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.

Post news Report RSS Xash3D Engine build 2664 and XashXT v0.65 rev.1 are released

Greetings! This spring brings to us another double update of Xash3D Engine and Xash Mod, they are both already awaiting for you in Downloads section :)

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Greetings! This spring brings to us another double update of Xash3D Engine and XashXT, they are both already awaiting for you in Downloads section :)

Both Xash3D Engine and XashXT have been significantly updated, including different bug fixes, improvements and new features. Now there are final versions:

Xash3D Engine v0.96, build 2664 (with extras)
Xash3D Engine v0.96, build 2636 (with extras)

XashXT v0.65 rev.1 (Xash3D mod & toolkit)
XashXT v0.65 (Xash3D mod & toolkit)

Xash3D Engine, build 2664 (final) changelog:

Engine: restored right ordering of arguments for SV_StudioSetupBones export
Render: some cosmetic changes in RenderAPI
Client: added levelshots for background demos
Client: now 'startdemos' command (in valve.rc file, e.g.) invokes to play demos' sequence in a background of the game menu
Client: increased demos' auto-naming from 100 up to 10000
Client: fixed a bug with inverted PITCH for non-local playermodel
Client: added FireCustomDecal into EfxAPI (was missed)
GameUI: fixed some crash issues after exiting from background map to the normal game menu (like a call of trigger_endsection)
Client: eliminated a muzzleflash's copy from mirror reflection in first person view
Render: fixed a bug with max_texture_units clamping
Render: completely removed glScissor calls (just unused)
Render: updated a thirdperson code for mirrors
Render: rewritten a viewport setup code
Render: fixed software gamma adjustment bug with a flashlight enabled
Render: added a warning message and resetting of vid_displayfrequency if current value is not supported by user's display
Engine: added a new parameter for gameinfo.txt which is called soundclip_dist (a distance of ambient sounds' clipping for the player). The default value is 1000.
Sound: added 'playvol' command (like in GoldSrc)
Server: fixed a crash in 'Gunman Chronicles' at the map end1.bsp
Engine: show more info with 'mapstats' command
Network: fixed a bug with DT_TIMEWINDOW_8
Server: fixed a bug with triggers with 'liquid' textures
Server: fixed some bugs in PVS calculation on server
GameUI: enabled auto-refreshing of current multiplayer maps' list
GameUI: updated 3D playermodel preview for 16:9 screen aspect

Xash3D Engine, build 2636 (stable) changelog:

Engine: added internal loader for deluxemap data (*.dlit files producing by VHLT)
Engine: msurfmesh_t was reorganized to complex vertex data instead of single arrays (VBO-ready)
Engine: decal_t now contain msurfmesh_t with all vertices and texcoords
Render: RenderAPI interface updated to version 35
Render: get support for float textures format (GL_ARB_texture_float is required)
Render: implementation of image program preprocessor, like in Doom 3, syntax: AddNormals( texture1.tga, texture2.tga );
Render: implemented an access to an internal tesselator through RenderAPI
Server: a little update for PhysicInterface: added a support for custom decal save/restore
Client: separate levelshots for wide-screen and normal screen modes
Client: restored a parametric rocket implementation (it was broken somehow two builds ago)
Client: fixed a potential crash with calling of function IsSpectateOnly
Client: pressing the ESC button while playing a video now causes a jump to a next video in a list (instead of complete playback stopping)
Client: fixed a bug with a completion of demos' playback (Connection Problem)
Client: a compensating of screenshots' gamma is toggleable now (cvar "gl_compensate_gamma_screenshots")
Render: optimized a decal code, removed some unused functions
Render: now all the lightmaps are storing into 1024x1024 texture
Render: added cvar "gl_detailscale" for customizing of *_detail.txt automatic generation
Render: fixed some errors with studiomodels lighting
Sound: increased a maximum count of words in sentence up to 64 (from 29)
Engine: fixed a broken recursion in Cmd_CheckMapLis_R (potentially could cause a crash)
Client: passed keyup event through HUD_KeyEvent callback
Network: changed delta params for skycolor_* variables (in some cases color value can be recieved incorrectly)
Network: fixed TIMEWINDOW_BIG mode
Engine: added engine build number into console log

Xash3D Engine, build 2463 (intermediate testing build) changelog:

