Post news Report RSS Xash3D Engine v0.98, build 3598 has been released!

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, it works fine. Many of important known bugs have been wiped out, so it's good for the updating of your current installation. It's experimental in the most part because some of features are really new and probably may be reworked later.

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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, it works 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 specific Xash3D projects like XashXT, Paranoia 2 or Quake Remake, because they depend on some of revised features and should be updated later for full compatibility). It's experimental in the most part because some of features are really new and probably may be reworked later. Below is the list of changes since the previous public build 3366.

Xash3D v0.98 build 3598 changelog:

Engine: implementation of generic extension of BSP file format. Added some extra lumps for mods to make new features like terrains, improved lighting etc.
Engine: PVS system rewritten for variable PVS radius that can be used as FAT PVS or FAT PHS without recalculating of vis-array
Engine: started to implement a new global feature which is called HOST_FIXED_FRAMERATE to provide constant FPS for client and server (Xash-based mods only)
Engine: fixed wad parsing from "wad" string in worldspawn settings (was broken in previous version)
Engine: fixed crash/hanging while trying to play AVI-file if codec is not installed
Engine: 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: added few functions in RenderAPI for Xash3D FWGS by a1batross request
Render: 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: completely rewritten texture loader, obsolete code removed, added support for multi-layered textures and float textures, fixed errors
Render: now "gl_texturemode" is obsolete and removed. Use "gl_texture_nearest" cvar instead
Render: improved double-cloud layered sky for Quake. Reduced parallax distorsion
Render: 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: changed DSP code to get DSP effects more like in original GoldSrc
Sound: rewritten sound PHS code. Now it can be useful
Sound: first implenantion of raw-channels manager (in the future this will be used for a custom video playing in Xash-based mods and voice stream)
Sound: sentence sounds now can be freed after playing (and save some memory)

Server: allowed to write map lums 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 send to all the clients
Server: fixed player animtion timings
Server: added cl_msglevel cvar to filter up unneeded messages
Server: restart server properly if circular buffer pointer was exceeded 32-bit limit value
Server: fixed player think timings

Client: added two functions into engine interface for custom interpolation on the client
Client: demo protocol has been changed to 2 (now allows comments in demo's header)
Client: 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 (rockets in TFC as example) in multiplayer
Client: implementation of GoldSrc-like net graph
Client: fixed ugly "un-duck" effect right after changing a level (see for example 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: finalized NETAPI. Now it can handle servers list from a master server (and display on a built-in client browser, of course)
Client: texturebrowser and overview mode now are not affected by player's moving in the world
Client: accumulate pmove entities 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 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 (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 or player names

Console: now map list show an extension or type of various map and mapstats check level 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!

Post comment Comments
Magic_Nipples
Magic_Nipples

"Engine: implementation of generic extension of BSP file format. Added some extra lumps for mods to make new features like terrains, improved lighting etc."
What? Do you mean that custom .bsp version 31?

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Qwertyus Author
Qwertyus

Unkle Mike has made custom build of VHLT. It supports shadows for models, as for normal GoldSrc maps, as for Xash3D maps. BSP31 is featuring now advanced lighting/shadow settings not only for a whole map, but for selected brushes too. New compilers are in beta-testing stage.

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Guest
Guest

How can i run half life on this version? It always gives me an error that it cannot initialize client.dll but its present on the "valve" folder

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Qwertyus Author
Qwertyus

Manual:
Moddb.com
Be sure to do step 6.

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Guest
Guest

I did that, but it still shows the same error

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Qwertyus Author
Qwertyus

You need to replace hl.dll in valve\dlls & client.dll in valve\cl_dlls with files of the same names from extras.

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wbyokomo
wbyokomo

Qwertyus
Can you write a tutorial how to run a Windows OS of dedicated server for Xash3D? I wanna run my own Half-Life: Deathmatch server using Xash3D engine.

1 more question, can i join my dedicated server if i host using the same machine as game client?

Thank you.

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Qwertyus Author
Qwertyus

What kind of tutorial do you need? Hosting a game via dedicated server with Xash3D is almost the same thing, as hosting of DS for normal Half-Life/GoldSource. Just run #hl.exe and use console commands to create a game you want. The only problem for now is that Xash3D doesn't use server.cfg/listenserver.cfg as it was intended in GoldSrc. Instead of reading the custom settings for your servers from these files Xash3D only uses listenserver.cfg to store temporary server configuration (the file is being overwrited each time when server starts). If it's important to you, you can try FWGS version, it uses server.cfg/listenserver.cfg properly, in GoldSrc way. You also can join created game via client and use remote console to manage the server's settings.

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