X-Half-Life: Deathmatch (XDM) is an Unreal Tournament-style Half-Life 1 modification. XDM features Classic Deathmatch, Team deathmatch, Capture The Flag, Domination, Co-Operative, Last Man Stanging, Singleplayer game rules, new weapons, new high-quality maps, new hi-def models and lots of special effects. It is an Unreal/UT-style HL mod with tons of familiar stuff and atmosphere. 8) XDM continued where VALVe stopped. XHL provides extended features, effects and principles with FULL BACKWARD COMPATIBILITY. XHL pushes HL engine to its limits, don't underestimate the GoldSource! XDM - brings unreality to Half-Life since 2001!

Post news Report RSS XDM 3.0.3.8 Last hours of testing: download now!

Bug hunt is close to the end: can release happen tomorrow or we don't get past another fatal error?

Posted by on

Hi everyone!

Today we're counting final hours before 3038 release. The beta package is now ready and available for downloading. I'd really appreciate it if you could run XDM with bot for a few hours to at least find out possible crashes and problems!

[ DOWNLOAD LINK CLOSED ]
(thank you for participating)

Run like this:

hl.exe -game XDM -console -dev -32bpp -particles 32768 -num_edicts 4096 -surfcachesize 6291456 -nosteam -anyaspect -nojoystick -tos -insecure -nomousegrab -noontop +developer 2
hlds.exe -nosteam -nomaster -game XDM -console -dev -particles 65536 -heapsize 72000 -num_edicts 4096 +sv_lognotice 1 +mapchangecfgfile "mapchange.cfg"

It's still not fully compatible with official Xash3D release because of client gravity and DLL loading behavior, but it should work on all Half-Life versions since 1110.


Oh, and here's a little part of the changelog.txt:

