X-Half-Life Deathmatch 3.0.3.5
Jul 3, 2011 Full Version 11 commentsX-Half-Life: Deathmatch (XDM) version 3.0.3.5a release 20120126 TESTING full package (server, client, bots, utilities) THIS IS A TORRENT FILE! Select...
X-Half-Life: Deathmatch (XDM) is an Unreal Tournament-style Half-Life 1 modification. XDM features:
game types, 24 new weapons, new high-quality maps, new hi-def models, low-traffic network code*, lots of special effects that do not require hi-end hardware.
This mod has been developing since 2001! :) More info on official site and forum.
>) Official site: X.netheaven.ru<
>) Screenshots
>) Official forum (international)
>) Forum on Half-Life.ru (russian)
* Since 3030 XHL features new network game rules system approach. No more tons of per-frame and unneeded updates. Server decides what info is needed by every client and sends updates only when it changes. Some fx entities have also introduced "on-demand" client data update system. Now each connected player recieves current entity state if needed (env_rain active/turned on). Also many effects combined into single events (ev_).
* Release 3035 will include many long-awaited gameplay improvements, new models, linux server and the complete source code.
◊ Also recommended for playing (friendly projects):
G-man Invasion
Half-Life: Weapon Edition
2 comments by ~X~ on Nov 3rd, 2009
Two years of silence...
...and finally, as promised! X-Half-Life: Deathmatch comes back!
For all those people who played, enjoyed and requested fixes and updates! And for others as well.
Expect many fixes, speedups and graphical improvements! Also, less cheating, more tweaking and gameplay control.
Also this time XDM was tested to run on a wide range of hardware. Ability to play on Intel Atom-based laptops confirmed. Positive. :)
Version 3.0.3.4 may probably be the last one. I'm having too much problems getting my Ph.D. qualification right now to spend time on XDM. And programming for HL1 engine has no perspectives either. But feel free to request bugfixes.
NEW! feature included - constantly-sucking-black-hole-generating-Kazaana!(tm)-style-gravity grenade. :)
![]()
![]()
![]()
See other screenshots in this gallery
If some people concerned, YES, I made plasma ball weapon, but since I've got no model, It wasn't implemented. Yup. (
For those folks who didn't know: XDM is an Unreal/UT-style HL mod with tons of familiar stuff and THAT familiar atmosphere. )
XDM continued where VALVe stopped. XHL provides extended features, effects and principles with FULL BACKWARD COMPATIBILITY. No kidding. XHL pushes HL engine to its limits.
DOWNLOAD HERE:
ModDB download page or
X-Half-Life Deathmatch 3.0.3.4 patch (official site)
Read further for INSTALLATION and PROBLEM salvation INSTRUCTIONS! (links for previous versions included)
Oh, and by the way... It's been 8 years already! Let's drink together at this newyear for XDM and the game development industry! :D
Thanks everyone. See ya.
Here goes the yummy changelog...
3.0.3.4
Changes/Additions:
------------------
Added:
> mp_endgamedamage - can players be hurt after the match has ended? (allowing this MAY change score results after the end of game!)
> mp_teambalance, mp_teamchange, mp_teamchangekill vars for better game control.
> Players carrying flammable ammo will explode if gibbed! >:D (mp_playerexplode)
> Ability to create universal (any team) capture zones for CTF! (set 'team' to 0)
> Server event logging (DOM,CTF)
> Turrets and tanks new fire modes (bullet types: light, flame, plasma)
Improved:
> Tele.. er... gravity grenades.
> UI graphics.
> Player death animations.
> Anti-cheating: players are not allowed to change team colors on model in teamplay.
> Dropped flags now can take damage and be destroyed by world objects.
> Network code slightly modified (rain effect).
> Improved some beam/bullet effects.
> More realistic werapon_357 screen shake effects (also depends on fire mode).
> Significantly reduced CPU usage.
> Flashlight state gets saved and restored properly.
