Xash3d half life

Xash3d half life

Запуск Half-Life под Xash3D: руководство (Russian) feature

Posted by Qwertyus on Aug 28th, 2012

Как использовать Xash3D для игры в Half-Life:

пошаговая инструкция для всех желающих.

2. Скачайте свежую версию движка Xash3D. В данный момент это билд 4344 (v0.99). Вы можете найти его в секции «Files». После скачивания вы получите файл Xash3D_build4344_with_extras.zip на вашем компьютере.

3. Теперь вам нужно создать отдельную папку для установки Xash3D. Вы можете создать её, где вам угодно, но только не стоит создавать её внутри той директории, куда уже установлен ваш Half-Life (не поступайте, как нуб, ЛОЛ). Лучше всего использовать простой короткий путь к данной папке и дать ей подходящее название, что-нибудь вроде «D:\Games\Xash3D«. Эта папка и будет вашей главной директорией Xash3D для игр.

4. Найдите и откройте папку, в которой расположены основные игровые ресурсы Half-Life. Для WON-игры это может быть что-то наподобие «C:\Sierra\Half-Life\«. Вы увидите там директорию «valve» внутри. Для Steam-игры это может быть что-то вроде «C:\Program Files\Steam\SteamApps\«.

5. Скопируйте целиком папку «valve« со всем её содержимым из папки с установленным Half-Life прямо в основную директорию игры Xash3D (которую вы создали на Шаге 3). После этого у вас получится что-то наподобие папки «D:\Games\Xash3D\valve» со всем основным содержимым игры. Если вы используете Steam-версию игры, то после извлечения файлов зайдите в папку «valve\sound\common«. В ней находятся несколько файлов с именем типа launch_*.wav. Скопируйте их в папку «valve\media» (они необходимы для воспроизведения звуков меню в игре, но присутствуют в нужном месте только в WON-версии игры). Внимание! В вашей папке «valve\SAVE» могут находиться старые сохранённые игры. При определённом стечении обстоятельств это может вызвать проблемы со сменой уровней, когда вы начнёте новую игру под Xash3D. Поэтому рекомендуется удалить полностью всю папку или очистить её от старых файлов сохранений, во избежание потенциальных ошибок!

10. Убедитесь в том, что вы не забыли прочесть дополнительную информацию про возможности и особенности Xash3D (которая находится в документации в папке «docs«, плюс те текстовые файлы, которые расположены в основной директории Xash3D). Некоторая информация также размещена здесь, на ModDB. Пожалуйста, ознакомьтесь с подробностями сами, прежде чем задавать какие-либо вопросы о том, чего вы ещё не знаете.

P. P. S. Не забудьте ознакомиться с данной статьёй для информации о совместимых модах и рекомендованных условиях / советах по их запуску и с более новой её редакцией, разбивающей моды по принципу использованного в них кода: моды со стандартным кодом и моды с нестандартным кодом.

Запуск Half-Life под Xash3D: руководство (Russian) feature

Xash3D Engine

Xash XT Group | Released 2011

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.

Posted by Qwertyus on Aug 28th, 2012

Как использовать Xash3D для игры в Half-Life:

пошаговая инструкция для всех желающих.

2. Скачайте свежую версию движка Xash3D. В данный момент это билд 4344 (v0.99). Вы можете найти его в секции «Files». После скачивания вы получите файл Xash3D_build4344_with_extras.zip на вашем компьютере.

3. Теперь вам нужно создать отдельную папку для установки Xash3D. Вы можете создать её, где вам угодно, но только не стоит создавать её внутри той директории, куда уже установлен ваш Half-Life (не поступайте, как нуб, ЛОЛ). Лучше всего использовать простой короткий путь к данной папке и дать ей подходящее название, что-нибудь вроде «D:\Games\Xash3D«. Эта папка и будет вашей главной директорией Xash3D для игр.

4. Найдите и откройте папку, в которой расположены основные игровые ресурсы Half-Life. Для WON-игры это может быть что-то наподобие «C:\Sierra\Half-Life\«. Вы увидите там директорию «valve» внутри. Для Steam-игры это может быть что-то вроде «C:\Program Files\Steam\SteamApps\«.

5. Скопируйте целиком папку «valve« со всем её содержимым из папки с установленным Half-Life прямо в основную директорию игры Xash3D (которую вы создали на Шаге 3). После этого у вас получится что-то наподобие папки «D:\Games\Xash3D\valve» со всем основным содержимым игры. Если вы используете Steam-версию игры, то после извлечения файлов зайдите в папку «valve\sound\common«. В ней находятся несколько файлов с именем типа launch_*.wav. Скопируйте их в папку «valve\media» (они необходимы для воспроизведения звуков меню в игре, но присутствуют в нужном месте только в WON-версии игры). Внимание! В вашей папке «valve\SAVE» могут находиться старые сохранённые игры. При определённом стечении обстоятельств это может вызвать проблемы со сменой уровней, когда вы начнёте новую игру под Xash3D. Поэтому рекомендуется удалить полностью всю папку или очистить её от старых файлов сохранений, во избежание потенциальных ошибок!

10. Убедитесь в том, что вы не забыли прочесть дополнительную информацию про возможности и особенности Xash3D (которая находится в документации в папке «docs«, плюс те текстовые файлы, которые расположены в основной директории Xash3D). Некоторая информация также размещена здесь, на ModDB. Пожалуйста, ознакомьтесь с подробностями сами, прежде чем задавать какие-либо вопросы о том, чего вы ещё не знаете.

P. P. S. Не забудьте ознакомиться с данной статьёй для информации о совместимых модах и рекомендованных условиях / советах по их запуску и с более новой её редакцией, разбивающей моды по принципу использованного в них кода: моды со стандартным кодом и моды с нестандартным кодом.

Xash3D : Half-Life : Enhanced Windows game

Xash3D : Half-Life : Enhanced

Gunship_Mark_II | TBD

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Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life

Xash3D : Half-Life : Enhanced is a expanision that adds more fun to Half-Life 1 Game. Tired of old graphics? Engine limits? Boring Effects? Then this mod is for you!

Based on brand new Xash3D engine which support ALL GoldSRC content and have enhanced limits.

Using Trinity Renders as rendering engine which provide some awesome special effects like Particle Systems, Decals, Shadow Mapping, Water Shaders, Simple PerPixel Lightning and more!

All what you need to play is LEGAL Half-Life 1 and content from it. Installation instructions will be posted when expanision will be released!

This Expanision will contain enhanced Half-Life gameplay with more gore and stunning particle effects as well as new sound effects. This Expanision partially support netowrking so you will be able to play with friends online, but when you are offline you will be able to play with Computer controlled bots!

This Expanision contain lots of stuff which people contributed to Half-Life Modding Community i will provide credits to all of you.

