XDM is an high-quality 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. It provides extended features, effects and principles with FULL BACKWARDS 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 XHL 3038: weapons, maps and a complete co-operative mission!

There was almost complete silence about upcoming release since last year. Let's fill that gap! This article tells about most important features of XHL version 3.0.3.8.

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First of all, thanks to everyone who wrote suggestions, feature requests, bug reports and just showed interest in this project!

Next release, the X-Half-Life 3.0.3.8 will be a very significant one. There was an ocean of work done on code, mapping, modeling, texturing and other things. Let's shed some light onto upcoming key features.

Co-Operative

Arctic Incident CoOp Beta

After the previous release people complained a lot about absence of out-of-the-box co-operative missions. We fixed that. Last five months I've been busy (and when I say "busy" I MEAN it) working on my co-operation with XF-Alien on a co-op version of Arctic Incident.
This is a very neat single-player mod which I highly recommend to play. But making it really co-op'able turned out to be a really non-trivial task. It all seemed to work more or less, but actual gameplay suffered a lot without proper trigger_transitions, spawn spots, weapons and many other things you don't consider while making single-player maps. Arctic Incident was modified very heavily, it made use of the new scriptable Render System, weapon and monster customization, secrets and many other things. Map design changed, new locations added. It will be a different experience, believe me! The game does NOT require any special versions of Half-Life engine or anything else.

Render System

particle systems birth of the universe

The known among Half-Life modders RenderSystem overcame significant changes. A script-based implementation will be introduced. One script will include as many systems as the designer wants, all parameters can be tuned. Also it is not necessary to recompile and restart game every time. Almost no mapping is required (can be placed via online map patch scripts). Most systems were optimized further to make less use of the CPU cache, more compact instructions and unrolled expressions. As always, backward compatibility is kept to support older maps.

Maps

Arctic Incident CoOp Beta

After looking at lots and lots of maps made by various good designers I decided to update XHL maps to look more up to date too. I ended up remaking some, redesigning others. Improvements will be more than noticeable. I also started to make use of the new Jackhammer editor and it showed itself as a capable alternative to the original Hammer editor. No screenshots for now, don't want to spoil the surprise!

Weapons

Arctic Incident CoOp Beta

By many requests, new weapons have been implemented. These include: sniper rifle, razor disk launcher, black hole generator. Lots and lots of work was involved in making those. Especially modelling. But with new weapons the gameplay got more interesting and dynamic. Now it's a real pain to put them on on maps... (-_-)

Platform SDK release

Arctic Incident CoOp Beta

X-Half-Life is not just a mod, it's a modding platform that is becoming more and more known among HL modders. There are released and planned mods utilizing XHL as their platform. Unlike SoHL, XHL is more muliplayer-oriented and offers much more in terms of compatibility, gameplay, network utilization and is far more advanced in many technical aspects.
So, it was decided to release a separate platform SDK that will not only include the C++ code, but also mapping and modeling resources, sources, examples, templates, even music source files. This will allow modders to get a package stripped off all unneeded resources, allowing to focus on building a game by customizing every available file, while understanding the architecture and principles of how XHL works.

Among other things I'd like to mention the potential Linux support (with client and music libraries), secrets, unique score for killing monsters and slightly updated bot DLL.
That's all for now. Thank you and stay tuned!

Post comment Comments
CyborgParrot
CyborgParrot - - 1,733 comments

Looking Great.

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Qwertyus
Qwertyus - - 2,508 comments

Под Ксашем-то будет работать, или опять болт? :)

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~X~ Author
~X~ - - 555 comments

Noone knows. \(o_o)/
А ксаш вообще работает? Оригинал-то нежизнеспособный, а если там кто-то что-то исправляет, то может и запуститься. Никаких антиксашных кодов в XHL нет.

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Qwertyus
Qwertyus - - 2,508 comments

Просто хотелось бы видеть, по крайней мере, синглплеерную часть XDM совместимой с Ксашем. На самом деле, там не настолько много и принципиальных расхождений, основная проблема - непонятки со звуком. Но я так вижу, тебя этот вопрос вообще не интересует. А зря, т. к. Ксаш сейчас даёт второе дыхание модам ХЛ засчёт возможности проходить их на мобильных девайсах. И ты, будучи разработчиком, упускаешь возможность расширить аудиторию поклонников своего мода, если бы взялся за отладку совместимости, для начала, с обычным Ксашем. А там бы, глядишь, и с портированием кто помог (а может, ты б и сам смог). К тому же, в синглплеерной части XDM я обнаруживал недоработки, которые проявляются и под обычным ГС, а не только под Ксашем. А это уже говорит о недостаточном тестировании самого мода.

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~X~ Author
~X~ - - 555 comments

Автор ксаша наотрез отказался сотрудничать - что ещё делать? К тому же XHL создавался и _работает_ в HL. А если Xash3D пытается имитировать работу HL, то, выходит, не совсем удачно.
Проблемы там в передаче данных sv-cl для оружия. В ксаше на клиенте оружия прост не видно. Ещё не поддерживаются субдиректории для карт, не читается settings.scr, конфликтует команда endgame, etc. etc. ...

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