.:Xash3D Engine:.

Custom Gold Source Engine build from scratch

Developers :

Uncle Mike
HLFX.ru forum Members

CortexReaver - English Translation

Me ( Gunship_MK_II ) is NOT a developer, no questions to me.

Xash3D Engine support all GoldSource Games and MOD's. Here is the list of completed mods with it :

  1. Point Of View
  2. Snark Planet (demo)
  3. Rumble
  4. Lost In Black Mesa (HLFX version)
  5. Ispitatel
  6. Ispitatel II
  7. Ispitatel IV
  8. HLFX Single (demo)
  9. Blue-Shift
  10. Cleaner's Adventures
  11. Uplink
  12. Spirit 1.0, 1.3, 1.7 (demo maps)
  13. HLFX 0.5 (demo maps)
  14. Azure Sheep
  15. Paranoia
  16. Retribution
  17. Invasion (increase max_tempents up to 1024 to prevent possible crashes)
  18. Half-Quake 2: Amen
  19. Half-Quake 3: Sunrise
  20. Half-Quake
  21. The Trap (toggle sv_fix_pushents to '0')
  22. Gunman Chronicles
  23. Black Ops
  24. SSH ( Scientist SlaughterHouse )
#######################################

Since Xash3D is Half-Life compliant engine, then all the above innovations will be given in relation
to engine GoldSrc, both advantages Xash3D.

Basis limits.

       
Xash3D limits are not just higher than Half-Life ones, they're also can be tuned in gameinfo.txt file.
MAX_EDICTS is 600 - 4096 (versus 900 in Half-Life).
MAX_TEMPENTS is 300 - 2048 (vs. 500).
MAX_PARTICLES is 1024 - 8192 (vs. 4096).
MAX_BEAMS is 64 - 512 (vs. 64)
Careful limits reduction can save RAM in mods which don't need many edicts.
Also MAX_EDICTS parameter is broadcasted from server during a multiplayer session, it adjusts clients to new conditions automatically.

Other limits.

These limits are hardcoded into the engine and cannot be tuned by user.
MAX_VISIBLE_PACKET is 512 entities (256 in Half-Life).
MAX_MODELS is 2048 unique models (including sprites and bmodels)
MAX_SOUNDS is 2048
MAX_SENTENCES is 2048 (1534 in Half-Life)
MAX_USER_MESSAGES is 191 (128 in WON Half-Life)
MAX_TEXTURES is 4096 (2048 of them can be used for VGUI)
MAX_MESSAGES is 2048 (1024 in Half-Life) (quantity of messages in titles.txt)
Maximum size for indexed textures is 1024х1024 (vs. 512х512 in Half-Life)
Maximum size for true-color textures is 4096x4096.

Limits for bsp-models.

#define MAX_MAP_MODELS 1024 (256 in half-life)
#define MAX_MAP_LEAFS 32767 (8192 in half-life)
Note: other BSP-model limits are set in compiler and don't depend on the engine.

Realisitic lighting values on server.

Xash3D allows to get more accurate value of current lighting level, because it considers lightstyles
and their current values. In next versions, entity brightness will be calculated for flashlights of every player
(e.g. in multiplayer). The player's lighting is taken directly from renderer and considers all lighting types,
including entity light and dynamic light.

Improved decal save

Half-Life supports decal save only on world surfaces and very rare on doors, elevators and other moving models.
Xash3D saves decals on every brush model.
Decal transition between levels is also maintained (implemented in Half-Life, but doesn't really work).

Entity patch technology support.

This technology allows to load entities from external .ent script file.
This script can be produced by the external ripent.exe application or by engine's facilities by typing
the entpatch command. If the command is entered when a map is loaded, a new entity patch will be created.

Various map formats support

Xash3D supports following BSP-map formats: Quake 1, Half-Life, Half-Life Blue Shift. Besides, Quake 1 external
bmodels are supported (medikit and ammo models).
Note: it is recommended to play Quake 1 maps in Deathmatch Classic mod to prevent stuckness of player
because of the difference between hull's sizes of Half-Life and Quake. Besides, DMC supports all entities needed
for complete deatmatch experience on Q1 maps.

Hot resource precaching support

Xash3D allows to precache models "on the fly" that helps to avoid nasty PF_PRECACHE_ERROR. Also Xash3D doesn't crash if a model or sound wasn't found.

Reliable changelevel.

       
Before switching to a next map Xash3D will analyze its state (without unloading the current map) and decides
whether correct changelevel procedure is possible. In case of any error in a next map the engine will signal about
it in the developer's console, and the changelevel will be aborted. The error message also contains troubleshoot tips
that can make level designer's life easier, because such errors are most difficult to diagnose and fix.
In some cases Xash3D can turn smooth changelevel off on one's own
and turn on the classic changelevel as in Quake. Respective error message will be printed in the console.

Built-in credits

To display credits and exit the game after, run the pfnEndSection command with oem_end_credits argument.
The credits code is placed in menu.dll and can be changed by user at his discretion.


MOVETYPE_PUSH physics is more stable

Xash3D entities behave more stable on moving platforms and don't shift away on sharp turns.

New MOVETYPE_COMPOUND physics type

It allows to tie one entity to another, taking into account movement and rotation of the former entity. You can see an example in SDK - a crossbow bolt that correctly attaches itself to func_pushable, func_rotating, func_tracktrain and other brush models.

Console autocomplete support

       
Xash3D has a powerful console autocomplete system that allows not just print command lists,
but also describe all of them during the search. For more comfort you can type
makehelp in the console, and the engine will generate help.txt that contains the list of all commands and variables with
short descriptions. Map, movie, background track, cfg script, save, weapon (give command), sound (play command), game directory names input is also assisted by the autocomplete feature.