Список модов Half-Life, протестированных под Xash3D feature

Xash3D Engine

Xash XT Group | Released 2011

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.

Posted by Qwertyus on May 8th, 2014

ПОДРОБНЫЙ СПИСОК СИНГЛПЛЕЕРНЫХ МОДОВ HALF-LIFE, ПРОТЕСТИРОВАННЫХ НА СОВМЕСТИМОСТЬ С XASH3D

Успешно протестированные незавершённые или демонстрационные моды (любые варианты альфа, бета, демо версий модов, которые не имеют завершённой сюжетной линии, или разработка которых была прекращена, поэтому эти моды могут обладать неполным функционалом или могут содержать некоторые внутренние баги; но, несмотря на это, данные моды не имеют несовместимостей с Xash3D):

Моды, имеющие незначительные несовместимости, которые могут нарушить нормальный геймплей или прохождение игры (но при этом практически полностью играбельные):

Несовместимые моды (постоянно «вылетающие» моды или моды, в которых невозможно правильное использование каких-либо важных игровых особенностей под Xash3D):

П. С. Пожалуйста, имейте в виду, что все эти моды были протестированы под различными билдами Xash3D. Есть вероятность того, что новейшие билды Ксаша могут содержать как исправления для обнаруженных проблем, так и новые проблемы, в том числе. Это происходит, потому что движок Xash3D со времён билда 1905 подвергался многочислённым глубоким изменениям, с тем, чтобы добавить поддержку множества особых новых возможностей Ксаш-мода (таких, как физика PhysX, динамическое освещение и т. д.). К сожалению, некоторые новые части кода могут содержать скрытые несовместимости с различными функциями Half-Life, которые изредка используются в модах. Тут всё зависит от тестирования и продолжения развития движка и требует времени для исправления.

Xash3D-compatible Half-Life mods with a custom game code feature

Xash3D Engine

Xash XT Group | Released 2011

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 article is about those singleplayer Half-Life mods which use non-standard game code. In most cases, their code is only Windows-compatible, so they will be suported only by Windows versions of original Xash3D or Xash3D FWGS. But sometimes you will have a chance to play them properly on another OS (if there is a ported version of the mod). Here is the guide about all Xash3D-compatible singleplayer mods, which use a custom game code.

Posted by Qwertyus on Nov 1st, 2018

Currently Xash3D Engine by Unkle Mike (Windows version) supports almost every singleplayer Half-Life mod or map based on the standard game code. By the word «standard» is meaning a wide variety of mods released from early beginning of WON Half-Life era till the current Steam Half-Life, mods which used common Half-Life hl.dll & client.dll without applying any changes to them. Such mods are supported by Xash3D mostly without any problems, and you can find an information about them in this article.

But there are a lot of Half-Life mods which use a custom game code of any kind, intended for different things, from changing a HUD’s color to adding new weapons, NPCs, monsters, game mechanics, visual effects etc. Most of them are supported by Xash3D also, except mods, based on very old HLSDK (before WON version 1.1.0.0) and mods which bound to modern interfaces of current Steam Half-Life. Though in some cases Xash3D FWGS can help you with last ones.

But you should understand, that most of mods with a custom game code are only Windows-compatible. It means, if you try to launch them with any ported version («fork«) of Xash3D on another OS (like Android, Linux, Mac, iOS etc.), you will get different problems, from missing new weapons, NPCs, monsters, visual effects etc. to completely broken game mechanics. It’s because the new code of such mods should be also ported on specific OS to make a mod work properly.

So, here is a guide about singleplayer Half-Life mods with non-standard game code, which were tested with Xash3D. All listed mods have a download link (if possible). You can play them with Xash3D, using common rules of mods’ installing. Highly rated mods are marked with a bold font. Some mods have a compatibility tips, or an information about inner bugs of a mod (which show themselves not only with Xash3D, but with GoldSrc too). Some mods caused problems with performance on old builds of Xash3D because of engine-side mirrors (if «gl_allow_mirrors» cvar is set to «1«), but in latest builds this feature is removed, so you shouldn’t get a trouble with it (still actual for previous builds though).

XASH3D-COMPATIBLE SINGLEPLAYER HALF-LIFE

MODS WITH NON-STANDARD GAME CODE

Compatible Half-Life themed mods (or which are using in a most part original Half-Life resources, weapons and characters):

Compatible mods & maps, based on Opposing Force‘s game code (some of them are released as separate mods for Half-Life, some are mappacks or maps which require Opposing Force to play):

Compatible mods, based on Spirit of Half-Life‘s code (SoHL is an advanced coding base for many mods, and there are ported versions of SoHL for another platforms, which can also be used to play corresponding mods not only on Windows, but on Linux, OS X & Android too, considering the required version of SoHL; «SoHL 1.2 compatible» means that mod is properly playable with origihal SoHL 1.2):

Compatible total conversions, fun or horror mods (or other mods and games which are using in a most part their own resources, weapons and characters or which have a very different plot):

Compatible unfinished or demonstration mods (any kind of alpha, beta, demo versions of mods which have no complete storyline or which have been cancelled in development, so they can be not fully featured or can contain some inner bugs; however these mods have no incompatibilities with Xash3D):

Compatible mini-mods with a custom game code, featuring only 1 singleplayer map:

Mods that have minor incompatibilities which can interrupt normal gameplay or completing a mod (but still almost totally playable):

Incompatible mods (constantly crashing mods or mods which can not use properly some of their important features with Xash3D):

P. S. Please keep in mind that most of those mods were tested with original builds of Xash3D by Unkle Mike. The proper support of some mods was added only in latest builds of Xash3D, so you still may have problems using outdated builds of Xash3D or Xash3D FWGS. Also, because the engine was rewritten many times, there is a chance, that some of mods successfully tested on previous builds may show problems with latest builds. So if you use a latest Xash3D build (4344 currently) and see a problem, which looks like engine-side bug, please report.

Original Xash3D & Xash3D FWGS are not fully compatible, so if you want to try both of them, create a separate installation of the game and mods for each of them, in different directories. If you want to report about any bug, please provide as more detailed information as possible (version and build of Xash3D, version of OS, mod name and its’ version, a map where the bug is happening, what is wrong exactly, comparing to the gameplay with GoldSrc). By the way, latest builds of Xash3D (and the «new» FWGS version) use GoldSrc-compatible format of saved games, so you can swap save-files between Xash3D and original Half-Life to examine a problem. Though this makes them incompatible with old versions of the engine.

Running Half-Life under Xash3D: user’s manual (English) feature

Hello, if you are new with how to use Xash3D Engine to run Half-Life and its’ mods, this manual is for you. Just follow the instruction and have fun!

Posted by Qwertyus on Aug 28th, 2012

How to get work Half-Life under Xash3D:

step-by-step instruction for anyone.

