.:Xash3D Engine:.

Custom Gold Source Engine build from a scratch



Developers:
Unkle Mike (aka G-Cont, aka Дядя Миша) - main developer
HLFX.ru & CS-Mapping.com.ua forum members - help, support, testing

CortexReaver, nemyax - English translation

Xash3D Engine has been tested for compatibility with many of Gold Source games and MODs. At this moment it should provide you an ability to successfully complete almost any existing singleplayer Half-Life mod without compatibility problems. Some mods can be not totally compatible, if they are too hardly modified or using some very specific or unstable features of Gold Source engine. Also multiplayer part of Xash3D engine is not fully completed yet because of lack of some important information and hidden source codes of Gold Source engine. So in most cases multiplayer mods should work good in a local or a LAN game, but some features can not work or work not exactly as under Gold Source engine. Check a detailed list of tested mods and a list of tested maps in "Features" section. A full list of Xash3D Engine features is also there, plus a guide on how to get work Half-Life and its' mods under Xash3D (in English and in Russian).


#######################################


Since Xash3D is a Half-Life compatible engine, then all the innovations below will be given in comparsion with GoldSrc engine.


Basic limits.

Xash3D limits are not just higher than Half-Life ones, they also can be tuned in gameinfo.txt file.
- MAX_EDICTS is 600 - 4096 (versus 900 in Half-Life).
- MAX_TEMPENTS is 300 - 2048 (vs. 500).
- MAX_PARTICLES is 1024 - 8192 (vs. 4096).
- MAX_BEAMS is 64 - 512 (vs. 64)
Careful limits reduction can save RAM in mods which don't need many edicts. Also MAX_EDICTS parameter is broadcasted from server during a multiplayer session, it adjusts clients to new conditions automatically.


Other limits.

These limits are engine-hardcoded and can not be tuned by user.
- MAX_VISIBLE_PACKET is 512 entities (256 in Half-Life).
- MAX_MODELS is 2048 unique models (including sprites and bmodels)
- MAX_SOUNDS is 2048
- MAX_SENTENCES is 2048 (1534 in Half-Life)
- MAX_USER_MESSAGES is 191 (128 in WON Half-Life)
- MAX_TEXTURES is 4096 (2048 of them can be used for VGUI)
- MAX_MESSAGES is 2048 (1024 in Half-Life) (quantity of messages in titles.txt)
- Maximum size for indexed textures is 4096х4096 (vs. 512х512 in Half-Life)
- Maximum size for true-color textures is 4096x4096.


Limits for bsp-models.

- MAX_MAP_MODELS 1024 (256 in half-life)
- MAX_MAP_LEAFS 32767 (8192 in half-life)
Note: other BSP-model limits are specified by compiler tools and don't depend on the engine.


Realisitic lighting values on server.

Xash3D allows to get more accurate value of current lighting level, because it considers lightstyles and their current values. The player's lighting is taken directly from renderer and considers all lighting types, including entity light and dynamic light.


Improved decal save.

Half-Life supports decal save only on world surfaces and very rare on doors, elevators and other moving models. Xash3D saves decals on every brush model. Decal transition between levels is also maintained (implemented in Half-Life, but doesn't really work).


Entity patch technology support.

This technology allows to load entities from external .ent script file. This script can be produced by the external ripent.exe application or by engine's facilities by typing the entpatch command. If the command is entered when a map is loaded, a new entity patch will be created.


Various map formats support.

Xash3D supports following BSP-map formats: Quake 1, Half-Life, Half-Life Blue Shift. Besides, Quake 1 external bmodels are supported (medikit and ammo models). Note: it is recommended to play Quake 1 maps in Deathmatch Classic mod to prevent stuckness of player because of the difference between hull's sizes of Half-Life and Quake.


Hot resource precaching support.

Xash3D allows to precache models "on the fly" that helps to avoid nasty PF_PRECACHE_ERROR. Also Xash3D doesn't crash if a model or sound wasn't found.


Reliable changelevel.

