About Xash3D Engine with
by Qwertyus on Mar 12th, 2013
Hello again, it's another double update of Xash3D Engine and XashXT toolkit. New versions of the engine and toolkit are including a lot of fixes for different problems plus some new features.
Xash3D Engine changelog (for build 2223, since build 2153):
Engine: added support for maps (only maps!) created for alpha version of Half-Life (with BSP version 29).
Engine: added support for "nomodels" option in liblist.gam (for disabling of using any model for player except models\player.mdl).
Engine: fixed problem with activating of a mod if it has a "." (dot) symbol in a name of its' main folder.
Render: renamed missed cvar "r_anisotropy" to real name "gl_anisotropy".
Render: now "r_speeds 4" displays an actual count of "real" static entities which were created by call of MAKE_STATIC function.
Render: fixed bug with blinking of Quake sky while autosave in progress.
Render: keep actual hardware gamma for multiple instances of application.
Render: fixed an invisibility of map objects created by using of transparent textures with RenderFX=15 setting (rarely used in some mods).
Client: a new callback for render interface that is calling R_DrawCubemapView (for fixing of cmd "envshot" in XashXT).
Client: changed path and names for screenshots which are saving by "screenshot" command from "modfolder\scrshots\mapname\shotXXXX.bsp" to "modfolder\scrshots\mapname_shotXXXX.bsp" (for easy browsing and operations with files).
Client: engine is using callback CL_CameraOffset now.
Client: fixed angles for cmd "envshot".
Client: fixed disabling of custom gravity settings on a map for player after using a ladder.
Server: fix for client's rejection mechanism (in multiplayer game).
Server: using pfnClientDisconnect callback (in multiplayer game).
Server: some changes in physics code (for MOVETYPE_PUSH). This is fixing a variety of possible problems with pushable objects (and sometimes - with a monster's or NPC's physics) in some Half-Life mods.
A compatibility of Xash3D Engine with GoldSrc Engine was additionally tested since build 2153 in about of 150 different mods and for now a list of successfully completed mods includes over 350 singleplayer mods. So don't forget to check the updated list. In addition to the list of tested Half-Life mods was also created a list of tested singleplayer maps, which already includes over 100 different maps.
XashXT changelog (for version 0.62, since version 0.61):
- Implemented a new system of save/restore (an analog of save/restore system that avaliable in Half-Life 2).
- You can view now a classes' statistics with using of in-game console (a set of commands beginning from dump_*).
- Custom system of string_t for better sorting and checking for duplicates (improving of render's performance).
- Env_sky can be enabled and disabled now, so you can use some different skies for one map.
- Minimizing of glitches with entities which sometimes can be visible through a skybox.
- Added player_keycatcher entity for checking keys that pressing by a player. It can be useful for creating of mini-games or for executing of different events for the player (depending on pressed keys).
- Some fixes in XashXT parent system (for func_tank, tripmines and crossbow bolts).
- Added a support for using of a chrome effect for brush entities and world (used texture should have a name that beginning from "chrome", as example, gfx/chrome.tga is using now). Chrome effect can be combined with any rendermode and with mirrors also.
- XashXT demo maps are updated.
Don't forget that you must have a properly working combination of Xash3D Engine and Half-Life prior to installing of XashXT, because it's a mod and toolkit, not a stand-alone game. Check this instruction if you are new with Xash3D or XashXT. It's also recommended do not copy new version of XashXT over old version. Install it anew instead and backup the old version in another folder (if you need something there) or just delete it.
P. S. Probably it's the last official Xash's update until the autumn, because Unkle Mike will be very busy for this time. But your feedback is still welcome and you still can get a help if you need it.
thank you for the folder :]
i used studiomodel that is able of making files that hl steam can not handle . well done , i was searching something exactly like that these days .
i found two bugs playing the mod i made Moddb.com .
the laser loader is not having the right angle position and the egon weapon is not shooting well .
during les than a second it spots the target but then goes left
Imgur.com
may be you do it on purpose or not , your hl.exe saves bmp in its folder while the hl.exe of valve saves them in the mod folder .
for the rest , i want to make a new singleplayer mod using sweet-hl engine and a lot of maps from other mods , may be i will ask you and say more about a new changelevel entity that would help me to get from and in maps that are not having made with the same landmarks
how do we test physx ?
does hybrid physx is supported , without any patching or not [ i think of genl patcher ] ?
your engine looks very good , found that i can not edit keys . i use q instead of a and e to crouch but i can not set it like with hl menu . same thing with console , do i need to use -console after hl.exe ? to see it
continue the good work , i wonder if opposing force linux will help to play the mod . i made one using that mod dlls .
last thing is that may be valve will start hl linux next month with l4d2 linux begining...
I already wrote that console can be enabled by -console key in shortcut, same as for HL.
To test PhysX install XashXT v0.6 and run these maps: demo_1, demo_2, laser_physics, tramtutor2, trans_conveyor, trimesh (especially trimesh).
Keys are editable, you should select any action (Configuration -> Controls) and press Enter, then press preferred key. After setting all the keys press Done.
Project of porting Xash3D to Linux is here:
Github.com
-console works well with xash.exe too ;']
the physx side of the game ;'] : is not that clear , despite , i liked a lot the mirrors ...
may be you could try to build a map like fluidmark , i post a link to an album i made this morning Imgur.com
physx rendering is a great thing in game , having it in hl and soon in hl2 [ at least it should be good in fakefactory ] is a great plus
once again well done
the more i think of it , the more question i have ..[*8
can you tell me if i can add some physx effect in map only by editing the ent ?
can you post an fgd about the possible ents engine understand , a sort of half-life.fgd?
i found the fgd at the forum .
XashXT FGD is included in mod's archive (XashXT_06.rar). You can find it inside the "devkit" folder.
I have a problem trying to get this to work. I copied the valve folder into a new folder named Xash. Then extracted the xash (hl.exe and #hl.exe) contents and extras into the xash folder. I can start hl.exe into the main menu, but when I choose a new game, select difficulty, nothing happens. Then I tried to run the Xash.exe and demo which works. But when I use Xash.exe to choose a custom game, such as HalfLife via the valve folder, nothing works.
Do I need to also copy all the other dlls from the Half-Life folder into the Xash folder? The readme just seems to only need the "valve" subdir contents with the xash files.
Did you read this:
Moddb.com
I think that you missed something (especially if you have Steam version of HL, not a WON one). Please read it carefully and leave your comment there, if you still can't get it work.
Thanks! Those instructions were much more clear. I extracted the valve folder from my steam half-life.cfg folder and all is working now.