.:Xash3D Engine:.

Custom Gold Source Engine build from a scratch

Unkle Mike (aka G-Cont, aka Дядя Миша) - main developer
HLFX.ru & CS-Mapping.com.ua forum members - help, support, 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).


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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A week ago I was started rewriting Counter-Strike 1.6 client library.

Here is a two video of progress.

At this moment radio, money, timer, client weapons (glitchy), some animations, localization are done!

Please, don't forget to support us, if you want to see SDLash3D Team projects on Google Play!

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Post comment Comments  (130 - 140 of 394)
Ryuq Jun 25 2014 says:

How can i replace graphics from menu? I mean "New Game", background etc. Anytime i edit background and save it i get purple black error, so is it possible to replace it with bigger, PNG image?

+2 votes     reply to comment
Qwertyus Creator
Qwertyus Jun 25 2014 replied:

Background image for menu - gfx\shell\splash.bmp. I don't know what program and parameters do you use for editing, but any properly saved BMP-file should work perfectly. I used even big sized (1920x1200) full-color (24-bit) BMPs without any problems, for example. Menu buttons are in gfx\shell\btns_main.bmp & head_***.bmp. They should have specific size (156x5538 & 460x80) and indexed color palette (256 colors). Palette can be local (adaptive, selective, perceptual). Black color is transparent. Also there is gfx\shell\gamma.bmp - sample image for video options menu. As splash.bmp, it doesn't have any specific requirements too. Standard resolution for all images - 72x72 DPI.

+2 votes   reply to comment
ciba43 Jul 1 2014 replied:

For btns_main.bmp you can even delete that file and use XashXT built in fonts (looks a lot better), but you would need to edit sources for menu.dll to change text.

+2 votes     reply to comment
Ryuq Jul 1 2014 replied:

wow thanks :D It's really looks good :D

+2 votes     reply to comment
Ryuq Jul 1 2014 replied:

I messed up with Gimp, and still cant save this background.

PS: When using map in menu, the gamestartup.mp3 wont play :(

+2 votes     reply to comment
Qwertyus Creator
Qwertyus Jul 3 2014 replied:

Hmm, I found, that for some background maps gamestartup.mp3 still able to play. If you have an option "CD track to play" (or "sounds" in SmartEdit mode) enabled ("1") in the properties of your map, then background track will not play. But if this option is inactive ("0"), background track will play! P. S. This can also be done by editing of entpatch for the map.

+2 votes   reply to comment
Qwertyus Creator
Qwertyus Jul 2 2014 replied:

Save your image with Gimp in another format, for example TGA, and then use Paint.NET to save it into BMP. Maybe this will work... Or try to resave it with IrfanView, XnView or something. Backround music for background map can be integrated directly in that map (you can replace any Half-Life track with your own MP3 and set to play this track in the map, something like that, for example).

+2 votes   reply to comment
DInaMo555 Jun 22 2014 says:

I was testing the earth special forces game dragon ball in tersera person and me presented several anything uncomfortable bugs with exception of one that is well annoying when playing the model abruptly moves generally to fly the character grabs a movement grabbing and forth note this effect is clear mind in the last video posted here I also saw that they have it effect fps games

example, to move the camera to the gun aside some hard time grabbing move where the camera moved

the effect is very good for fps games my question is how you can disable this effect

XASH tried older versions of 3d and does not have that effect, but those versions are not compatible with the earth special forces

Use translator forgive ...

+2 votes     reply to comment
Qwertyus Creator
Qwertyus Jun 22 2014 replied:

As I said, multiplayer part of Xash3D is not completed, and Unkle Mike is not going to put his efforts on it in the near future. So there is almost no point to test any multiplayer mod and report about any bugs specific for multiplayer mods. But if the bug that you reported is easy enough to track and fix, maybe it will be fixed, we'll check this.

+2 votes   reply to comment
DInaMo555 Jun 21 2014 says:

forgive my bad English translator use ..

I have a question that does not grab this engine is compatible with the counter strike if this engine compatible with the counter strike would assure you used Super imagine the amount of mods based on this good graphics engine revive the graphics in general counter strike and not just as the half life and noticed till now ... the half life is not the only one compatible with this engine but this engine running on mods are old and played a little comparison of counter strike luck with the project. and I hope to play counter strike in Xash3D

+2 votes     reply to comment
Qwertyus Creator
Qwertyus Jun 22 2014 replied:

Multiplayer part of Xash3D is not completed, so any multiplayer Half-Life mod (including Counter-Strike) can't be fully supported by Xash3D. Also latest Counter-Strike sources are closed from public, CS game dlls are encrypted and this makes impossible to run latest CS under Xash3D. It's barely possible, that this situation will be changed until latest CS sources becomes avaliable in public (you can count that this never happens, unfortunately).

+2 votes   reply to comment
Zc19891222 Jun 21 2014 says:

How to use this engine on steam/nonsteam version half-life?

my english too bad...sorry..

+2 votes     reply to comment
Qwertyus Creator
Qwertyus Jun 21 2014 replied:

Read this manual: Moddb.com

+2 votes   reply to comment
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Release date
Released 2011
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92 votes submitted.

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Highest Rated (3 agree) 10/10

Just awesome. What you did creating this engine cannot be described with any words.

Jan 28 2012 by ADTeam™

Lowest Rated (4 agree) 1/10

The writers of this engine don't care about copyright at all. The engine is riddled with valve code, some from the hl sdk, possibly some from the hl2 beta leak... Bottom line, it's illegal.

Note: this review was written on 12/29/13, and may not reflect how the code is later...

Dec 29 2013 by Danfun64

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