Before switching to a next map Xash3D will analyze its state (without unloading the current map) and decides whether correct changelevel procedure is possible. In case of any error in a next map the engine will signal about it in the developer's console, and the changelevel will be aborted. The error message also contains troubleshoot tips that can make level designer's life easier, because such errors are most difficult to diagnose and fix.


Built-in credits.

To display credits and exit the game after, run the pfnEndSection command with oem_end_credits argument. The credits code is placed in menu.dll and can be changed by user at his discretion.


MOVETYPE_PUSH physics is more stable.

Xash3D entities behave more stable on moving platforms and don't shift away on sharp turns.


New MOVETYPE_COMPOUND physics type.

It allows to tie one entity to another, taking into account movement and rotation of the former entity. You can see an example in SDK - a crossbow bolt that correctly attaches itself to func_pushable, func_rotating, func_tracktrain and other brush models.


Console autocomplete support.

Xash3D has a powerful console autocomplete system that allows not just print command lists, but also describe all of them during the search. For more comfort you can type "makehelp" in the console, and the engine will generate help.txt that contains the list of all commands and variables with short descriptions. Map, movie, background track, cfg script, save, weapon (give command), sound (play command), game directory names input is also assisted by the autocomplete feature.


No parent directory restriction.

Most Quake engines are restricted to the parent directory with specific name, which doesn't matter when you make mod, but very uncomfortable when you make total game conversion and therefore replace the parent directory. Xash3D doesn't restricted to specific folder, and the parent directory is defined by the launcher. This way you can make your own game that doesn't depend on Half-Life.


Dedicated server has the autocomplete feature now, your command history can be saved.

Dedicated server has the autocomplete feature now, your command history can be saved.


Background maps support.

Background map is a map to be displayed as a menu background. You could see them in Half-Life 2. Xash has a simplier background map system - it doesn't depend on unlocked chapters (because original Half-Life has no chapters system) and it chooses the background map from the list. This list file must be named as chapterbackgrounds.txt and placed in scripts directory (if you don't have such directory, then just make it). Every list's entry is separated by new line. You can use any playable map as the background, but better don't use maps where player starts in a moving train, because it won't look good.


Lightstyle interpolation.

Turned off by default. Doesn't work with short sequences like switching on and off the light. It smooths light animation very well on long slow sequences like SlowStrobe or SlowPulse. Note: FPS rate may suffer from this option.


luma glowing textures support (Quake-style).

You can see such textures in original quake maps as glowing fields on a texture. Because this feature is caused by the Quake pallet's special features, the engine enables it for textures that have Quake or Quake2 pallet. This pallet is saved well after the simple conversion of wad2 files to wad3.


Improved model and sprite lighting.

Improved model lighting includes per-bone lighting from static and dynamic light sources, and it also includes correct model lighting on every stage of long sequence execution, when model goes far enough from its real location. The best example is forklift.mdl Sprite lighting is a correct lighting of all sprites that is rendered in additive mode and had "alphtest" during the compilation. For example, blood decals uses the world lighting and doesn't glow in darkness. Both sprites and models don't just use the world lighting, but also consider lighting of the closest brush model if there is one.


Player model display in the menu.

Instead of a usual player image you can see his 3D model in the menu and track all changes right on-the-spot.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

Xash3D Oktoberfest 2018!

News

Hi, guys! The time has came and long-awaited updates of Xash3D Engine were released! Newest builds fix many problems, including very old ones and those which appeared following global changes applied to the engine during last two years of development. Also they brings better support for some mods, which had different problems with Xash3D initially (on any build). For examlple - Cry of Fear (mod version 1.0 - 1.55), Cthulhu: An Unspeakable Modification for Half-Life, Team Fortress Classic, Half-Life: Decay, Reissues, Chinatown Preview. As usually, there are some improved or newly added features too. You can download the final build of this year and see the full list of latest changes here:

Xash3D Engine v0.99, build 4312 with source code & extras

Xash3D Engine v0.99, build 4312 with source code & extras


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 depend on updated Steam Half-Life libraries may be not supported (or have to be patched with old or compatible 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 for previous builds, the same rule works for this build too: DO NOT USE it with any of previously released versions of Xash3D games/mods, such as XashXT, Paranoia 2: Savior, Quake Remake, Area 51. Until they are not updated, they will not work with the new engine.

