Welcome the first really stable version of the engine after all of those changes which have been done in releases since year 2017 (after build 3598). This version is not compatible with any of previously released versions of such Xash3D games/mods as XashXT, Paranoia 2, Quake Remake & Area 51 (wait for updates)!
If you install the engine in your first time, please, make sure to install all engine's files properly, including extras for "valve" folder. Otherwise some things will not work as intended or will not work at all. Detailed manual is here. For questions about mods' support refer to this article. Remember that some nowaday mods (or their new versions) which require Steam interfaces are not supported (or have to be patched by old or rebuilded versions of their game dlls to work with Xash3D). Also most of multiplayer mods were not tested thoroughly, but if you have your own experience & found some problems, please report. In most cases, any mods which worked correctly with old WON version of Half-Life, should work correctly with Xash3D too.
As with previous beta builds, the same rule works for this build too: DO NOT USE it with outdated versions of Xash3D games/mods, such as XashXT, Paranoia 2: Savior, Quake Remake, Area 51. They are not updated yet and will not work with new version of the engine.
Here is a list of changes which were made since build 4097 to 4253.
Build 4253
Client: fixed server beams pause bug
Client: removed experiments with interpolation
Client: fixed bug of default renderamt value if rendermode is normal (beam brightness)
Client: made internal studio lerping do not switch the movetype to MOVETYPE_STEP to avoid collisions in custom renderers
Client: made user messages case-insensitive (GoldSrc rules)
Client: changed query format to the master-server
Client: fixed bug of large sentence indexes (up to 2048)
Client: implemented deferred startup commands for Cry of Fear's background map system
Client: eliminated Cry of Fear's protection from loading of manually saved games
Client: fixed Quake demo players' rendering in multiplayer demos
Client: allowed forced CD track in Quake demos
Server: added sv_background_freeze cvar to allow/disallow player's freezing for background maps
Server: made network messages to be kept for one frame before changelevel and send them during changelevel (GoldSrc rules)
Server: fixed critical bug in pfnSetModel function
Server: made NPCs/monsters to ignore corpses and don't get stuck into them
Server: made physics pusher to completely match GoldSrc rules (but extended version still can be enabled by engine's feature)
Server: reimplemented PrepWorldFrame for PhysicAPI instead of obsolete function pfnCreateEntitiesInTransitionList
Engine: (IMPORTANT!!!) console variable "build" renamed to "buildnum" to avoid confilcs with "build" gameplay command in Team Fortress Classic
Engine: disallowed to load, save, change map or do somewhat else while final credits are active
Engine: fixed bug in custom library loader
Engine: added GL_UpdateTexSize - new RenderAPI function for statistics
Engine: replaced MsgDev of most debug messages with Con_Printf, Con_Dprintf and Con_Reportf
Engine: reverted old PVS code to keep it compressed (save memory)
Engine: made lightmap ignoring flag SURF_DRAWTILED depending on TEX_SPECIAL flag only (removed texture name dependence)
Engine: prevented potential crash if log-file can't be created
Render: fixed seamlessness of beam segments
Render: reduced brightness of decals on semi-transparent surfaces
Render: added support of compressed image format ATI2N (normal maps)
Render: made rectangle textures not necessary to match the current screen resolution
Render: translate gl-errors code to string during textures' loading
Render: rewrote texture manager completely, some bugs are fixed
Render: rotate culling bbox of static client entities for proper culling
Render: improved work of r_lighting_extended, added a check for lighting from ceiling or bmodels if world light gathering is failed (and model is completely black)
Render: fixed fog rendering for Spirit of Half-Life Custom Build (v1.6 and higher)
Render: removed "alpha to coverage" mode, it was too buggy
Render: removed auto-generation of detailed textures' list
Render: corrected fog for studio parts with 'additive' and 'masked' flags
Render: fixed some bugs of alpha-blend sorting
Render: removed -glcore setting (it gave no effect)
Render: restored "width" and "height" read-only console cvars for using in debug systems of XashXT
Render: removed flags TF_TEXTURE_1D, TF_TEXTURE_2D_ARRAY as useless
FileSystem: removed support of WAD imagetypes (texture prefixes like *_mask, *_norm etc.)
FileSystem: added parsing of "edicts" parameter in liblist.gam during automatic creation of gameinfo.txt
GameUI: fixed bugs of "Save game" menu after global engine update
Sound: made dsp_off value to be saved into config.cfg
Sound: fixed crash in DSP-processing
Sound: eliminated stupid message FS_LoadSound: couldn't load ""
Sound: made default sound to be kept in memory permanently
Sound: fixed CHAN_STREAM playing
Sound: fixed crash on mp3-files playback via ambient_generic
Sound: set default value of s_combine_channels to 0
Input: made key events to pass properly into client user-side
Console: tuned linewidth length
Console: made scrolling buffer to be reset on activation of a new command or autocomplete (using Enter or TAB key)
VGUI: revised string rendering, fixed some bugs
Studio: corrected bbox calculation for gigantic models
Build 4150
Client: the first implementation of Quake demos playback (may be buggy)
Client: fixed bug of TE_BEAMCYLINDER message (houndeye attack)
Server: fixed very old bug of restating ambient_generic sounds after save/restore
Engine: rewrote static entities proto; made available full entity_state_t across network instead of sv_static_entity_t
Engine: added a fatal error message if gfx.wad is missed (it's required for console chars rendering)
Engine: made maploader to show the list of really used wads for loaded map
Engine: allowed "reload" console command to work from commandline
Network: changed MSG_WriteCoord multiplier to allow coords +/-32768
Render: optimized R_RecursiveWorldNode
Render: fixed bug of bonecontrollers in internal studio renderer
Render: added experimental commandline option -glcore to switch to WGL_CONTEXT_CORE_PROFILE instead of WGL_CONTEXT_COMPATIBILITY_PROFILE
FileSystem: fixed bug of custom dll loader in some cases
Sound: fixed a crash on playing of too small mp3-sounds
Input: potentially fixed a bug of infinite camera rotation after vid_mode change
Physics: fixed bug of underwater fog
Build 4143
Engine: fixed crash of debug collision hulls
Engine: fixed bug in bsp-lumps management functions
Engine: some minor changes
Build 4140
Client: fixed bug of hot precaching in singleplayer game
Client: fixed bug of resource downloading in-game
Client: fixed bug of ScreenFade duration
Client: increased r_speeds message string up to 2048 characters
Server: fixed trigger_endsection
Server: fixed unlag code
Engine: finalized custom BSP lumps representation standard (see bspfile.h for details)
Engine: expanded decal_t struct with some of reserved variables for modmakers' needs
Engine: allowed mins and maxs tracing by client trace as on the server (see EventAPI for details)
Engine: implemented new debug system for visualization of collision hulls (original code from TyrQuake), cvar called "r_showhull"
Engine: some code changes to support modern MSVC compilers
Render: added special texture called "alphacontrast" (for MSAA)
Render: added support of deluxe map vectors for models for more realistic lighting (note: ENGINE_LOAD_DELUXEDATA must be set)
Render: fixed alias models flip code for viewmodel
Render: removed image gamma processing, only lightmaps
Render: implemented support of "alpha to coverage" mode for MSAA processing
Render: fixed very old bug of broken lightmaps on individual brush models in Quake (like shells, healthkits etc.)
Render: made MSAA dynamically controllable in game
Sound: increased MAX_SENTENCES up to 4096 (and made some changes with network proto, but keep all compatible with previous version)
Memory: removed code that clumped small allocations (not needed anymore)
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