2. Download the latest version of Xash3D Engine. Currently, it’s a build 4344 (v0.99). You can get it at the «Files» section. After downloading you will get a Xash3D_build4344_with_extras.zip file on your computer.

3. Now you have to create a separate folder for Xash3D installation. You can create this folder anywhere you want, but please don’t choose for this that directory where your Half-Life is installed already (doing so you’re going to have a full set of predictable compatibility issues, from different errors to inability to start the game at all). It’s better to use simple short path to this folder and give it an appropriate name, something like «D:\Games\Xash3D» (please note, that for better compatibility it’s not recommended to have spaces or non-english symbols in folder names). This folder will be your main Xash3D game directory.

4. Locate and open a folder with a basic Half-Life game content. For the WON version of game it can be something like «C:\Sierra\Half-Life\«. You will see a «valve» directory inside. For the current Steam version of the game it can be something like «C:\Program Files\Steam\SteamApps\common\Half-Life«. You also will be able to find a «valve» directory inside it.

5. Copy the whole «valve» folder with all of its’ contents from your Half-Life game folder directly into the main Xash3D game directory (which you created at Step 3). So after that you get something like «D:\Games\Xash3D\valve» with a basic game content. If you are using Steam version of the game as a source, after copying (extracting) of «valve» folder also check inside «valve\sound\common» folder. There are some launch_*.wav files. Copy them to the «valve\media» folder (these sounds are required for Xash3D game menu, but they present in this folder only in WON versions of the game). You may also be interested to check this add-on. Please note, that you can have some old saved games in your «valve\SAVE» folder. It’s recommended to delete this folder entirely or clean out any of found save-files, because they can interfere with proper beginning of a new game under Xash3D!

6. Proceed to extracting the contents of Xash3D_build4344_with_extras.zip archive into the main Xash3D game directory. At first, you will get 2 more archives: Xash3D_build4344.7z and Xash3D_extras.7z (there’s also Xash3D_build4344_sources.7z, but it’s only for developer’s needs). 7z files are 7-Zip archives, which can be extracted with 7-Zip program or with any other appropriate archiver. Continue their extracting into the Xash3D directory with overwriting any of existing files (some files in the «valve» folder must be replaced with files from Xash3D_extras.7z, especially dll-files, otherwise you may get critical error and be unable to play the game). Finally, you will get the Xash3D directory with «docs«, «source code» and «valve» folders inside, plus files dedicated.exe, hl.exe, Install Notes.txt, menu.dll, readme.txt, vgui.dll and xash.dll.

8. Start your game via the created shortcut. At the first launch, engine will try to detect your current desktop resolution, and use it in a fullscreen mode. If it fails in doing so (your desktop resolution is not supported, or something else), it will use a windowed mode and 800×600 resolution. When the game menu appears, you’ll be able to edit your game preferences (video mode, resolution, sound effects, controls etc.) via «Configuration» menu. Please note, that in the «Sound» menu there is «Enable sound interpolation» checkbox. It’s unchecked by default, because this is an experimental feature in Xash3D. It can cause some wrong sound effects in certain situations. So enable it «on your own risk», if you really want to try. It’s recommended to restart the game after significant changes of configuration (video mode or resolution settings, multiple changes of control keys etc.) to apply and save new settings properly. In case of engine’s crash applied settings will not be saved.

10. Make sure you have read an additional information about Xash3D posibilities and features (which is containing in documents in the «docs» folder, plus in those text files in the main Xash3D directory). Some information is also avaliable here, at ModDB. Please read the details, before you ask about something, that you don’t know yet.

ADDITIONAL TROUBLESHOOTING TIPS

If you have problems of any kind, like game doesn’t start or some functions don’t work properly, at first re-read this manual again and try to understand if you did something wrong on installing. The major problem is that people do not copy game files correctly. If you got an error message like «Couldn’t load gfx.wad» this mostly means that some files are missing or copied in a wrong place. So check again that you have «valve» folder with all the basic Half-Life contents in your main game directory (the directory that you manually created and copied there hl.exe, xash.dll, menu.dll and other Xash3D files), make sure that you have in «valve» those files which are mentioned in your error message. If the mentioned file is on its’ place, then maybe some game settings are corrupted. So you need to check gameinfo.txt file in the «valve» folder, or in the folder of that mod you’re trying to launch. This text file defines the parameters which should be used to start the game or mod (like basedir path for «valve» folder, or gamedir path for the mod’s folder, e.g. «gearbox» for Opposing Force; also the important parameters are dllpath, usually «cl_dlls«, and gamedll, usually «dlls/hl.dll«, they set path & names for game or mod’s dlls and must be correct). Gameinfo.txt normally is generating automatically by Xash3D, using the data from liblist.gam file in the same folder, but for some reasons you may have incorrect settings here. If you have any problems and not sure which parameter is corrupted, it’s safe to delete this file and allow the game to restore all the settings automatically. Sometimes game refuses to start with correct video settings and you can’t set a proper resolution etc. This can be caused by files shipped with a mod you are trying to launch. To fix the problem delete from the mod’s directory files opengl.cfg & video.cfg. They also have to be generated automatically for your system by Xash3D, and mod’s authors should not include them into mod’s files, because they are system-dependent.

Another common issue is an error message like «Host_InitError: can’t initialize client.dll«. This means that engine can not handle with the client.dll that you have in your mod’s folder. There are several reasons to this. 1. This file is linked to the modern Steam interface, so the game won’t start until you’re trying to use that dll. This also happen with Half-Life‘s files from Steam too, that’s why we need to perform Step 6 of this manual and replace some files, including original client.dll, by the version from Xash3D Extras. Sometimes inexperienced mod’s autors copy Half-Life‘s dlls from Steam and put them with their mod’s files, instead of setting proper dlls’ parameters for the mod. In case those dlls are original unmodified Half-Life‘s dlls it’s safe to delete client.dll from mod’s folder and start the game again. For the mods like Opposing Force, Blue Shift or Team Fortress Classic there are old (WON) versions or recreated copies of their client.dll, which you can copy over Steam files to make them work with Xash3D. 2. That file could be taken from another official Valve‘s game like original Counter-Strike v1.6 or Condition Zero. Those games has encrypted client.dll which also will work only under Steam version of Half-Life. Such mods are unsupported by Xash3D, because they have modified game code and there is no correct replacement to it. So if you delete client.dll, the game may start, but it will not work properly. 3. Valve released new game SDK, which also links Half-Life‘s game code to the Steam version of the game. So some new mods have a game code based on this SDK and their client.dll will not work with Xash3D because it’s linked to the Steam resouces. Sometimes such mods may just require SDL support. If so, you can try the mod with FWGS version of Xash3D, because it does have SDL support. But, again, you are not guaranteed to get every mod working properly. The only option is to ask mod’s developer to release compatibility fix for Xash3D, if it’s possible. Mods mostly do not need something specific from Steam files, so it’s doable, but depends on mod’s author.