Fortunately, the XashXT update is already released also! So you can use it now with the latest engine's build. Since the version 0.65 a lot of things are added and fixed. Some of new features: support up to 64 weapons, better visual debugging system, faster grass code, faster code of dynamic lighting and world's rendering (including using a power of GPU for lightstyles and hardware interpolation of lightstyles), better fog, partial support of terrains from Paranoia 2, advanced mirrors' rendering (including mirrors reflecting in each other), special events for spawning Aurora particles from studiomodels (5040-5044), totally new studiomodels renderer with a support of LODs, bone weighting, jingle bones, inverse kinematics, multiple blending of sequences, per-vertex lighting for prop-models, added sunshafts (like in Crysis or Paranoia), Opposing Force-like ropes, better tracktrain control, new entity trigger_dsp_zone for better DSP effects, new entities func_transporter и conveyor_setspeed for better control of conveyors... Just grab it and explore the new possibilities!

XashXT v0.81, revision 1 (Xash3D mod & toolkit)

XashXT v0.81, revision 1 (Xash3D mod & toolkit)


Along with new engine's build we're also proud to present a new Unkle Mike's project - Quake Wrapper (QWrap). It's a mod for Xash3D Engine which can launch original Quake game and its mods. It makes no changes to Quake's gameplay, but provides more handy game interface and controls. We decided to release it in the Games section, though it's not an independent game exactly. But this should provide a more comfortable way to release potential updates/information or discuss the project, because it quite differs from common Xash3D-related things and Half-Life theme.

Quake Wrapper v0.7 with source code

Quake Wrapper v0.7 with source code


If you'd like to support Unkle Mike and buy him some beer inspire him for further development of Xash3D, you can donate him some money via:

Running Half-Life under Xash3D: user's manual (English)

Running Half-Life under Xash3D: user's manual (English)

Feature 91 comments

Hello, if you are new with how to use Xash3D Engine to run Half-Life and its' mods, this manual is for you. Just follow the instruction and have fun!

Xash3D-compatible Half-Life mods for any supported OS

Xash3D-compatible Half-Life mods for any supported OS

Starting a mod Tutorial 1 comment

Original Xash3D Engine by Unkle Mike (Windows version) supports wide variety of Half-Life mods, from simple 1-map mods to mods which change everything...

Xash3D-compatible Half-Life mods with a custom game code

Xash3D-compatible Half-Life mods with a custom game code

Feature 3 comments

This article is about those singleplayer Half-Life mods which use non-standard game code. In most cases, their code is only Windows-compatible, so they...

Xash3D Engine v0.99, build 4097 (beta) is released!

Xash3D Engine v0.99, build 4097 (beta) is released!

News 4 comments

In usual anniversary of Xash3D Unkle Mike has released new beta-version of the engine. This release is very close to version 1.0, many things are changed...

Add game Games
Meanwhile in Russia

Meanwhile in Russia

First Person Shooter

Welcome to the Skolkovo Research Facility. If you are here by accident, please kill yourself immediately as possible. This complex - top secret and strictly...

Quake Wrapper

Quake Wrapper

First Person Shooter

Quake Wrapper - it's technically a mod for Xash3D Engine, which uses Xash3D Engine as a shell to launch original Quake game and even its' mods. Gameplay...

Area 51

Area 51

First Person Shooter

The game is a 3d shooter with the elements of the quest

Diffusion

Diffusion

First Person Shooter

You, James Smith (served in SWAT for a decade with no failed ops and now working as a detective), on vacation going to visit your family. Driving on a...

IONIZATION

IONIZATION

First Person Shooter

You will know a chilling story about misterious incident, which was happened in the middle Russia in 1994. Closed city Sverdlovsk-900 was abandoned and...