> Weapon code slightly rewritten.
> Satchel charges now use reliable control mechanism and display activated charges count.
> Telegrenades affect satchels and tripmines too.
> Total ass-kicking client-side code optimization!
> Added a mechanism that (hopefully) will decrease "no free edicts" crashes in multiplayer games.
Fixed:
> Hands colors - models (v_ textures) and some more network code.
> Players were unable to capture flags after picking up dropped flags in CTF.
> Monsters gib count did't save.
> CountPlayers() always returned maxplayers.
> Incorrect death notices.
Changed:
> Distribution license (recieved some complains)
> Some more code moved to client side.
> Removed a bunch of cheats.
> Poison grenades behaviour: larger radius in open air, but lasts longer under water
PS: If someone somehow someday will want a dedicated server, I'll be glad to set it up. But... first, explain to me how to compile server DLLs with GCC for Linux. (^_^)\
INSTALLATION INSTRUCTION:
As good old non-Steam Half-Life - download latest FULL major version package:
* XDM 3.0.3.0 FULL (FilePlanet mirror) (VGpro mirror) (PlanetMirror mirror)
And ALL corresponding patches:
* XDM 3.0.3.0 to 3.0.3.1
* XDM 3.0.3.1 to 3.0.3.2
* XDM 3.0.3.2 to 3.0.3.3
* XDM 3.0.3.3 to 3.0.3.4
(may also be available at ModDB)
If you're having PROBLEMS:
1) make sure you have downloaded the whole version chain (3.0.3.x) packages
2) make sure files were not damaged: you can open any package in WinRAR archiver and use "Test archived files" command (Alt+T). If errors occurred, you can try to Repair (Alt+R) this archive or, if nothing helps, download it again.
3) make sure you have installed all packages in proper order and in the same location (and let installers overwrite files)!
4) make sure you are using one of required versions of Half-Life
(^_^)/
X-Half-Life: Deathmatch (XDM) version 3.0.3.5a release 20120126 TESTING full package (server, client, bots, utilities) THIS IS A TORRENT FILE! Select...
Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.
Thanks to everyone for downloading and playing while this is still a limited testing release!
I'll be back after 2-3 weeks, and probably resume the work.
Even up to this moment TONS of bugs were fixed, and some features were added.
Source code is currently available to active participants, but I'll release it to everyone soon, because the majority of bugs are already dealt with.
So long!
PS: still looking for someone who can make a game video
Wish this would run for me :C but it doesnt
Bug report, plz. I'll try to fix it.
I had fun fragging the bots in this mod. in the next update can you add a sniper rifle since this mod is based on unreal tournament.
Rly? I thought crossbow was enough..
Well I was having troubles downloading the torrent. Now I finally got the full torrent... Since I suppose others has the same problem... Here's the content of the torrent uploaded on mediafire, you can chose file by file what you need.
Mediafire.com
PS. Since the main file was bigger that 200 mb (232 mb) and mediafire support files up to 200 mb,i have split the file in two. :P I hope you don't have problem whit that. :P
Nice. Maybe it would be worth sharing on thepiratebay or other trackers?
I cant stop thinking how to gather more people for playtesting..
In overdrive mode rpg rocket throws grenades during its flight. When rocket explode, nearby grenade gets pushed by that explosion, and if you guide the rocket directly forward, the grenade is thrown at you. :)
I get self-fragged myself too. Maybe I'll do something about it, but now I'm considering this as a penalty for having an overpowered weapon. )
Yeah that's a nice penalty...btw maybe you should reduce the damage dealt by the displacer (secondary attack), also you could make the first and second attack to coast more (maybe 20), plus you need to make those grenades more balanced.. less damage small area.. and easy to drop on the floor... it strange to see a grenade flying instead of dropping. :)
Just disable the overdrive mode and everything will be back to normal :)
(I was careless to leave it ON by default... and why did I make it in the first place? o_O)