No parent directory restriction

       
Most Quake engines are restricted to the parent directory with specific name, which doesn't matter
when you make mod, but very uncomfortable when you make total game conversion and therefore replace the parent directory. Xash3D doesn't restricted to specific folder, and the parent directory is defined by the launcher. This way you can make your
own game that doesn't depend on Half-Life.

Dedicated server has the autocomplete feature now, your command history can be saved.

       
Dedicated server has the autocomplete feature now, your command history can be saved.

Background maps support

       
Background map is a map to be displayed as a menu background. You could see them in Half-Life 2.
Xash has a simplier background map system - it doesn't depend on unlocked chapters (because original Half-Life has no chapters system) and it chooses the background map from the list.
This list file must be named as chapterbackgrounds.txt and placed in scripts directory (if you don't have such directory, then just make it). Every list's entry is separated by new line.
Example:

с1a1a
c2a1
c4a3
c2a5
c0a0

You can use any playable map as the background, but better don't use maps where player starts in a moving train,
because it won't look good.

Lightstyle interpolation

       
Turned off by default. Doesn't work with short sequences like switching on and off the light.
It smooths light animation very well on long slow sequences like SlowStrobe or SlowPulse.
Note: FPS rate may suffer from this option.

luma glowing textures support (Quake-style)

       
You can see such textures in original quake maps as glowing fields on a texture.
Because this feature is caused by the Quake pallet's special features, the engine enables it
for textures that have Quake or Quake2 pallet. This pallet is saved well after the simple conversion
of wad2 files to wad3. As an example, this can be observed on Scrama's qstyle map.

Improved model and sprite lighting

       
Improved model lighting includes per-bone lighting from static and dynamic light sources,
and it also includes correct model lighting on every stage of long sequence execution, when model goes far enough from its real location. The best example is forklift.mdl Sprite lighting is a correct lighting of all sprites that is rendered in additive mode
and had "alphtest" during the compilation. For example, blood decals uses the world lighting and doesn't glow in darkness.
Both sprites and models don't just use the world lighting, but also consider lighting of the closest brush model
if there is one.
Note: if improved lighting doesn't work correctly in some games, you can turn it off
using "r_lighting_extended" "0" command.

Player model display in the menu

       
Instead of a usual player image you can see his 3D model in the menu and track all changes right on-the-spot.

More Info in features[eng].txt

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Blog RSS Feed Report abuse Latest News: Xash3D : Half-Life : Enhanced - Revealed

About Xash3D : Half-Life : Enhanced with 3 comments by GuNsHiP_MK_II on Feb 9th, 2012


Xash3D : Half-Life : Enhanced is a expanision that adds more fun to Half-Life 1 Game. Tired of old graphics? Engine limits? Boring Effects? Then this mod is for you!

Based on brand new Xash3D engine which support ALL GoldSRC content and have enhanced limits.

Using Trinity Renders as rendering engine which provide some awesome special effects like Particle Systems, Decals, Shadow Mapping, Water Shaders, Simple PerPixel Lightning and more!

All what you need to play is LEGAL Half-Life 1 and content from it. Installation instructions will be posted when expanision will be released!

This Expanision will contain enhanced Half-Life gameplay with more gore and stunning particle effects as well as new sound effects. This Expanision partially support netowrking so you will be able to play with friends online, but when you are offline you will be able to play with Computer controlled bots!

Xash3D : Half-Life : EnhancedXash3D : Half-Life : EnhancedXash3D : Half-Life : EnhancedXash3D : Half-Life : Enhanced
Xash3D : Half-Life : Enhanced - Bots - Mod DB

Games
Xash3D : Half-Life : Enhanced

Xash3D : Half-Life : Enhanced Xash3D : Half-Life : Enhanced Indie

Updated 2 months ago TBD Single & Multiplayer First Person Shooter

Played Half-Life? Wanted more? More Gore? More Explosions? If yes - Welcome to Half-Life : Enhanced on Xash3D engine which provide extended limits and...

Comments  (0 - 10 of 41)
FERlanga
FERlanga Apr 27 2012, 2:58pm says:

Can xash3d work with mastersword:continued? anybody tried?

+1 vote     reply to comment
MisterDeath
MisterDeath Apr 9 2012, 9:03am says:

is possible enable full screen mode ?

+1 vote     reply to comment
QwerterGres
QwerterGres Apr 26 2012, 4:54am replied:

alt + enter

+1 vote     reply to comment
Briggsman
Briggsman Apr 9 2012, 3:22am says:

Excuse me for being a noob but how do i enable the console? I got it running good but i dont always want to start a new game

+1 vote     reply to comment
MisterDeath
MisterDeath Apr 9 2012, 7:10pm replied:

secure "0"

( not sure )

+1 vote     reply to comment
left4quad31
left4quad31 Mar 31 2012, 3:55pm says:

fantastic , ey and map texture shrome? incluidet?

0 votes     reply to comment
LeonelC
LeonelC Feb 2 2012, 5:32pm says:

Quit what I said, I just founded a way out :)

-1 votes     reply to comment
harvey_soft
harvey_soft Feb 24 2012, 4:25pm replied:

haha founded...

+2 votes     reply to comment
LeonelC
LeonelC Mar 6 2012, 1:19pm replied:

haha, grammar nazi...

0 votes     reply to comment
Centaur1um
Centaur1um Mar 2 2012, 7:58am replied:

"Quit what I said"

+2 votes     reply to comment
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Platform
Windows
Company
Xash XT Group
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Official Page
Hlfx.ru
Licence
GPL
Release Date
Released Apr 23, 2011
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