It's a final Xash3D update in this year. It's a most 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not compatible with any of such Xash3D games/mods like Paranoia 2, Quake Remake, Area 51 and such, which were based on outdated versions of the engine! And only newest v0.81 of XashXT is supported. Press "Read more..." for details.
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 2 new articles: #1 & #2. 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As with previous beta builds, the same rule works for this build too: DO NOT USE it with outdated versions of Xash3D-based games/mods, such as XashXT, Paranoia 2: Savior, Quake Remake, Area 51. They will not work with new version of the engine. XashXT is already updated, so you can use version 0.81 (revison 1) with the current version of the engine.
Here is the list of changes which were made since build 4097 to current 4312.
Build 4312
Client: changed file path to demos from a separate folder "demos" for the root folder of a mod
Client: removed a feature of demoshots
Client: implemented automatic format detection of demos (Quake or Xash3D)
Client: fixed a process hanging on playback of AVI-files with compressed audio
Server: (NEW!) added developer's command "nextmap" (changes a current map to another according to alphabethical order of maps)
Render: (NEW!) added a debugging visualization of world's BSP-tree (cvar r_showtree 0/1)
Render: made some corrections on Quake fog settings
GameUI: implemented a proper support of main menu background splashes from Steam Half-Life (in accordance with custom resource\BackgroundLayout.txt scripts)
Input: (NEW!) made the engine to prevent a display from dimming / turning off while the game's window is active
Build 4281
Client: fixed some minor bugs in Quake demos' playback
Server: fixed broken playback of MP3 tracks after changing a level (e. g. c1a0e -> c1a0c)
Server: made "god" command working in Cry of Fear (mod version 1.0 - 1.55)
Server: re-implemented "changelevel" and "changelevel2" commands for backward compatibility
Server: prevented crash if some mods replace key-value strings with constant values (e. g. Chinatown Preview mod)
Engine: (NEW!) added gameinfo.txt keyvalue "mpfilter" for filtering maps shown in Create Server dialogue by a map name prefix (like in Steam version of Half-Life)
Engine: added some missed keyvalues on converting GoldSrc's liblist.gam file into Xash3D's gameinfo.txt
Engine: made console always enabled in QWrap
Render: (NEW!) added universal cvar "gl_emboss_scale" for applying emboss-mapping effect on textures instead of using separate parameters from scripts\texfilter.txt
GameUI: (NEW!) added a new gameinfo.txt keyvalue "noskills" (0/1) for disabling of the skill selection's sub-menu
GameUI: allowed the deletion of previously saved games from menu before the game is started
GameUI: (NEW!) keytable's color can be changed now by gfx\shell\color.lst -> INPUT_TEXT_COLOR parameter
GameUI: replaced default image for missed saved game's screenshot by gfx.wad\lambda32 texture instead of decals.wad\{GRAF001
GameUI: fixed a game switching if a mod's folder has spaces in its' name
GameUI: (NEW!) a color of selected items in scrollable lists can be changed now by gfx\shell\color.lst -> SELECT_TEXT_COLOR parameter
Sound: fixed the very old bug of interruption of sounds playing from studiomodel events at server-side (e. g. c3a2d)
Physics: added filtering of MOVETYPE_PUSH method by edict->movetype for accurate motion of player or NPCs and for GoldSrc-compatible moving of objects or corpses
Build 4260
Client: made net_speeds to show total traffic size during a demo's playback
Client: made Quake demos to use linear interpolation for all entities and player
Client: fixed some errors of temp ents' parsing in Quake proto (Nehahra)
Client: allowed seamless change of demos in case if currently played demo is issuing a next demo during parsing a network message
Client: fixed bugs of colors remapping on alias player models (Quake)
Engine: (NEW!) added AVI_StreamSound - new RenderAPI function for playing in-game videos with embedded sound (compatibility will not suffer)
Engine: fixed critical bug in model-loader
Render: fixed particle trails in Quake demos' playback
Sound: (NEW!) implemented positioned sound support system for playing videos with sound in-game (e. g. XashXT, Paranoia 2)
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: (NEW!) 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: (NEW!) 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: re-implemented 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: (NEW!) 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 (saves 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: (NEW!) 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 in 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
File System: removed support of WAD imagetypes (texture prefixes like *_mask, *_norm etc.)
File System: (NEW!) added parsing of "edicts" keyvalue in liblist.gam file during automatic generation 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: (NEW!) 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 ofsv_static_entity_t
Engine: added a fatal error message if gfx.wad is missed (it's required for console chars rendering)
Engine: made map-loader 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: (NEW!) 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: (NEW!) 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 viewmodels
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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Cnn
Is it possible to run cry of fear with this version?