.:Xash3D Engine:.

Custom Gold Source Engine build from a scratch



Developers:
Unkle Mike (aka G-Cont, aka Дядя Миша) - main developer
HLFX.ru forum members - help, support, beta-testing

CortexReaver, nemyax - English translation

Xash3D Engine has been tested for compatibility with many of Gold Source games and MODs. At this moment it should provide you an ability to successfully complete almost any existing singleplayer Half-Life mod without compatibility problems. Some mods can be not totally compatible, if they are too hardly modified or using some very specific or unstable features of Gold Source engine. Also multiplayer part of Xash3D engine is not fully completed yet because of lack of some important information and hidden source codes of Gold Source engine. So in most cases multiplayer mods should work good in a local or a LAN game, but some features can not work or work not exactly as under Gold Source engine. Check a detailed list of tested mods and a list of tested maps in "Features" section. A full list of Xash3D Engine features is also there, plus a guide on how to get work Half-Life and its' mods under Xash3D (in English and in Russian).


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Since Xash3D is a Half-Life compatible engine, then all the innovations below will be given in comparsion with GoldSrc engine.


Basic limits.

        
Xash3D limits are not just higher than Half-Life ones, they 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 engine-hardcoded and can not 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 4096х4096 (vs. 512х512 in Half-Life)
- Maximum size for true-color textures is 4096x4096. 


Limits for bsp-models.

- MAX_MAP_MODELS 1024 (256 in half-life)
- MAX_MAP_LEAFS 32767 (8192 in half-life)
Note: other BSP-model limits are specified by compiler tools 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. 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.


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.


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. 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.


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.


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.

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Little teaser from Technology Preview. Сontains footage from the first build of the game.

And we still need modelers, texture artists and codders. Send me a private message to the cooperation agreement. Moddb.com

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Post comment Comments  (100 - 110 of 219)
G-Mad
G-Mad Mar 2 2013, 6:42am says:

I am not spamming, i just questioning and tell my problems.

+2 votes     reply to comment
G-Mad
G-Mad Feb 27 2013, 3:33am says:

Alternate ways for HL1 modding is use Notepad++ with Hex editor plugins, so you can fix this problem. Thank you SimpleCountryCoder, you are good programmer ;)

0 votes     reply to comment
SimpleCountryCoder
SimpleCountryCoder Feb 27 2013, 7:25am replied:

No it isn't, and I never told you otherwise. You still need a compiler. Only one works. You refuse to listen to what people here tell you. I've asked nicely, I've given friendly warnings, I've flat out told you not to do certain things. But you do them anyway. You are on your own from now on; stop flooding this page.

+2 votes     reply to comment
Qwertyus
Qwertyus Feb 26 2013, 5:46am says:

Please, stop spamming here about personal problems. If you are not a professional coder, anyways, you won't be able to build something properly working. Only total dumb can assume, that he can implement new render system in HL or in Xash3D without Visual Studio 6 and high skills in C++. All offtopic comments will be deleted.

+2 votes     reply to comment
G-Mad
G-Mad Feb 24 2013, 12:13am says:

Why i cannot use VB in HL1 modding?

0 votes     reply to comment
SimpleCountryCoder
SimpleCountryCoder Feb 24 2013, 9:43am replied:

Because the SDK is written in C++

+3 votes     reply to comment
G-Mad
G-Mad Feb 23 2013, 10:19pm says:

Can i use visual basic 6?

0 votes     reply to comment
Guest
Guest Feb 23 2013, 10:54pm replied:

No you cannot.

Again I warn you, if you wish to learn programming you are advised to cut your teeth on a simpler project. Compiling and working on Xash is not an easy task for an experienced developer; for a novice it will probably prove impossible.

That said, if you insist, I can try to help you acquire and configure everything you need, and explain some of the details behind Half-Life, modding, coding, and compilers. As is most of your questions cannot be answered straightforwardly because they do not make logical sense.

+2 votes     reply to comment
SimpleCountryCoder
SimpleCountryCoder Feb 23 2013, 10:58pm replied:

Above was me; forgot to sign in

+2 votes     reply to comment
Qwertyus
Qwertyus Feb 24 2013, 12:19pm replied:

Set these parameters (via console or edit config.cfg in your mod's folder):

cl_lw "0"
cl_predict "0"

This should help for gauss-gun.

New update was planned on February, but some things still need additional testing.

+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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9.6

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Highest Rated (2 agree) 10/10

Very good work,Uncle Mike.

Jun 19 2011, 7:14am by red-bear

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