Paranoia 2: Savior

Paranoia 2: Savior

First Person Shooter

Paranoia 2 Savior — first-person shooter in the style of survival horror, which is unfolding in a secret underground laboratory facility somewhere in...

Secret Operation®: Guardians

Secret Operation®: Guardians

First Person Shooter

The development of an entirely new Secret Operation. With the new engine, and a new approach. This project is a large scale, compared with the previous...

Cotra

Cotra

Arcade

Добрый-Бобрый, лол. С вами балабер, а это КОТРА: Зубодробительный экшн где вы играете...

BOOM: Anatoly in Time

BOOM: Anatoly in Time

First Person Shooter

BOOM is returned :) Play this game and you узнаете, what is the PAIN! You play the BOOM when Boom plays YOU!

Comments  (0 - 10 of 831)
GaMryous
GaMryous

Can u please make an android port for Heart of Evil mod? It would be great to play the mod anytime especially at school. If u can, make a port of the Napalm Edition of the mod(only if u can but im very sure u can make an android port of the normal edition of the mod.)

Reply Good karma Bad karma+1 vote
Gmadador
Gmadador

Any way to disable mouse acceleration/enable raw input?

Reply Good karma Bad karma+1 vote
Qwertyus Creator
Qwertyus

Try to disable display scaling in compatibility settings of hl.exe.

Reply Good karma+1 vote
Vic_Vos
Vic_Vos

Whenever I try to make a liblist.gam for an OpFor-based mod:

gamedll "..\gearbox\dlls\opfor.dll"

Now fails to initialize - fallback_dir "gearbox" works, though. It used to work in the past versions, was this intentional?

Reply Good karma Bad karma+1 vote
Qwertyus Creator
Qwertyus

gamedll "dlls\opfor.dll"

Folder name in the path is not supported.

Reply Good karma+1 vote
Vic_Vos
Vic_Vos

Yeah, without fallback_dir your gamedll doesn't work, either. Oh well, not like I'm complaining. Is there a way to autoexec the "autoexec.cfg" every time, no matter the mod I'm playing?

Reply Good karma Bad karma+1 vote
Qwertyus Creator
Qwertyus

It's executing automatically, but it may depend on what you added into it (for example, keyboard bindings will be ignored). For most situations the best method is placing userconfig.cfg file with your settings in "valve" folder. Userconfig.cfg from "valve" will be applied on any mod every time, unless you have another userconfig.cfg in a mod's folder.

Reply Good karma+2 votes
mithrot
mithrot

No menu sounds when you click on options? Why? Happening on v4260.

Reply Good karma Bad karma+1 vote
Qwertyus Creator
Qwertyus

I already described this in manual:
Moddb.com

Re-read the item #5.

P. S. And get the version 4312 already ;)

Reply Good karma+2 votes
mrerexx
mrerexx

Could you add support for gl_overbright?

Reply Good karma Bad karma+1 vote
Qwertyus Creator
Qwertyus

Maybe, but no warranties.

Reply Good karma+1 vote
Joshuaortiz698
Joshuaortiz698

xash3d fwgs already has that

Reply Good karma Bad karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Platforms
Windows
Company
Xash XT Group
Contact
Send Message
Licence
GPL
Release date
Engine watch
Follow
Share
Community Rating

Average

9.8

116 votes submitted.

You Say

-

Ratings closed.

Highest Rated (5 agree) 10/10

Just awesome. What you did creating this engine cannot be described with any words.

Jan 28 2012 by ADTeam™

Embed Buttons
Link to Xash3D Engine by selecting a button and using the embed code provided more...
Xash3D Engine
Statistics
Rank
1 of 938
Last Update
Watchers
375 members
Games
9
Files
81
Articles
33
Reviews
53
You may also like
Xash3D Engine
Xash3D Engine GPL
id Tech 3
id Tech 3 GPL
X-Ray Engine
X-Ray Engine Commercial
GoldSource
GoldSource Commercial
Raycasting Game Maker
Raycasting Game Maker Public Domain
DarkPlaces engine
DarkPlaces engine GPL