This build is outdated now, but some people still may find it useful, because some of its' features were changed or ceased in newer builds. For example:
1. This is the last Xash3D build with sources which supports materials (engine-side HD-textures for maps, models & sprites).
2. This build uses hardware gamma, which can be handy for not too bright monitors or in too dark mods (it allows to make the screen much more brighter).
3. This build supports XashXT v0.65 rev.4, if you still have reasons to use it.
4. This build uses old Xash3D format of saved games (in newer builds it was changed to be GoldSrc-compatible and old game saves became unsupported).
5. This build supports engine-side mirrors (gl_allow_mirrors cvar).
6. This build supports original Blue Shift map format.
Press "Read more..." for details.
Hi there! The long awaited fresh build of Xash3D Engine is released! As always there are a lot of different things which have been fixed / improved / implemented. It marked as 'experimental', but don't worry, most of things work just fine. Many of important known bugs have been wiped out, so it's good for the updating of your current installation (except you want to try this build on some of previously released Xash3D projects like XashXT, Paranoia 2 or Quake Remake, because they depend on some of revised features and can not be properly compatible). It's experimental in the most part because some of the features are really new and probably may be reworked later. If you want to use XashXT with this build, use XashXT v0.65, revision 4!
Xash3D v0.98 build 3598 changelog (since the build 3366):
Engine: (NEW!!!) implementation of generic extension of BSP file format. Added some extra lumps for mods to make new features like terrains, improved lighting etc.
Engine: (NEW!!!) PVS system rewritten for variable PVS radius that can be used as FAT PVS or FAT PHS without recalculating of vis-array
Engine: (NEW!!!) started to implement a new global feature which is called HOST_FIXED_FRAMERATE to provide constant FPS for client and server (Xash3D-based mods only)
Engine: fixed the parsing of WADs from "wad" string in worldspawn settings (was broken in previous version)
Engine: fixed crash/hanging on playing an AVI-file if codec is not installed
Engine: (NEW!!!) sorted commands and cvars in alphabethical order. Included scripting functions from Xash3D FWGS.
Render: some unused functions from RenderAPI were replaced with useful functions. Backward compatibility stays keep on.
Render: (NEW!!!) added few functions in RenderAPI for Xash3D FWGS by a1batross' request
Render: (NEW!!!) got a support for loading of multi-layered textures (for potential landscape implemenantion)
Render: rewritten waves on water surfaces, uses table sin, providing better performance and look close to GoldSrc
Render: (NEW!!!) completely rewritten texture loader, obsolete code removed, added support for multi-layered textures and float textures, fixed errors
Render: (NEW!!!) now "gl_texturemode" is obsolete and removed. Use "gl_texture_nearest" cvar instead
Render: improved double-layered cloud sky for Quake. Reduced parallax distorsion.
Render: (NEW!!!) OpenGL loader completely rewritten. Removed obsolete extensions, fixed some errors.
Render: moved lightstyle animation from render frame loop to client frame loop (to prevent the execution of lightstyle animation on multipass viewing)
Sound: (NEW!!!) changed DSP code to get DSP effects more like in original GoldSrc
Sound: rewritten sound PHS code. Now it can be useful.
Sound: (NEW!!!) the first implenantion of raw-channels manager (in the future this will be used for a custom video playing in Xash3D-based mods and voice stream)
Sound: sentence sounds now can be freed after playing (and save some memory)
Server: (NEW!!!) allowed to write map lumps on a server to store userdata (physic collision, ai nodegraph as example). Works with extended BSP format only
Server: physic interface was updated and expanded to get more control over player and entities simulation
Server: ignore sounds from pmove code when prediction is enabled
Server: changed userinfo handling, fixed information sent to all the clients
Server: fixed player animation timings
Server: (NEW!!!) added cl_msglevel cvar to filter up unneeded messages
Server: restarting a server properly if circular buffer pointer has exceeded 32-bit limit value
Server: fixed player think timings
Client: (NEW!!!) added two functions into engine's interface for custom interpolation on the client
Client: (NEW!!!) demo protocol has been changed to #2 (now allows comments in demo's header)
Client: (NEW!!!) demo's playback now takes into account the interpolation of client view angles
Client: fixed some issues on demo's playback
Client: fixed broken parametric entities (e. g. rockets in Team Fortress Classic) in multiplayer
Client: (NEW!!!) implementation of GoldSrc-like net graph
Client: fixed ugly "un-duck" effect right after changing a level (e. g. level transition from c0a0b to c0a0c)
Client: predicting code has been cleaned and rewritten to get more compatibility with original GoldSrc prediction
Client: handle colon separately for client version of COM_ParseFile (like in GoldSrc)
Client: (NEW!!!) finalized NETAPI. Now it can handle a server list from a master server (and display it in the built-in client browser, of course)
Client: texturebrowser and overview mode now are not affected by player's moving in the world
Client: made pmove entities accumulated right after handling delta instead of world rendering
Client: changed master server address and request to actual
Client: excluded dead bodies from solid objects in pmove processing
Client: new style of displaying for FPS-counter
Client: fixed muzzleflash's decoding from a studio animation event
Client: changed color handling for viewbeams (removed color normalization)
Client: fixed studio culling on models with non-default scaling (e. g. large models in SoHL)
Client: get VGUI backend to implement the lastest version of vgui.dll
Network: removed compression routine (very low efficiency)
GameUI: fixed color strings sending across network as server names as player names
Console: (NEW!!!) made map list show an extension or type of a map and mapstats check the map for transparent water support
Console: replaced the console buffer with effective circular buffer (up to 1 Mb of messages)
File System: complete revision of filesystem code, removed WAD2 support
ImageLib: fixed crash in quantizer if image is completely black
P. S. Have fun and support developers!
Sweet.