The other problem is that sometimes your anti-virus software or system restrictions can prevent the engine from starting the game at all, or from starting it properly. So if you have any uncommon troubles on a game start, make sure your AV or VAC do not restrict the access to the hl.exe or to *.bat or *.cmd files which can be used to start a mod. To prevent problems with Windows settings it’s not recommended to install the game into important system folders, like «Program files«, for example. It’s better to put your game into a separate folder like «Games», and start it from there. Remember that official Xash3D files are open-sourced and do not contain any malware, but some AV engines may treat them as suspicious because of their sophisticated methods used for risks’ detection. We can’t guarantee that for you regarding any modded files you can get, but original Xash3D files are 100% clean and harmless. So it’s safe to add them into AV’s trusted files to prevent any launching or network connecting problems.

You can also check users’ comments below this article to get additional information before you try to ask your question. Thanks and have a very safe and productive day 😉

P. P. S. Be sure to check these 2 articles: #1 & #2 about tested mods and useful compatibility tips.

Running Half-Life under Xash3D: user’s manual (English) feature

Xash3D Engine

Xash XT Group | Released 2011

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.

Hello, if you are new with how to use Xash3D Engine to run Half-Life and its’ mods, this manual is for you. Just follow the instruction and have fun!

Posted by Qwertyus on Aug 28th, 2012

How to get work Half-Life under Xash3D:

step-by-step instruction for anyone.

2. Download the latest version of Xash3D Engine. Currently, it’s a build 4344 (v0.99). You can get it at the «Files» section. After downloading you will get a Xash3D_build4344_with_extras.zip file on your computer.

3. Now you have to create a separate folder for Xash3D installation. You can create this folder anywhere you want, but please don’t choose for this that directory where your Half-Life is installed already (doing so you’re going to have a full set of predictable compatibility issues, from different errors to inability to start the game at all). It’s better to use simple short path to this folder and give it an appropriate name, something like «D:\Games\Xash3D» (please note, that for better compatibility it’s not recommended to have spaces or non-english symbols in folder names). This folder will be your main Xash3D game directory.

4. Locate and open a folder with a basic Half-Life game content. For the WON version of game it can be something like «C:\Sierra\Half-Life\«. You will see a «valve» directory inside. For the current Steam version of the game it can be something like «C:\Program Files\Steam\SteamApps\common\Half-Life«. You also will be able to find a «valve» directory inside it.

5. Copy the whole «valve» folder with all of its’ contents from your Half-Life game folder directly into the main Xash3D game directory (which you created at Step 3). So after that you get something like «D:\Games\Xash3D\valve» with a basic game content. If you are using Steam version of the game as a source, after copying (extracting) of «valve» folder also check inside «valve\sound\common» folder. There are some launch_*.wav files. Copy them to the «valve\media» folder (these sounds are required for Xash3D game menu, but they present in this folder only in WON versions of the game). You may also be interested to check this add-on. Please note, that you can have some old saved games in your «valve\SAVE» folder. It’s recommended to delete this folder entirely or clean out any of found save-files, because they can interfere with proper beginning of a new game under Xash3D!

6. Proceed to extracting the contents of Xash3D_build4344_with_extras.zip archive into the main Xash3D game directory. At first, you will get 2 more archives: Xash3D_build4344.7z and Xash3D_extras.7z (there’s also Xash3D_build4344_sources.7z, but it’s only for developer’s needs). 7z files are 7-Zip archives, which can be extracted with 7-Zip program or with any other appropriate archiver. Continue their extracting into the Xash3D directory with overwriting any of existing files (some files in the «valve» folder must be replaced with files from Xash3D_extras.7z, especially dll-files, otherwise you may get critical error and be unable to play the game). Finally, you will get the Xash3D directory with «docs«, «source code» and «valve» folders inside, plus files dedicated.exe, hl.exe, Install Notes.txt, menu.dll, readme.txt, vgui.dll and xash.dll.

8. Start your game via the created shortcut. At the first launch, engine will try to detect your current desktop resolution, and use it in a fullscreen mode. If it fails in doing so (your desktop resolution is not supported, or something else), it will use a windowed mode and 800×600 resolution. When the game menu appears, you’ll be able to edit your game preferences (video mode, resolution, sound effects, controls etc.) via «Configuration» menu. Please note, that in the «Sound» menu there is «Enable sound interpolation» checkbox. It’s unchecked by default, because this is an experimental feature in Xash3D. It can cause some wrong sound effects in certain situations. So enable it «on your own risk», if you really want to try. It’s recommended to restart the game after significant changes of configuration (video mode or resolution settings, multiple changes of control keys etc.) to apply and save new settings properly. In case of engine’s crash applied settings will not be saved.

10. Make sure you have read an additional information about Xash3D posibilities and features (which is containing in documents in the «docs» folder, plus in those text files in the main Xash3D directory). Some information is also avaliable here, at ModDB. Please read the details, before you ask about something, that you don’t know yet.

ADDITIONAL TROUBLESHOOTING TIPS

If you have problems of any kind, like game doesn’t start or some functions don’t work properly, at first re-read this manual again and try to understand if you did something wrong on installing. The major problem is that people do not copy game files correctly. If you got an error message like «Couldn’t load gfx.wad» this mostly means that some files are missing or copied in a wrong place. So check again that you have «valve» folder with all the basic Half-Life contents in your main game directory (the directory that you manually created and copied there hl.exe, xash.dll, menu.dll and other Xash3D files), make sure that you have in «valve» those files which are mentioned in your error message. If the mentioned file is on its’ place, then maybe some game settings are corrupted. So you need to check gameinfo.txt file in the «valve» folder, or in the folder of that mod you’re trying to launch. This text file defines the parameters which should be used to start the game or mod (like basedir path for «valve» folder, or gamedir path for the mod’s folder, e.g. «gearbox» for Opposing Force; also the important parameters are dllpath, usually «cl_dlls«, and gamedll, usually «dlls/hl.dll«, they set path & names for game or mod’s dlls and must be correct). Gameinfo.txt normally is generating automatically by Xash3D, using the data from liblist.gam file in the same folder, but for some reasons you may have incorrect settings here. If you have any problems and not sure which parameter is corrupted, it’s safe to delete this file and allow the game to restore all the settings automatically. Sometimes game refuses to start with correct video settings and you can’t set a proper resolution etc. This can be caused by files shipped with a mod you are trying to launch. To fix the problem delete from the mod’s directory files opengl.cfg & video.cfg. They also have to be generated automatically for your system by Xash3D, and mod’s authors should not include them into mod’s files, because they are system-dependent.