Engine: reorganized data in texture_t. Released one variable for mod-makers
Engine: changed decal_t structure to get a compatibility with GoldSrc
Engine: expanded mextrasurf_t reserved fields up to 32
Engine: updated player_info_t (added customization_t like in HL SDK 2.3)
Engine: increased local_state_t->weapondata up to 64 slots
Engine: updated IVoiceTweak interface
Engine: new lightstyle system with local time and custom interpolation
Engine: fixed a bug with lightstyle save/restore (previously only first 64 symbols of a pattern can be saved)
Engine: updated r_efx_api_t interface
Engine: updated engine_studio_api_t, removed incompatible function StudioGetTexture, added three new (just as existing ones in CS:CZ)
Engine: added ref_overview to support custom overview implementation
Engine: render interface now marked as a version 30 (due to many changes applied)
Engine: updated triangleapi_t interface
Engine: updated cl_dll interface (also added support for single export that called 'F')
Engine: a little update to enginefuncs_t (server interface)
Client: fixed a crash on shutdown if custom renderer uses AVI-files
Engine: applied a scale for decals on brushmodels or world geometry
Engine: updated model_state_t that keeps info about studiomodels for studio decals, including a body and a skin
Engine: got support for custom studiocache on static and tempents
Engine: write R_Srpite_WallPuff from pEfxAPI
Client: fixed a bug with beam sorting (solid beams were drawed in translucent pass)
Render: added a special flag for decals that indicates a local space (any decal after first shoot)
Render: applied emboss filter on studiomodel textures
Render: was rewritten a client event system for studiomodels to get more predictable results
Network: storing existing decals and static entities into new demo
Network: protocol was revised to version 48
ImageLib: fixed an old bug with saving of non-aligned 8-bit bmp-files
Server: fixed a bug with reloading of hl.dll at every change of a map
Server: a client part of save-file was revised. New version is 0.68

XashXT, version 0.65, revision 1 (final) changelog:

Render: fixed a bug with a missed underwater fog
Other: a bit updated XashXT Demo map (fixed some errors in English text)
Other: few minor bugfixes

XashXT, version 0.65 (stable) changelog:

Client: all exports are merged into a single export that called 'F'
Client: RenderAPI was updated to version 35
Client: background track is rewritten. Now it's using internal engine player instead of fmod.dll
Client: added MusicFade like in Paranoia modification
Render: added overbrights from XashXT: Custom Build 0.7 (thx to SovietCoder)
Render: added a fog code from XashXT: Custom Build 0.7 (thx to SovietCoder)
Render: fixed a beam code (solid beams were drawn in translucent pass)
Render: added grass code (a bit modified) from XashXT: Custom Build 0.7 (thx to SovietCoder)
Render: got support for a new system of lightstyle local times (a way to save too long light sequences)
Render: fixed a bug with disappearing of dynamic shadows
Render: fixed frustum bug with far plane
Render: fixed some bugs of func_monitor
Render: fixed some bugs in Aurora code
Render: restored mode kRenderWorldGlow for sprites
Render: finalized studio cache code
Render: studiomodels event code was rewritten (to get more predictable results)
Render: optimized rain and snow code, limits are increased
Server: env_spark now supports prefixes +\-
Server: momentary_rot_button immediately stops on prefix >
Server: func_rotating toggles directon on prefix > (only when stopped)
Server: func_rotating ignores direction toggles from momentary entities
Server: entities which are attached to a player use his yaw angle now
Server: momentary_door immediately stops on prefix >
Server: fixed some bugs in env_laser code
Server: got to work an air shake for env_shake
Server: created cvar sv_allow_PhysX for user control
Server: func_pushable can be walk on stairs now (testing option)
Server: func_tracktrain can reverse direction on prefix > (only when stopped)
Server: added "parent" field for multi_manager and multi_watcher (useful in some cases)
Server: now all the triggers supports prefixes +\-
Server: angle-based trigger now gets an angle transform from parent
Server: rewritten the ichthyosaur's code (Stupid Quake Bug fix)

P. S. If you a new with Xash3D, please, check this manual about proper installing of the engine. XashXT should be installed in a same folder with the engine, as addon/mod for it (with its' own executable - xash.exe).

P. P. S. Also some new maps and mods were additionally tested for compatibility with Xash3D, so both The list of tested Half-Life modsрусская версия) and The list of tested Half-Life maps have been updated too.

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