X-Half-Life: Deathmatch (XDM) is an Unreal Tournament-style Half-Life modification.

X-Half-Life

XDM features:

  • Classic Deathmatch (free for all)
  • Team Deathmatch (up to 4 teams)
  • Capture The Flag (2 teams)
  • Domination (up to 4 teams)
  • Last Man Standing (UT-style)
  • Co-Operative (Monster DM and other modes)
  • Singleplayer (possible to play any map pack)
  • Revenge modes

Also featuring old and new weapons, new high-quality maps, new hi-def models, flexible network code*, lots of special effects with no hi-end hardware requirements. XDM offers full set of customization options: HUD/GUI colours, chat, team names and colours, weapon slots, translatable string. All original Half-Life maps, models and sprites are compatible with this mod, even some single-player mods like Timeline 2: Iced Earth (which don't have teir own DLLs) are playable. Improved entity management system allows massive online matches (32 players) with tons of weapons, boxes, rockets, monsters, explosions and other stuff flying around. The mod includes optional botmatch mode with up to 31 angry HPB bots (experimental, but more than just 'playable' >:) ).
Don't underestimate the power of GoldSource!

This mod has been developing since 2000 (first public testing was in 2001) and lives even now!! :)
More info, help and additional downloads on official site and forum:

>) Official site: x.netheaven.ru
>) Official site: Screenshots
>) Official forum (international)
>) Forum on Half-Life.ru (russian)

>) YoyTube videos Playlist

XHL/XDM is a great modding platform (like SoHL), not only for singleplayer, but for all game types. Check out videos to see some of the features.

◊ Also recommended for playing (friendly projects):
G-man Invasion (finished)
Half-Life: Weapon Edition (discontinued)
Half-Life: Tyrian (based on XDM3036 code)

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Hello there! To minimize your frustration about release delays, I'm posting some fresh info on the current development process. :)

XDM test


First of all, I've completed the new particle emitting principle. Now it should be more like in Unreal or possibly other games. The extreme stress test indicated very good performance (there are about 400 000 particles in the scene shown on the screenshot above, all with collisions and separate frame updates, calculated in a single thread on CPU because HL doesn't allow otherwise). The even more awesome thing is: I've blown the dust off my particle-based flamethrower code because new emission system allows higher particle emission rates than before. There's also new particle position interpolation feature that allows system to create particles evenly between far emitter positions during long frames. E.g. when the game lags a lot, entity (like a rocket) may receive very few updates, even one per second, so from client perspective, entity stays at one position for a second, during which a hundred of particles may be generated. To avoid that, new PS tries to space particles across the current and previous position of emitting entity. Although not a total remedy, It still looks better.

XDM flame test 1


And now, the not-so-pleasant part about the flamethrower: just take a look at the picture. How the %s should I simulate that in HL!? If you don't quite get the picture, try this one:

XDM flame test 2


The point is: flame has some divergence in trajectory, which looks great. LOOKS. But then, what happens with visual side is this: we've got three streams of flame out of one! Nice? Indeed. Realistic? You bet. But HOW DO I accommodate server code to mimic this behavior?? A little technical reference: right now on the server I do a trace forward (until flame distance or a nearby wall is reached), then build a virtual cone, which deals damage to entities that get into it. Previously I tried server-side particles, "flame clouds", to do a realistic flame, that even interacted with wind (trigger_push). But it caused too many "No free edicts!" crashes all too soon AND generated so much traffic that clients could well drop out with "Datagram overflowed" error, not to mention those horrible lags.

tst_rain beam box
(patented super-fast box drawing algorithm! :) )


So here I am, not knowing what to do again. And, as you may have noticed by debugging text, the angles problem (Quake/Half-Life) is still there. So, that's how it's going for now. Thanks for reading!

//XDM3038 c: FIX after testing

//XDM3038 c: FIX after testing

News 3 comments

An update on results of playtesting and what's delaying the release.

XDM 3.0.3.8 Last hours of testing: download now!

XDM 3.0.3.8 Last hours of testing: download now!