Another common issue is an error message like «Host_InitError: can’t initialize client.dll«. This means that engine can not handle with the client.dll that you have in your mod’s folder. There are several reasons to this. 1. This file is linked to the modern Steam interface, so the game won’t start until you’re trying to use that dll. This also happen with Half-Life‘s files from Steam too, that’s why we need to perform Step 6 of this manual and replace some files, including original client.dll, by the version from Xash3D Extras. Sometimes inexperienced mod’s autors copy Half-Life‘s dlls from Steam and put them with their mod’s files, instead of setting proper dlls’ parameters for the mod. In case those dlls are original unmodified Half-Life‘s dlls it’s safe to delete client.dll from mod’s folder and start the game again. For the mods like Opposing Force, Blue Shift or Team Fortress Classic there are old (WON) versions or recreated copies of their client.dll, which you can copy over Steam files to make them work with Xash3D. 2. That file could be taken from another official Valve‘s game like original Counter-Strike v1.6 or Condition Zero. Those games has encrypted client.dll which also will work only under Steam version of Half-Life. Such mods are unsupported by Xash3D, because they have modified game code and there is no correct replacement to it. So if you delete client.dll, the game may start, but it will not work properly. 3. Valve released new game SDK, which also links Half-Life‘s game code to the Steam version of the game. So some new mods have a game code based on this SDK and their client.dll will not work with Xash3D because it’s linked to the Steam resouces. Sometimes such mods may just require SDL support. If so, you can try the mod with FWGS version of Xash3D, because it does have SDL support. But, again, you are not guaranteed to get every mod working properly. The only option is to ask mod’s developer to release compatibility fix for Xash3D, if it’s possible. Mods mostly do not need something specific from Steam files, so it’s doable, but depends on mod’s author.

The other problem is that sometimes your anti-virus software or system restrictions can prevent the engine from starting the game at all, or from starting it properly. So if you have any uncommon troubles on a game start, make sure your AV or VAC do not restrict the access to the hl.exe or to *.bat or *.cmd files which can be used to start a mod. To prevent problems with Windows settings it’s not recommended to install the game into important system folders, like «Program files«, for example. It’s better to put your game into a separate folder like «Games», and start it from there. Remember that official Xash3D files are open-sourced and do not contain any malware, but some AV engines may treat them as suspicious because of their sophisticated methods used for risks’ detection. We can’t guarantee that for you regarding any modded files you can get, but original Xash3D files are 100% clean and harmless. So it’s safe to add them into AV’s trusted files to prevent any launching or network connecting problems.

You can also check users’ comments below this article to get additional information before you try to ask your question. Thanks and have a very safe and productive day 😉

P. P. S. Be sure to check these 2 articles: #1 & #2 about tested mods and useful compatibility tips.

Xash3d FWGS 0.20

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Порт Half-Life для Android на основе движка Xash3D уже находится в стабильной версии, а разработчики заявляют, что игру вполне можно пройти на мобильном устройстве. Работает шутер стабильно и выдает достаточно высокий FPS. Единственные недостатки порта Half-Life для Android через Xash3D заключаются в слегка сложной установке и совместимости только с оригинальной игрой — не поддерживаются аддоны и модификации.

Также с помощью движка можно запустить Counter-Strike 1.6 и некоторые другие игры на GoldSrc.

Инструкция по установке (необходима установленная Half-Life на компьютере, желательно в Steam):

Запуск Half-Life под Xash3D: руководство (Russian) feature

Xash3D Engine

Xash XT Group | Released 2011

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.

Posted by Qwertyus on Aug 28th, 2012

Как использовать Xash3D для игры в Half-Life:

пошаговая инструкция для всех желающих.

2. Скачайте свежую версию движка Xash3D. В данный момент это билд 4344 (v0.99). Вы можете найти его в секции «Files». После скачивания вы получите файл Xash3D_build4344_with_extras.zip на вашем компьютере.

3. Теперь вам нужно создать отдельную папку для установки Xash3D. Вы можете создать её, где вам угодно, но только не стоит создавать её внутри той директории, куда уже установлен ваш Half-Life (не поступайте, как нуб, ЛОЛ). Лучше всего использовать простой короткий путь к данной папке и дать ей подходящее название, что-нибудь вроде «D:\Games\Xash3D«. Эта папка и будет вашей главной директорией Xash3D для игр.

4. Найдите и откройте папку, в которой расположены основные игровые ресурсы Half-Life. Для WON-игры это может быть что-то наподобие «C:\Sierra\Half-Life\«. Вы увидите там директорию «valve» внутри. Для Steam-игры это может быть что-то вроде «C:\Program Files\Steam\SteamApps\«.

5. Скопируйте целиком папку «valve« со всем её содержимым из папки с установленным Half-Life прямо в основную директорию игры Xash3D (которую вы создали на Шаге 3). После этого у вас получится что-то наподобие папки «D:\Games\Xash3D\valve» со всем основным содержимым игры. Если вы используете Steam-версию игры, то после извлечения файлов зайдите в папку «valve\sound\common«. В ней находятся несколько файлов с именем типа launch_*.wav. Скопируйте их в папку «valve\media» (они необходимы для воспроизведения звуков меню в игре, но присутствуют в нужном месте только в WON-версии игры). Внимание! В вашей папке «valve\SAVE» могут находиться старые сохранённые игры. При определённом стечении обстоятельств это может вызвать проблемы со сменой уровней, когда вы начнёте новую игру под Xash3D. Поэтому рекомендуется удалить полностью всю папку или очистить её от старых файлов сохранений, во избежание потенциальных ошибок!

10. Убедитесь в том, что вы не забыли прочесть дополнительную информацию про возможности и особенности Xash3D (которая находится в документации в папке «docs«, плюс те текстовые файлы, которые расположены в основной директории Xash3D). Некоторая информация также размещена здесь, на ModDB. Пожалуйста, ознакомьтесь с подробностями сами, прежде чем задавать какие-либо вопросы о том, чего вы ещё не знаете.

P. P. S. Не забудьте ознакомиться с данной статьёй для информации о совместимых модах и рекомендованных условиях / советах по их запуску и с более новой её редакцией, разбивающей моды по принципу использованного в них кода: моды со стандартным кодом и моды с нестандартным кодом.

Xash3D Engine v0.99, build 4344 + extras (stable) file

Xash3D Engine

Xash XT Group | Released 2011

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.

Location
Filename
Category
Uploader
Added
Downloads
MD5 Hash
Embed Button
Embed Widget

If you’re installing the engine for the first time, please, make sure to extract/copy all files properly, including engine’s main files, engine’s extras for «valve» folder and Half-Life base files. Otherwise some things will not work as intended or will not work at all. Detailed manual is here.

For questions about mods’ support refer to 2 new articles: #1 & #2. Remember that some nowaday mods (or their new versions) which require Steam interfaces are not supported (or have to be patched by old or rebuilded versions of their game dlls to work with Xash3D). Also most of multiplayer mods were not tested thoroughly, but if you have your own experience & found some problems, please report. In most cases, any mods which worked correctly with old WON version of Half-Life, should work correctly with Xash3D too.

