Finally, it's released, the stable version of XashXT for stable version of the engine. Recommended to use with Xash3D v0.99, build 4344, but should be compatible with some previous builds (down to build 4055) also. Press "Read more..." for details.
Since the version 0.65 a lot of things are added and fixed. Some of new features: support up to 64 weapons, better visual debugging system, faster grass code, faster code of dynamic lighting and world's rendering (including using a power of GPU for lightstyles and hardware interpolation of lightstyles), better fog, partial support of terrains from Paranoia 2, advanced mirrors' rendering (including mirrors reflecting in each other), special events for spawning Aurora particles from studiomodels (5040-5044), totally new studiomodels renderer with a support of LODs, bone weighting, jingle bones, inverse kinematics, multiple blending of sequences, per-vertex lighting for prop-models, added sunshafts (like in Crysis or Paranoia), Opposing Force-like ropes, better tracktrain control, new entity trigger_dsp_zone for better DSP effects, new entities func_transporter и conveyor_setspeed for better control of conveyors...
Here's the list of changes since XashXT v0.81 beta release (a full list of changes since v0.65 rev.4 will be added as soon as possible):
Client: added detection of both engine's cvars - as "build" (used in older builds of Xash3D), as "buildnum" (used in current builds of Xash3D) - for compatibility with current and previous builds of the engine
Client: fixed bugs with changing of a display resolution
Client: added support of embedded sound for in-game movies (func_screenmovie)
Client: fixed bugs of 3D-sky entities (translucence)
Client: allowed per-vertex lighting for any entity (set zhlt_vertexlight "1" in entity settings and use new p2rad for compiling a map) and added caching to prevent in-game freezes
Client: grass code was rewritten, and now it supports two methods of rendering (common for old and faster for modern GPUs)
Client: allowed fake LODs for studio models, based on a special bodygroup named "studioLOD"
Client: tuned fog parameters
Client: particles lifetime is now based on zero alpha or zero size instead of global time
Client: allowed sunshafts in fog
Client: reimplemented support of self-illuminated parts on brush textures (luma)
Client: fixed studio interpolation issues
Server: added a new entity called func_transporter (the advanced version of func_conveyor)
Server: added detection of both engine's cvars - as "build", as "buildnum"
Server: syncronized physics' thread to increase general perfomance ("sv_sync_physic" cvar)
Server: increased PhysX's scene up to +/- 32768
Server: added a check of path_track's state
Server: fixed bugs of train_setspeed and func_traindoor
Server: fixed save/restore bug of ambient_generic
Server: added a new entity called conveyor_setspeed (allows to adjust conveyor's speed gradually)
Server: allowed moving through levels for trigger_inout
Server: allowed scripted_sentence to be affected by env_model
Also added new demo maps (weathdemo, grass_test2, ik_test, jiggletest, rope_test, sponza, freeman, freeman_low), a set of old demo maps (check testmaps.pak), updated compilers and other tools (including bsp31migrate.exe - the utility for exporting of compiled BSP31 maps into new extended BSP30 map format).
XashXT's assets have to be placed as a mod inside a main Xash3D directory, so you also need to have properly preinstalled Xash3D (build 4344 is recommended) with corresponding resources of Half-Life, otherwise various things will not work as intended.
P. S. Please note - XashXT's pack includes some EXE-files, mostly - mapping / modelling / texture tools by Unkle Mike. Most of them are open sourced & all of them are clean from viruses or any malware. But few of AV engines (mostly Trapmine, Cylance, Bkav & Avira) mistakenly detect those unknown EXEs as suspicious or malicious. Try to use less paranoic AV if you got this problem (or add XashXT's files into exceptions).
ok this is EPIC.
can you make it so it has custom folder support?
It doesn't require specific folder. It can be in any folder. You are free to modify anything. Most important files are in core.pak. What's the problem for you?
the folder "custom" is a folder that you can put files like mdls (cfgs dlls bsps etc.) in it so you don't have to replace the original files (e.g. I can put barney.mdl in modname\custom\models without replacing the barney.mdl from modname\models) so it's useful. (btw for it to work you have to name it custom, just like css hl2 etc.)
Unkle Mike has no plans to add this feature. But currently this already works in Xash3D FWGS.
If you want a solution for original Xash3D, you can create a special folder with modified contents as a separate mod and add in gameinfo.txt of that mod "fallback_dir" parameter. For example:
fallback_dir "gearbox"
This allows to use modified content for Opposing Force mod without replacing original files.
Alternatively, you can pack your mod's resources into custom PAK-file. So all original files will not be replaced by anything else.
Thank u for the information.
как работать с текстурами высокого качества?
Do you know how to create a standalone mod without using the valve folder? Something like Paranoia's standalone release.
You have to edit basedir path in gameinfo.txt and make a launcher (like hl.exe) with a link to the name of the folder with your mod (hl.exe contains path to valve folder). For creating the launcher you may use Xash3D source files or hex-editor (for editing of hl.exe).
To edit these what do you recommend?
No matter, any hex-editor.
Can you explain how to run a mod?, I am desperate!!(yes it´s me again). I have the xash folder that you have once you decompress the xashXT file.
My setup is like this:
#:\Xash\Xash\mymodfolder
Inside the Xash folder (first) is located the xash.exe that comes with the compressed file.
BTW: My mod folder is like this and works as a standalone game (thanks to you Qwertyus):
\:zwc\ZWC
Inside the first ZWC folder is located
zwc.exe
vgui.dll
xash.dll
menu.dll
I put ZWC into the :\xash\xash folder ->No luck
I put ZWC into the :\xash\ folder ->sill No luck
After modifying gameinfo.txt, changing dlls from a place to another place, trying swaping folders...
No luck, probably I´m stupid.
Please HELP!!!
Nevermind. I found WHY it does not work. I need a newre build ( I use build 3598 )
What's the difference between Xash3D and XashXT??
XashXT - it's a set of new game dlls & tools for creating a mod with a lot of new features, different from normal Half-Life. It unlocks new possibilites (new game logics, physics, renderer etc.), available with Xash3D. It's kind of a ready-to-use mod for modmakers, the extended version of what you can get with Spirit of Half-Life (but works only with Xash3D).
Thanks!
Poor
Is it just my computer, or reflective surfaces (like mirrors, water) are a real fps killers? The game runs stable at 60 fps usually, but when I enter a sector with any reflective surface it drops to 5-6 fps or worse. Is it possible to optimise this technology somehow?
Probably depends on your GPU perfomance. But also take into account, that every additional mirror on a map makes perfomance a bit worse. So limit a quantity of mirror surfaces to reasonable minimum.
а как установить?
уроков нету, даже на github
Как любой другой мод.
А на github его и не должно быть.
I checked the file with VirusTotal.
Virustotal.com
It says it has a virus. Should I trust this?
Do you know something about "false positives"? Some paranoidal anti-virus engines treat many unknown files as suspicious / unwanted / troyan-like just because of their sophisticated methods of detection.
Also keep in mind that Xash3D files are open-sourced, it's the best warranty that they're clean and harmless.
hey i installed the files and extracted them in where they belong, i use xash3d v0.99 build 4344 the mod runs and all but the physics are broken and sometimes they don't work monitors too and etc, does this have something to do with the version of xash I'm using? or its something else?
PhysX support is not up-to-date, so physics may not work unfortunately. Monitors should work, check demo maps to see how they set up. Monitors require proper orientation on maps (specific angle).
How do i change the fronts on the game? Like color white or other colors
I think you mean fonts, You cant.