News 5 comments

Bug hunt is close to the end: can release happen tomorrow or we don't get past another fatal error?

XHL 3038: weapons, maps and a complete co-operative mission!

XHL 3038: weapons, maps and a complete co-operative mission!

News 5 comments

There was almost complete silence about upcoming release since last year. Let's fill that gap! This article tells about most important features of XHL...

XDM3038: quick news

XDM3038: quick news

News

Small update on release 3038 development. Bug hunting, playtesting, suffering... everything to make the game better! :)

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XDM 3.0.3.8ALPHA_MONSTERS

XDM 3.0.3.8ALPHA_MONSTERS

Demo 10 comments

>>> X-Half-Life Deathmatch v3.0.3.8 ALPHA GHOUL [BB] edition <<< FILE UPDATED 28.11.2016

X-Half-Life Deathmatch 3.0.3.7

X-Half-Life Deathmatch 3.0.3.7

Full Version 35 comments

X-Half-Life: Deathmatch (XDM) version 3.0.3.7 release 20140202 Win32 server + client + botmatch

X-Half-Life Deathmatch 3.0.3.6

X-Half-Life Deathmatch 3.0.3.6

Full Version 14 comments

X-Half-Life: Deathmatch (XDM) version 3.0.3.6 release 20130113 (updated!)

X-Half-Life Deathmatch 3.0.3.5

X-Half-Life Deathmatch 3.0.3.5

Full Version 18 comments

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...

Comments  (0 - 10 of 239)
ConkerFPS7
ConkerFPS7

Thanks for the update, mate. Can you not just disable the flame-thrower, and release the mod now, and then work on the flame-thrower for the next version?

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~X~ Creator
~X~

UPDATE: fixed that mapname crap, but maps won't load from .pak files anymore. It hurts by brain /(o_o)\

Thinking also about renaming this project..

Reply Good karma+1 vote
ConkerFPS7
ConkerFPS7

Do you have a rough estimate regarding the next release, please?

What names are you considering for the mod? Black Mesa Arena might be good, or Lamda Tournament. Or Crowbars at High Noon (maybe not!).

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~X~ Creator
~X~

:D
I planned release on the new year night, but it seems, the last (actually HL) bug cannot be fixed so quickly. And I also need to write a decent news article.
I sincerely think it's a matter of days, if not hours.

Reply Good karma+1 vote
ConkerFPS7
ConkerFPS7

That's great, mate. Don't rush it out, of course, a good mod is always worth waiting for.

BTW, Happy New Year to you and everyone else (modders and players).

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~X~ Creator
~X~

Thank you! You too )
I've already asked other modders if they know how to deal with this problem. So far, nothing though. But I think it shouldn't take too long resolve. I may even add a real decent-looking flamethrower it it gets fixed.

Reply Good karma+1 vote
~X~ Creator
~X~

I was @#%^$%^ wrong.
40+ hours of debugging and players still look in random directions. Angles are in a mess.
And that's after spending 9+ hours on the flamethrower.

Reply Good karma+1 vote
ConkerFPS7
ConkerFPS7

I'm told it's almost always the last things to do before release that take up ninety percent of the time :o(

Anyway, thanks for posting, and don't worry, we fans know that delays are sometimes inevitable. And I'm sure the flamethrower will make it all worthwhile!

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~X~ Creator
~X~

But I'm not quite sure myself...

Reply Good karma+1 vote
~X~ Creator
~X~

Quick update: we could finally identify some of the problems, and guess what? Most horrible crash-initiating bug is caused by Half-Life forced case-insensitive map name processing inside the engine! WTF! Who could've guessed?

Reply Good karma+1 vote
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62 votes submitted.

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Highest Rated (3 agree) 10/10

personal favorite half life mod

Feb 9 2014 by Executor-64-

Lowest Rated (7 agree) 1/10

Full of memeshit, broken bots, riddled with bugs, ugly textures and models, terrible music. Don't waste your time.

Apr 16 2014 by Re1nhardt

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