As with previous beta builds, the same rule works for this build too: DO NOT USE it with outdated versions of Xash3D-based games/mods, such as XashXT, Paranoia 2: Savior, Quake Remake, Area 51. They will not work with new version of the engine. XashXT is already updated, so you can use version 0.81 (revison 1) with the current version of the engine.

Here is the list of changes which were made since build 4097 to current 4344.

Build 4344

Build 4312

Client: changed file path to demos from a separate folder «demos» for the root folder of a mod
Client: removed a feature of demoshots
Client: implemented automatic format detection of demos (Quake or Xash3D)
Client: fixed a process hanging on playback of AVI-files with compressed audio
Server: (NEW!) added developer’s command «nextmap» (changes a current map to another according to alphabethical order of maps)
Render: (NEW!) added a debugging visualization of world’s BSP-tree (cvar r_showtree 0/1)
Render: made some corrections on Quake fog settings
GameUI: implemented a proper support of main menu background splashes from Steam Half-Life (in accordance with custom resource\BackgroundLayout.txt scripts)
Input: (NEW!) made the engine to prevent a display from dimming / turning off while the game’s window is active

Build 4281

Build 4260

Build 4253

Build 4150

Client: (NEW!) the first implementation of Quake demos playback (may be buggy)
Client: fixed bug of TE_BEAMCYLINDER message (houndeye attack)
Server: fixed very old bug of restating ambient_generic sounds after save/restore
Engine: rewrote static entities proto; made available full entity_state_t across network instead ofsv_static_entity_t
Engine: added a fatal error message if gfx.wad is missed (it’s required for console chars rendering)
Engine: made map-loader to show the list of really used wads for loaded map
Engine: allowed «reload» console command to work from commandline
Network: changed MSG_WriteCoord multiplier to allow coords +/-32768
Render: optimized R_RecursiveWorldNode
Render: fixed bug of bonecontrollers in internal studio renderer
Render: added experimental commandline option -glcore to switch to WGL_CONTEXT_CORE_PROFILE instead of WGL_CONTEXT_COMPATIBILITY_PROFILE
FileSystem: fixed bug of custom DLL-loader in some cases
Sound: fixed a crash on playing of too small MP3-sounds
Input: potentially fixed a bug of infinite camera rotation after vid_mode change
Physics: fixed bug of underwater fog

Build 4143

Engine: fixed crash of debug collision hulls
Engine: fixed bug in BSP-lumps management functions
Engine: some minor changes

Xash-Life (Half-Life 2 on Xash3D Engine) mod

Xash-Life (Half-Life 2 on Xash3D Engine)

Half-Life mod | TBD

Non-commercial project designed to transfer the game Half-Life 2 to the engine Xash3D using the modification of Spirit of Half-Life.

Hello

As for the fashion at the moment, the following elements have been implemented:
Support of terraces
Support for high-resolution textures
Support maps up to 65536×65536 units
Support for high-poly models
Support for VBO and Bump mapping
Added vehicle Airboat
Added vehicle Jeep
Added weapons AR2 (including the energy ball), GravityGun
Added implementation of physics in real time (you can move, throw objects, etc.)

In the future, there will be SDKs and tutorials for creating mods based on this mod.

! Do not compare my mod with Half-Life 2 Classic. Look screenshots in group VK. And look when they were done. My mod NOT belong to Half-Life 2 Classic.

P.S. translated using Google Translate

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List of singleplayer Half-Life mods tested under Xash3D feature

Xash3D Engine

Xash XT Group | Released 2011

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.

The list has been updated on December 22nd, 2014. Xash3D Engine was tested for compatibility with most of singleplayer Half-Life mods and maps, and for this moment the following list of mods which can be played without any incompatibility issues, includes about 500 different mods. It means that you can successfully play these mods and use all of their features with Xash3D Engine without significant differences in comparison with playing of these mods under original Half-Life engine.

Posted by Qwertyus on Aug 19th, 2012

DETAILED LIST OF SINGLEPLAYER HALF-LIFE MODS, WHICH HAVE BEEN TESTED FOR COMPATIBILITY WITH XASH3D

Successfully completed Half-Life themed mods (or which are using in a most part original Half-Life resources, weapons and characters):

Successfully completed total conversions, fun or horror mods (or other mods and games which are using in a most part their own resources, weapons and characters or which have a very different plot):

Successfully tested unfinished or demonstration mods (any kind of alpha, beta, demo versions of mods which have no complete storyline or which have been cancelled in development, so they can be not fully featured or can contain some inner bugs; however these mods have no incompatibilities with Xash3D):

Mods that have minor incompatibilities which can interrupt normal gameplay or completing a mod (but still almost totally playable):

Incompatible mods (constantly crashing mods or mods which can not use properly some of their important features with Xash3D):

P. S. Please keep in mind that all of those mods were tested with using of different Xash3D builds. It still possible, that newest builds of Xash3D can contain as some fixes for found problems, as some new problems too. It happens, because Xash3D Engine since build 1905 was seriosly modified many times while adding a support for a lot of new specific features of XashXT mod (like PhysX physics, dynamic lighting etc.). Unfortunately some new parts of a code can contain hidden incompatibilities with different features of Half-Life which are rarely used in mods. It’s all about testing and developing of the engine and requires a time for fixing.

FWGS/xash3d-fwgs

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Xash3D FWGS Engine

Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life

Xash3D FWGS is a fork of Xash3D Engine by Unkle Mike with extended features and crossplatform.

Planned fork features

We are using Waf build system. If you have some Waf-related questions, I recommend you to read https://waf.io/book/

NOTE: NEVER USE GitHub’s ZIP ARCHIVES. GitHub doesn’t include external dependencies we’re using!

If your CPU is x86 compatible, we are building 32-bit code by default. This was dont for keeping compatibility with Steam releases of Half-Life and based on it’s engine games. Even if Xash3D FWGS does support targetting 64-bit, you can’t load games without recompiling them from source code!

If your CPU is NOT x86 compatible or you decided build 64-bit version of engine, you may want to compile Half-Life SDK. This repository contains our fork of HLSDK and restored source code for some of the mods. Not all of them, of course.

Windows (Visual Studio)

10GB for Visual Studio, 300 MB for Git, 100 MB for Python and other.

Windows (Visual Studio)

If compiling 32-bit on amd64, you may need to supply export PKG_CONFIG_PATH=/usr/lib/i386-linux-gnu/pkgconfig prior to running configure.

About

Xash3D FWGS engine. Rebooted fork since big Xash3D 0.99(1.0 is not yet) update.