YESH!
WOOOHOOO. I TOUGHT THAT IT WONT HAPPEN ANYMORE. God bless ya guys! *over hyped i know*
Now if i only could play CS 1.6 on this...
It didnt work for me, it gives me this message:
Mem_Free: trashed header sentinel 1 (alloc at <corrupted>:0, free at D:\Xash3d\src_main\engine\common\imagelib\img_main.c:460)
Do you know what's this mean?
Do you have this issue with this build only?
Are you sure you follow the manual: Moddb.com
What mod/game gives you this result? Is this a specific mod/game, or it happens for any mod/game?
Yep, it only happens for this build
Im Sure I did everything right
I try normal Half Life, and PARANOIA The Game Edition but still it didnt work
Be sure you have no additional files in your main game folder except files of current build of Xash3D. Remove any dll-files which are not from xash_build3598.7z.
Ok I tried it and its worked, but the menus are messed up full of white, And some textures of the map, models are white. Is there any solution?
hi there! i have a little problem:
i couldn't enable the regular HD models/sounds, even though i placed the content of valve_hd into valve\materials (so it's valve\materials\{models,sound,sprites}) and checked 'allow materials'. is this feature disabled in the current build? if not, could you please tell me what i am doing wrong? thx in advance!
Materials is for custom textures only, not for custom models/sounds. If you want to change models and sounds, just put them where they intended to be (valve\models, valve\sound etc.). Official version of Xash3D doesn't allow you to switch custom models/sounds ON/OFF. You can only replace them.
Tried original halflife code and not worked (client.dll)
Tried this halflife code and he gave 244 errors (wtf)
I'm not sure what you mean, but currently Half-Life's client.dll from SteamPipe update is not supported. WON versions must be patched at least with 1.1.0.0 patch, and patch 1.1.1.0 is the best. But it's highly recomended to use hl.dll & client.dll from Xash3D's extras instead.
i cant compile extras source code (visual studio 2013 gives me 244 errors)
Dlls are already compiled, they are in xash_extras.7z/valve. If you want to compile on your own, you have to use MSVS 6.0 or edit sources manually to make them compatible with MSVS 2013. Or you can check FWGS version at github, probably they've ported that code.
Github.com
P. S. I'm not sure, if client.dll compiled with MSVS 2013 can be compatible with original Xash3D.
Got error in cdll_int.h and minwindef.h (C2040)
in cll_int.h:
Error 1 error C2040: 'HSPRITE' : 'HSPRITE__ *' differs in levels of indirection from 'int' c:\program files (x86)\windows kits\8.1\include\shared\minwindef.h 246 1 cl_dll
int minwindef.h:
Error 5 error C2040: 'HSPRITE' : 'int' differs in levels of indirection from 'HSPRITE__ *' e:\xash 3d\source code\engine\cdll_int.h 43 1 cl_dll
Unfortunately, Uncle Mike uses MSVC 6.0 under WinXP.
Ah, holy ****.
Xash3D, takes what was so great about its engine and makes it better.
What kind of a half-life version do i precisely need for this? I plan to maximise my half-life experience so i want to get the best everything for it.
For another question, this engine supports AA and Anisotropic filtering?
Manual:
Moddb.com
Cvar for anisotropic filtering:
gl_anisotropy "16"
Anti-aliasing options are not presenting. You can try to force AA for hl.exe in your video driver's settings.
And read the documentation from Xash3D extras, most answers are already there.
Better if add 3D Sprites (/Effects).
They can be added with additional coding by mod/game authors. But they will not be implemented directly in the engine. Xash3D aims on support of existing GoldSource mods, so sprites & effects will be same, as they intended to be.
Cant get real 60/100 fps on server. its laggy. i configured rates but still not perfect
Multiplayer is still under construction. Further updates will bring more multiplayer-related things. Some features have to be heavily reworked.
can i make 3rd person game? (not shooter/ lika a magic)
The engine does not limit you in anything except of some basic things like you have to use BSP format to create maps or MDL format to create models for your game. Other things can be modified in your game code and content. By the way, there are some GoldSource fantasy mods already, so why can't you make something like this with Xash3D? It's just a matter of your skills and creativity.
CPU usage is 30%, (3.3GHZ i3) this is normal? (not for GoldSrc)
I don't know what did you expect, can only say that Xash3D doesn't support multithreading, it uses only 1 processor's core.
version 0.98 build latest Not Working. game stoped on message execing config.cfg
standart Half-life
It's definitely a problem of your game's installation. Maybe some missed or corrupted/incompatible resources. Check a console's log to see what's happening (apply -dev 3 -log to your launch shortcut for detailed logging into engine.log). And make sure you follow these instructions properly:
Moddb.com
Is there a difference between thus and the FWG version ? I'm kind of lost here.
FWGS version is an experimental fork of original Xash3D with some of additional features (touch controls, support of loading dlls compiled in modern MSVS, multiplayer improvements and so on). It may have better compatibility with some of mods, but for other mods it may bring different problems in comparison with original Xash3D, because of modified code. So you can try and decide what is more appropriate for your needs.
for some reason, i can shoot one bullet in a gun (9mm for ex) and reload and it takes a full clip instead of the one bullet i shot. is this a bug or a feature?
No idea how it can happen for you, except you're playing a mod with this feature (like Cry of Fear).
playing bhl beta 2