Xash3D is the powerful independent open-sourced 3D-engine, aimed for high compatibility with GoldSource engine formats (maps, models, textures, sounds, entities etc.), but with the intention to be an advanced platform for modmaking or game development. Technically it has been built from a scratch, using as totally original ideas, as some ideas from other 3D-engines. Xash3D overcomes obsolete GoldSource engine's limits and provides for you a new quality of gaming experience and modmaking capabilities, as extended map, model, texture & sound formats with higher limits, possibility to implement custom renderers with dynamic lighting and other modern features. Xash3D is the easy-to-use base to play existing Half-Life mods & create something new, impossible with GoldSource. Years of development & testing allowed to make from Xash3D a perfect mix of high compatibility with common GoldSource standards & high openness to creative modmaking ideas.
This build is outdated now, but some people still may find it useful, because some of its' features were changed or ceased in newer builds. For example: 1. This is the last Xash3D build with sources which supports materials (engine-side HD-textures for maps, models & sprites). 2. This build uses hardware gamma, which can be handy for not too bright monitors or in too dark mods (it allows to make the screen much more brighter). 3. This build supports XashXT v0.65 rev.4, if you still have reasons to use it. 4. This build uses old Xash3D format of saved games (in newer builds it was changed to be GoldSrc-compatible and old game saves became unsupported). 5. This build supports engine-side mirrors (gl_allow_mirrors cvar). 6. This build supports original Blue Shift map format. Press "Read more..." for details.
Hi there! The long awaited fresh build of Xash3D Engine is released! As always there are a lot of different things which have been fixed / improved / implemented. It marked as 'experimental', but don't worry, most of things work just fine. Many of important known bugs have been wiped out, so it's good for the updating of your current installation (except you want to try this build on some of previously released Xash3D projects like XashXT, Paranoia 2 or Quake Remake, because they depend on some of revised features and can not be properly compatible). It's experimental in the most part because some of the features are really new and probably may be reworked later. If you want to use XashXT with this build, use XashXT v0.65, revision 4!
Xash3D v0.98 build 3598 changelog (since the build 3366):
Engine: (NEW!!!) implementation of generic extension of BSP file format. Added some extra lumps for mods to make new features like terrains, improved lighting etc.
Engine: (NEW!!!) PVS system rewritten for variable PVS radius that can be used as FAT PVS or FAT PHS without recalculating of vis-array
Engine: (NEW!!!) started to implement a new global feature which is called HOST_FIXED_FRAMERATE to provide constant FPS for client and server (Xash3D-based mods only)
Engine: fixed the parsing of WADs from "wad" string in worldspawn settings (was broken in previous version)
Engine: fixed crash/hanging on playing an AVI-file if codec is not installed
Engine: (NEW!!!) sorted commands and cvars in alphabethical order. Included scripting functions from Xash3D FWGS.
Render: some unused functions from RenderAPI were replaced with useful functions. Backward compatibility stays keep on.
Render: (NEW!!!) added few functions in RenderAPI for Xash3D FWGS by a1batross' request
Render: (NEW!!!) got a support for loading of multi-layered textures (for potential landscape implemenantion)
Render: rewritten waves on water surfaces, uses table sin, providing better performance and look close to GoldSrc
Render: (NEW!!!) completely rewritten texture loader, obsolete code removed, added support for multi-layered textures and float textures, fixed errors
Render: (NEW!!!) now "gl_texturemode" is obsolete and removed. Use "gl_texture_nearest" cvar instead
Render: improved double-layered cloud sky for Quake. Reduced parallax distorsion.
Render: (NEW!!!) OpenGL loader completely rewritten. Removed obsolete extensions, fixed some errors.
Render: moved lightstyle animation from render frame loop to client frame loop (to prevent the execution of lightstyle animation on multipass viewing)
Sound: (NEW!!!) changed DSP code to get DSP effects more like in original GoldSrc
Sound: rewritten sound PHS code. Now it can be useful.
Sound: (NEW!!!) the first implenantion of raw-channels manager (in the future this will be used for a custom video playing in Xash3D-based mods and voice stream)
Sound: sentence sounds now can be freed after playing (and save some memory)
Server: (NEW!!!) allowed to write map lumps on a server to store userdata (physic collision, ai nodegraph as example). Works with extended BSP format only
Server: physic interface was updated and expanded to get more control over player and entities simulation
Server: ignore sounds from pmove code when prediction is enabled
Server: changed userinfo handling, fixed information sent to all the clients
Server: fixed player animtion timings
Server: (NEW!!!) added cl_msglevel cvar to filter up unneeded messages
Server: restarting a server properly if circular buffer pointer has exceeded 32-bit limit value
Server: fixed player think timings
Client: (NEW!!!) added two functions into engine's interface for custom interpolation on the client
Client: (NEW!!!) demo protocol has been changed to #2 (now allows comments in demo's header)
Client: (NEW!!!) demo's playback now takes into account the interpolation of client view angles
Client: fixed some issues on demo's playback
Client: fixed broken parametric entities (e. g. rockets in Team Fortress Classic) in multiplayer
Client: (NEW!!!) implementation of GoldSrc-like net graph
Client: fixed ugly "un-duck" effect right after changing a level (e. g. level transition from c0a0b to c0a0c)
Client: predicting code has been cleaned and rewritten to get more compatibility with original GoldSrc prediction
Client: handle colon separately for client version of COM_ParseFile (like in GoldSrc)
Client: (NEW!!!) finalized NETAPI. Now it can handle a server list from a master server (and display it in the built-in client browser, of course)
Client: texturebrowser and overview mode now are not affected by player's moving in the world
Client: made pmove entities accumulated right after handling delta instead of world rendering
Client: changed master server address and request to actual
Client: excluded dead bodies from solid objects in pmove processing
Client: new style of displaying for FPS-counter
Client: fixed muzzleflash's decoding from a studio animation event
Client: changed color handling for viewbeams (removed color normalization)
Client: fixed studio culling on models with non-default scaling (e. g. large models in SoHL)
Client: get VGUI backend to implement the lastest version of vgui.dll
Network: removed compression routine (very low efficiency)
GameUI: fixed color strings sending across network as server names as player names
Console: (NEW!!!) made map list show an extension or type of a map and mapstats check the map for transparent water support
Console: replaced the console buffer with effective circular buffer (up to 1 Mb of messages)
File System: complete revision of filesystem code, removed WAD2 support
ImageLib: fixed crash in quantizer if image is completely black
P. S. Have fun and support developers!