Dog-eared half-demon battle programmer.
Why not change them to whatevery you like yourself?
Source code will be available soon.
Possibly sooner than in a week. Maybe.
"Out of sfx_t"
again and again
Two bugs remaining. One I cannot catch.
Also, need a way to compile all projects without installing Monglersoft BloatStudio
That was unexpected (o_O)
I have to note: THIS IS COMPLETELY UNOFFICIAL!
If you don't count this beta, the actual release depends only on two things:
- I fix critical bugs reported here
- I fix my computer :-/
...and the link is closing... now!
I see quite a few people downloaded the package although it wasn't even on the main page. Thanks everyone! If you have any bug reports, send them ASAP!
Oh yeah, it is )
======== IMPORTANT! ========
Today is the last day before the release, the public beta is now available!
PM me as soon as possible to get it!
Bug hunt is ongoing!
I have to apologise for stalling the release.
The control group has discovered one strange and persistent network bug of which origins are unclear. Therefore, if I release 3038 now, it will have "weapons disappearing from inventory" bug.
weapondata_t arrives with some elements zeroed-out on client, while XDM3038 relies on that data to manage inventory and weapon states.
Sorry for inconvinience, I'm working on it. There are no easy workarounds as far as I know.
The fastest possible for now. Do you know any other?
I know most of these tracks :) But our current direction of development is to get rid of foreign content as much as possible. Btw, we'll be happy to help to promote any musicians if their music style fits.
PS: don't worry, 3038 will have nothing excluded.
PS/2: If you wish to join current pre-release testing, pm me or join us at firstname.lastname@example.org
Quick note: the 3038 beta is READY. Anyone who wants to participate in final test can PM me here or write directly into our Jabber conference half-life @conference.jabber.ru (faster!).
I'll be in touch next 20 hours.
Planning on 13th.... sweating to make final fixes )
We're finishing cross-platform code and in parallel patching Xash4android build.
Also, I'm in a very hurry to fix gameplay issues on some maps (no major problems left already).
But one big problem remains: as I've tried to use weapondata_t to transmit weapons to clients, some inconsistencies started to appear: players may have inventory randomly "missing" some weapons (in HUD). Is this a network unreliability problem or a structural flaw - I have yet to find out. And if it fails, I'll have to fall back to old-style messages or write something else.
I have also discovered a[nother] very annoying bug in HL engine.
It's @#%ing hard to do this %s alone. I had literally no single day without doing something to XHL.
I think I brough up this topic before, but anyway...
As far as I know, there were efforts in porting GI to Source, and partially successful. First by Jackathan (moddb), but it looks like he's abandoned that work (I have the alpha btw... still...somewhere). Now I've seen this guy: Youtube.com showing interest.
Thanks for all awesome comments. They're really NSFW to read because I shed tears while trying to hold laughs :_D
Eats lots of memory and time. Imagine having about 1000 skybox files... like I do.
Jackathan: So you're not working on it anymore?
Aureametaphus - Advance and Destroy
- 1st live test helped me to reveal some errors
- 2nd live text will be performed in 2 days
I've fixed quite a lot of bugs. Co-op maps were revisited, more monsters and skill levels added.
- meanwhile the code was cleaned-up and documented, many maps were redone and updated.
The contrast was the point to make it visible and recognizable. I tried white, but when semi-transparent, it looks gray and not fun at all. The crystal in the center here looks out of the place too. But thanks, I'll try it some more.
Okay, now it's official. I have all templates and textures, the only thing left to do is write some detail.txt files. And 90% of their content is the same for all AI maps.
Of course, the person who does the job gets his place in credits!
Maybe because the mod wasn't designed to run HL maps :)
Автор ксаша наотрез отказался сотрудничать - что ещё делать? К тому же XHL создавался и _работает_ в HL. А если Xash3D пытается имитировать работу HL, то, выходит, не совсем удачно.
Проблемы там в передаче данных sv-cl для оружия. В ксаше на клиенте оружия прост не видно. Ещё не поддерживаются субдиректории для карт, не читается settings.scr, конфликтует команда endgame, etc. etc. ...
Sure, if you provide a good replacement model. Although I like the original chrome model too )
Noone knows. \(o_o)/
А ксаш вообще работает? Оригинал-то нежизнеспособный, а если там кто-то что-то исправляет, то может и запуститься. Никаких антиксашных кодов в XHL нет.
If anyone is willing to help the project, we are now looking for someone who could make _detail.txt files for all AI maps. They will be included in the upcoming... oops! /(0.0)\ Forget I said anything.
Psst, over here! (c)
There IS something. Soon...
Would look good, but not in GS... (humble opinion)