people don&#8217;t like AI because the technology is<a href=\"https:\/\/www.pcgamer.com\/software\/ai\/us-judge-closes-the-book-on-first-big-ai-copyright-suit-ordering-anthropic-to-pay-usd1-5-billion-settlement\/\"> built upon plagiarised work<\/a>, is<a href=\"https:\/\/www.pcgamer.com\/software\/ai\/ai-data-center-servers-predicted-to-glug-more-power-than-conventional-servers-by-2027\/\"> terrible for the environment<\/a>, is<a href=\"https:\/\/www.pcgamer.com\/hardware\/memory\/ram-and-storage-is-ridiculously-expensive-right-now-because-of-drumroll-ai-of-course-and-theres-little-reason-to-think-prices-will-drop-any-time-soon\/\"> ruining the PC hardware market<\/a>, and<a href=\"https:\/\/www.pcgamer.com\/software\/ai\/a-grok-chatbot-convinced-someone-it-had-become-sentient-and-that-xai-was-sending-goons-to-kill-him-theyre-going-to-make-it-look-like-suicide\/\"> causing people to lose their minds<\/a>, among other things.<\/p>\n<p>Given the above statements, it seems unlikely that Klesk will change their mind on using AI for Libre-life. But it&#8217;s not impossible. The recent Half-Life total conversion<a href=\"https:\/\/www.pcgamer.com\/games\/fps\/10-years-in-the-making-this-total-conversion-based-on-half-life-is-every-bit-as-ambitious-as-black-mesa\/\"> Diffusion<\/a>, which funnily enough was built in Xash3D, used generative AI for its voices. But when criticised for this, creator Aynekko had a very different response, and<a href=\"https:\/\/www.moddb.com\/mods\/diffusion\/news\/new-update127\" target=\"_blank\"> replaced the AI voices<\/a> with a cast of human actors to the delight of its fans.<\/p>\n<div class=\"product\"><a data-dimension112=\"63c0ed7a-8c2b-11f1-a7b9-d984a71af7b1\" data-action=\"Deal Block\" data-label=\"2026 games\" data-dimension48=\"2026 games\" target=\"_blank\" rel=\"nofollow\"><\/p>\n<figure class=\"van-image-figure \" >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:661px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:98.94%;\"><img loading=\"lazy\" decoding=\"async\" id=\"6offQUY4CXebir2TC27dMd\" name=\"kingdom come 2 square\" caption=\"\" alt=\"\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/08\/i-was-excited-for-this-quake-port-of-half-life-until-i-discovered-the-creators-wild-ai-conspiracy-theories.jpg\" mos=\"\" align=\"middle\" fullscreen=\"\" width=\"661\" height=\"654\" attribution=\"\" endorsement=\"\" credit=\"\" class=\"\"><\/p>\n<\/div>\n<\/div>\n<\/figure>\n<p><\/a><\/p>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/new-pc-games-2026\/\" target=\"_blank\" data-dimension112=\"63c0ed7a-8c2b-11f1-a7b9-d984a71af7b1\" data-action=\"Deal Block\" data-label=\"2026 games\" data-dimension48=\"2026 games\" data-dimension25=\"\"><strong>2026 games<\/strong><\/a>: All the upcoming games<br \/><a href=\"https:\/\/www.pcgamer.com\/the-best-pc-games\/\" target=\"_blank\"><strong>Best PC games<\/strong><\/a>: Our all-time favorites<br \/><a href=\"https:\/\/www.pcgamer.com\/the-50-best-free-pc-games\/\" target=\"_blank\"><strong>Free PC games<\/strong><\/a>: Freebie fest<br \/><a href=\"https:\/\/www.pcgamer.com\/best-fps-games\/\" target=\"_blank\"><strong>Best FPS games<\/strong><\/a>: Finest gunplay<br \/><a href=\"https:\/\/www.pcgamer.com\/best-rpgs-of-all-time\/\" target=\"_blank\"><strong>Best RPGs<\/strong><\/a>: Grand adventures<br \/><a href=\"https:\/\/www.pcgamer.com\/the-best-co-op-games\/\" target=\"_blank\"><strong>Best co-op games<\/strong><\/a>: Better together<\/p>\n<\/div>\n<\/article>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/fps\/i-was-excited-for-this-quake-port-of-half-life-until-i-discovered-the-creators-wild-ai-conspiracy-theories\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Students of first-person shooter history will likely know that the technology Half-Life runs on\u2014GoldSrc\u2014is a heavily modified version of the Quake engine. It&#8217;s one of many, many branches of id-tech&#8217;s ancient technological tree. Indeed, you&#8217;ll still find tiny fragments of Quake code in Valve&#8217;s modern successor to GoldSrc\u2014Source 2. Now, nearly three decades on from Half-Life&#8217;s release, a modder has decided to put Quake back into Half-Life. Or maybe it&#8217;s Half-Life back into Quake? Honestly, it&#8217;s hard to tell. The mod in question is called Libre-life, and it&#8217;s a total conversion mod that aims to port Half-Life&#8217;s key assets, like entities, weapons, monsters and mechanics, into Quake sourceports derived from DarkPlaces and FTEQW, with the primary target being the Zircon Engine. It&#8217;s the creation of&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/i-was-excited-for-this-quake-port-of-half-life-until-i-discovered-the-creators-wild-ai-conspiracy-theories\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1650671,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[336],"tags":[91,748],"class_list":["post-1650670","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-pc-gamer","tag-fps","tag-games"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.1 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>I was excited for this Quake port of Half-Life until I discovered the creator&#039;s wild AI conspiracy theories | Arcader News<\/title>\n<meta name=\"description\" content=\"Students of first-person shooter history 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