Added: 
 > CL: Scripted Render System! Look in "/docs" and "/scripts/rendersystem". 
 > CL: level of detail for player models, it changes every "r_lod_dist" units. 
 > CL: statistics window now shows combo and award titles. 
 > CL: at the end of a match you can view statistics of every player. 
 > CL: letters as hotkeys in command menus. 
 > CL: ability to temporarily change score panel title. 
 > CL: close delay for message windows (yes, to make people actually read MOTD). 
 > CL: GUI buttons now can play different action sounds depending on action result. 
 > CL: button shortcuts in spectator menu (arrows, "o", "c"). 
 > CL: bubbles to beam rifle explosion. 
 > CL: custom "ammo" entity, to be used with "maps/mapname_ammotypes.txt" and "maps/mapname_hud_ammo.txt". 
 > CL: notification when a player exits spectator mode and joins the game. 
 > CL: ability to scroll text in VGUI windows using mouse wheel (sometimes loses focus though). 
 > CL: v_inset_bounds controls size of the minimap/overview window, format: "X Y W H" in percents. 
 > CL: studio model event 5005 "set skin" (used by some new viewmodels). 
 > CL: new damage types and sprites. 
 > CL: long jump module icon is now saved/restored properly. 
 > CL: weapon p_ model changes body/skin along with the v_ model, IT MUST HAVE SAME NUMBER OF BODYGROUPS and texturegroups to work. 
 > CL: .xpl default playlists for various multiplayer game rules. Loaded when everything else fails. 
 > CL: fallback to TEMPENTS if RenderSystem is disabled for static architecture. 
 > SV: user rights management ("modrights" command) - allows certain players to gain special rights like execution of developer commands. Rights: player, mod, admin, dev. 
 > SV: ability for multiple developers to work simultaneously (most developer commands now work independently for different clients). For example, "mycoordedit" won't interfere with other client's coordinates. 
 > SV: more virtual AI sounds, monsters react to them. 
 > SV: certain skyboxes can block air strikes: add them to "scripts/sky_no_airstrike.txt" 
 > SV: death sounds to scientists. 
 > SV: env_shake can now have permanent effect (duration 0) and be toggled. 
 > SV: hud_timer (point entity) which adds a large timer to players HUD. 
 > SV: trigger_secret (point entity) which affects player's statistics. 
 > SV: (map design) console entity actions as targets in ALL entities! (e.g. target == "#mymonster set renderamt 127" or "#mytarget rotate "0 90 0"") 
 > SV: (map design) func_wall* now have targets. 
 > SV: (map design) func_illusionary can now be toggled. Use effect EF_NODRAW as "start OFF" option. 
 > SV: (map design) doors can have their "distance" changed dynamically. 
 > SV: (map design) breakables can now have anything as "spawnobject". 
 > SV: (map design) env_beam now have "target" field which is fired on every strike. 
 > SV: (map design) support for KillTarget on path_* entities. 
 > SV: (map design) support for custom materials using maps/mapname_materials.txt (overrides global materials). 
 > SV: (map design) support for custom models on all weapons! 
 > SV: (map design) support for custom sounds on func_trains, doors, buttons, mortar_fields. 
 > SV: (map design) support for custom gib count, health, score and blood color for monsters. 
 > SV: (map design) trigger_teleport supports multiple targets with the same name (helps preventing players from teleporting into each other). 
 > SV: (map design) trigger_teleport can now be a point entity without model and be used only by name. 
 > SV: (map design) custom env_projectiles can have size, different move types, 
 > SV: (map design) detection of game rules based on internal map property "gameprefix" (does not override file name prefix). 
 > SV: (map design) team start delays to the world (teamstartdelay1...4 keys). 
 > SV: (map design) "airstrikepolicy" - allow or forbid use of airstrikes on this map (useful for xen maps). "black" and "xen" skynames disable airstrikes by default. 
 > SV: (map design) custom capacity for batteries and medkits. 
 > SV: (map design) ability to set custom models to items, monsters and many other things. 
 > SV: (map design) check for all monsters to have proper body groups set. 
 > SV: (map design) team restriciton to rules entities (like game_player_equip, game_zone_player, game_player_hurt, etc.). 
 > SV: (map design) player_weaponstrip team restriction, "once" and "everyone" flags. 
 > SV: (map design) support for studio models for all wall-mounted chargers (uses 2 skins, 2 sequences, 1 controller), just paste classname into editor. 
 > SV: (map design) talking monsters can now have custom sentence prefixes (like "BA" or "SC"). 
 > SV: (map design) bullet modes to weapon_custom (requires damage to be set). 
 > SV: material-based hit velocity adjustment for breakables. 
 > SV: mp_pickuppolicy controls which dropped weapons can be picked up (0-all, 1-owned only, 2-owned by friends). 
 > SV: sv_bullet_distance cvar for server administrators. Sniper rifle multiplies it by 2. 
 > SV: sv_tau_velocity_mult cvar to tune weapon_gauss recoil velocity. 
 > SV: class CLASS_HUMAN_MONSTER, used by zombies. 
 > SV: talking monsters now comment on hearing suspicious sounds. 
 > SV: game_score flag to award everyone. 
 > SV: CoOp: ability to keep score across maps to make the competition even tougher (mp_coop_keep_score). 
 > SV: CoOp: players now respawn in positions where trigger_autosave was activated for them last time. 
 > SV: CoOp: after level change players spawn only at spots that match used landmark (it it was set by designer). 
 > SV: revenge on monsters in CoOp. 
 > SV: sk_osprey_health skill cvar. 
 > SV: trigger_autosave visible and works in CoOp games. 
 > SV: players now may change weapons while current weapon is holstered (even while on ladder). 
 > SV: SF_ITEM_NOFALL (200) flag to all items so they are not dropped to the ground from the initial spawn spot. 
 > SV: custom maximum armor in multiplayer. 
 > SV: unlimited number of func_rotating sound presets (sound/fans/fan#.wav, fan#on.wav, fan#off.wav) + start/stop sounds. 
 > SV: developer commands: searchents, searchradius, searchindex, searchforward (run without arguments for usage info). 
 > SV: "set keyvalue" from whatever command now accepts entity pointer fields as entity indexes. 
 > SV: mp_maxteams cvar to use in map_pre.cfg configs (resets to 0 on every level change). 
 > SV: mp_playerstarthealth and mp_playerstartarmor cvars. 
 > XBM: -modsvdll command line parameter to specify mod server DLL name (available only if compiled with SVDLL_NEWFUNCTIONS) 
 > env_static colormap (special textures) is set according to rendercolor. 
 > New co-operative campaign - Arctic Incident. 
 > ITEM_FLAG_IMPORTANT which prevents weapon from being lost... hopefully. 
 > "Distant shot" event/stat. 
 > (dev) Ability to place non-precached entities on maps by unchecking "create now" box. 
 > plasma balls water hit effects. 
 > weapon_sniperrifle - lots of people requested it. 
 > weapon_disklauncher - shoots rotating razor blades that bounce off hard surfaces. 
 > weapon_bhg - black hole generator, primary fire charges automatically half a clip, secondary may charge full clip. 
 > Damage types: DMG_MICROWAVE - distorts HUD, DMGM_DISARM (mask) - prevents player/monsters from shooting. 
 > Many more death notice sprites (tanks, doors, trains, turrets). 
 > Ability to show ANY entity on the map. But no distinction yet (HL limitation). 
 > New AudioTrack system which allows saving and restoring track position (works only for external player, not HL CD/MP3 player). 
 > sk_dmg_mortar for monster_mortar on maps. 

Comments
Qwertyus
Qwertyus

Great!

Reply Good karma Bad karma+2 votes
~X~ Author
~X~

Oh yeah, it is )

Reply Good karma+2 votes
~X~ Author
~X~

...and the link is closing... now!
I see quite a few people downloaded the package although it wasn't even on the main page. Thanks everyone! If you have any bug reports, send them ASAP!

Reply Good karma+1 vote
HEVcrab
HEVcrab

So when is the release going to be?

Reply Good karma Bad karma+1 vote
~X~ Author
~X~

If you don't count this beta, the actual release depends only on two things:
- I fix critical bugs reported here
- I fix my computer :-/

Reply Good karma+1 vote
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