FreeSlave/hlsdk-xash3d

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Half-Life SDK for GoldSource and Xash3D Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life

Half-Life SDK for GoldSource & Xash3D with some bugfixes and features that can be useful for mod makers. Read the wiki to see what’s implemented.

Obtaining source code

Either clone the repository via git or just download ZIP via Code button on github. The first option is more preferable as it also allows you to search through the repo history, switch between branches and clone the vgui submodule.

To clone the repository with git type in Git Bash (on Windows) or in terminal (on Unix-like operating systems):

Opening command prompt

Inside the prompt navigate to the hlsdk directory, using cd command, e.g.

Note: if hlsdk-portable is unpacked on another disk, nagivate there first:

Сonfigure the project:

Once you configure the project you don’t need to call cmake anymore unless you modify CMakeLists.txt files or want to reconfigure the project with different parameters.

The next step is to compile the libraries:

hl.dll and client.dll will appear in the build/dlls/Release and build/cl_dll/Release directories.

If you have a mod and want to automatically install libraries to the mod directory, set GAMEDIR variable to the directory name and CMAKE_INSTALL_PREFIX to your Half-Life or Xash3D installation path:

Choosing Visual Studio version

You can explicitly choose a Visual Studio version on the configuration step by specifying cmake generator:

Editing code in Visual Studio

After the configuration step, HLSDK-PORTABLE.sln should appear in the build directory. You can open this solution in Visual Studio and continue developing there.

Windows. Using Microsoft Visual Studio 6

hl.dll and client.dll will appear in dlls/ and cl_dll/ diretories. The libraries built with msvc6 should be compatible with Windows XP.

Linux. Using Steam Runtime in chroot

The official way to build Steam compatible games for Linux is through steam-runtime.

Install schroot. On Ubuntu or Debian:

Linux. Build without Steam Runtime

Install C++ compilers, cmake and x86 development libraries for C, C++ and SDL2. On Ubuntu/Debian:

Note that the libraries built this way might be not compatible with Steam Half-Life. If you have such issue you can configure it to build statically with c++ and gcc libraries:

To ensure portability it’s still better to build using Steam Runtime or another chroot of some older distro.

Linux. Build in your own chroot

Use the most suitable way for you to create an old distro 32-bit chroot. E.g. on Ubuntu/Debian you can use debootstrap.

Create and adapt the following config in /etc/schroot/chroot.d/jessie.conf (you can choose a different name):

Building on other Unix-like platforms (e.g. FreeBSD) is supported.

Install C and C++ compilers (like gcc or clang), cmake and make (or gmake)

Building with waf

To use waf, you need to install python (2.7 minimum)

Some useful build options that can be set during the cmake step.

This list is incomplete. Look at CMakeLists.txt to see all available options.

FWGS/xash3d

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Xash3D FWGS Engine Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life

Latest version of the engine is available at: https://github.com/FWGS/xash3d

Xash3D Engine is a custom Gold Source engine rewritten from scratch. Xash3D is compatible with many of the Gold Source games and mods and should be able to run almost any existing singleplayer Half-Life mod without a hitch. The multiplayer part is not yet completed, multiplayer mods should work just fine, but bear in mind that some features may not work at all or work not exactly the way they do in Gold Source Engine.

Xash3D FWGS is a fork of Xash3D Engine, which aims on crossplatform and compatibility with original Xash3D and Gold Source.

iCrazyBlaze/Xash3D-Emscripten

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Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life

A re-upload of mittorn’s Emscripten port of the Xash3D engine, that can run Half-Life: Uplink, Half-Life: Deathmatch, Half-Life: Day One and the Hazard Course right off the bat, within your web browser.

And now you can fork the code and make your own changes, without the hassle of downloading all the files using wget!

Requirements / recommended specs

This app runs best in Mozilla Firefox.

Half-Life recommended specs:

(Keep in mind that these are NOT the game’s actual minimum specs, they are just what is required to run the game in Firefox 57 and higher. You can run the game in older ESR releases, but Firefox Quantum is recommended for performance.)

Changes in the re-upload

Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life

About

A re-upload of mittorn’s Emscripten port of Xash3D.

Half-Life

Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life

Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half lifeXash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half lifeXash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half lifeXash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half lifeXash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life

Оценка редакции
Оценка 313 пользователей

Требования к v 0.19.2

Скачать игру Half-Life

v0.19.2 Оригинал

Кэш к игре Half-Life: папку из архива распаковать в /
— должно получится так /xash/valve/
— установить Xash3D
— установить apk, запустить игру!

— если у вас установлена версия 0.16, то кэш обновлять не обязательно

Скачать КЭШ через торрент

v0.19 Оригинал

Кэш к игре Half-Life: папку из архива распаковать в /
— должно получится так /xash/valve/
— установить Xash3D
— установить apk, запустить игру!

— если у вас установлена версия 0.16, то кэш обновлять не обязательно

Скачать КЭШ (max графика)

Скачать КЭШ через торрент

Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life

Чтобы оставлять комментарии,

Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life

Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life

Отвечаю на вопросы:
-«Где русский язык?»
-Качаем версию 0.19, там он есть.

-«Как сделать русский язык в версии 0.19?»
-Он уже включен ввиде озвучки. В меню русского нету и не будет.

-«Белый/розовый экран, что делать?»
-Перейти на более раннюю или более позднюю версию android, скачать другую версию игры (желательно с другого сайта), вместо xash3d использовать xash3d FWGS(старый движок.)

-«сильно глючит, не работает буст с коробкой, что делать?»
-Использовать старый движок, для спидрана он лучше всего, ввести в консоль «fps_max 70», если команда не сработала, файл игры повредился при скачивании или в процессе розпаковки.

-«Антивирус ругается»
-Если все файлы скачали из этого сайта можно устанавливать, вирусов нет.

-«Как сделать скрипты?»
-И так гуглим «скрипты для халф лайф» заходим на первый сайт выбираем скрипт на пример самый робочий это скрипт на gauss boost, копируем, и в нашей папке valve ищем файл, или сами создаём, userconfig.cfg отрываем как текст, и вставляем туда наш скрипт сохраняем.
Заходим в игру и создаём там кнопку с командой «+jump;+gauss» теперь пробуем. Зажимаем кнопку 2 атаки у гауса и не отпускаем кнопку нажимаем на кнопку которую мы создали. Если сделали все правильно то вас должно бустануть не назад, а вперёд как только вы нажали на эту кнопку которую мы создали.

-«Как скачать сборку?»
-Если сборка с apk, для начала устанавливаем этот apk, далее zip архив со сборкой нам нужно его разпаковать по пути: android/obb, после заходим в xash и выбираем путь файлов: android/obb/наша сборка и запускаем но, если сборка с apk то мы выходим, открываем приложение которое мы установили, (то есть лаунчер сборки) и запускаем уже его.

Xash3D

Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life

Официальный логотип движкаРазработчикXash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life XashXT GroupКлючевой программистДядя МишаДата выпуска2011 годПоддерживаемая ОСMicrosoft WindowsНаписан на языкеCЛицензияGPLПоследняя версия0.99 (build 4529 beta) / 02.07.2019Первая игра на движкеParanoia 2: SaviorПоследняя игра на движкеMeanwile In Russia / 2019Страница движка на ModDB

Xash3D — игровой движок, совместимый с движком GoldSource и написанный на основе открытых исходных кодов Id Tech-движков (Quake, Id Tech 2, Id Tech 3), а также некоторых производных от этих движков (DarkPlaces, qFusion). Позволяет запускать игру Half-Life и практически все её модификации (включая спин-оффы Opposing Force и Blue Shift), но при этом обладает существенным рядом расширений. На текущий момент времени разработка движка полностью остановлена.

Содержание

[править] История разработки

Xash3D был написан с целью совместимости с игровыми библиотеками и ресурсами GoldSrc. Разработка движка началась ещё в конце 2004 года, и поначалу движок вовсе не планировался как клон GoldSrc.

Изначально совместимость с GoldSource не планировалась совсем. Предполагалось использовать только похожий формат моделей, а всё остальное было бы совершенно несовместимо. При этом движок позиционировался, как очередной Generic Engine многоцелевого назначения. Однако три года разработки в очередной раз показали полную несостоятельность такого подхода, поскольку разработка движка в отрыве от конкретной игры, занятие очень увлекательное, но совершенно бессмысленное. Не имея возможности протестировать движок даже на стабильность 10-минутного геймплея (просто по причине его отстутствия) его код понемногу обрастал багами, выявить которые на паре-тройке тестовых карт не представлялось возможным по определению. В то же время многие пользователи, видя определенное сходство с движком GoldSource (главным образом из-за схожего формата моделей), просили меня переписать исходный код движка таким образом, чтобы движок оказался полностью совместимым с Half-Life и его модами. И вот, в конце апреля — начале мая 2010 года, разработка движка полностью сменила направление и взяла курс на полную совместимость с GoldSource. Положение осложнялось ещё и тем, что исходников GoldSrc не было в свободном доступе. Поэтому воссоздание исходников происходило, опираясь на общеизвестные факты о происхождении GoldSource, построенном на симбиозе Quake, QuakeWorld и Quake II, чьи исходники, как известно, давно открыты и находятся в свободном доступе. Частично пробел помогли восполнить Half-Life SDK с игровой частью кода, частично — Source SDK. Ну и наконец, когда этой информации оказывалось недостаточно, недостающие сведения добывались методом «черного ящика» при помощи оригинального GoldSource. Метод, вкратце, заключается в том, что в движок посылается некий набор данных, после чего возвращается нечто, уже обработанное движком и на анализированнии значений входных и выходных данных делаются предположения о логике работы. Подтверждением того, что я двигаюсь в правильном направлении служили игры, которые выглядели и работали совершенно одинаково, как на GoldSource так и на Xash3D.

[править] Происхождение названия

Когда я выбирал название для будущего движка, хотелось придумать короткое непереводимое слово, по аналогии с SONY. Из нескольких вариантов остановился на Xash. Правда, как потом оказалось, название перекликается с грузинскими блюдами и звёздными войнами, но на тот момент я об этом ничего не подозревал.

[править] Совместимость с GoldSrc

Совместимость движка с GoldSource составляет, на текущий момент, приблизительно 90%. Это значит, что подавляющее большинство модификаций и игр под движок GoldSource должны корректно работать под Xash3D без каких-либо доработок, однако из-за протокольной несовместимости, движок не может подключаться к серверам на GoldSource. Под Xash проверено множество одиночных модификаций для оригинального GoldSource, большая часть которых работает абсолютно правильно и идентично тому, как они делают это в GoldSource. Исключение составляют игры, которые были спроектированы под Steam-версию GoldSource, поскольку используют недокументированные особенности движка, что значительно затрудняет их адаптацию (используют библиотеки VGUI2, SDL2, filesystem_stdio, vstdlib, ParticleMan, библиотеки Steam и прочие модули движка).

Движок не поддерживает нормальную работу Metamod и AmxModX, и требует их модификации под него.

Так как движок изначально тестировался только с одиночными модификациями, нормальная работа мультиплеера не гарантируется.

[править] Особенности и отличия от GoldSrc

[править] Производные движка

Так как движок распространяется под свободной лицензией GNU GPL v3, сторонними разработчиками были предприняты попытки образования форков. На данный момент известны следующие ответвления:

[править] Инструменты разработчика

[править] Игры, использующие Xash3D

Ниже представлена таблица, содержащая список игр и модификаций на движке Xash3D:

tyabus/xash3d

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Xash3D FWGS Engine (Fork) Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life

Xash3D Engine is a custom game engine rewritten from scratch.
Xash3D is compatible with many of the GoldSource games and mods
and should be able to run most of existing singleplayer Half-Life mods without a hitch.
The multiplayer is working, but network protocol isn’t compatiable with the GoldSource Engine
multiplayer mods should work just fine, but keep in mind that some features may not work at all
or work not exactly the way they do in the GoldSource Engine.

This is a unnamed (for now) fork of Xash3D FWGS Engine (Old one), which aims on improving and bugfixing the original codebase.

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Well-Known Member

This was NOT ported by me, it was ported by Datamats who gave me the go-ahead to make this thread.

This is a port of Xash3D to the Nintendo Switch. It is an open-source re-implementation of Valve’s Goldsrc engine. To put it simply, this allows you to play Half-Life on your Nintendo Switch. The Opposing Force and Blue Shift expansions are also supported.

Information

Xash3D Engine is a custom Gold Source engine rewritten from scratch. Xash3D is compatible with many of the Gold Source games and mods and should be able to run almost any existing singleplayer Half-Life mod without a hitch. The multiplayer part is not yet completed, multiplayer mods should work just fine, but bear in mind that some features may not work at all or work not exactly the way they do in Gold Source Engine.

Make sure the /valve/ folder you copy across is a clean folder as existing config files may cause graphical issues.

Half-Life на Android

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Полноценная Half-Life под Android. Можно играть как в одиночный режим, так и мультиплеер. Есть возможность запускать моды, такие как Half-Life Uplink, Half-Life: Opposing Force, Half-Life: BlueShift, многие моды с ModDB. Запустить Counter-Strike, к сожалению не удастся.

Энтузиасты из hlfx.ru давно ведут разработку GoldSource совместимого движка, название ему Xash3D. Он позволяет запускать многие моды Half-Life. Помимо запуска GoldSrc игр он гораздо производительнее, FPS на слабых компьтерах в 1.5-2 раза выше.

Не так давно появился порт Xash3D для смартфонов под Android. Над ним работают a1batross и nicknekit (SDLash3D). Собственно, нам нужно лишь установить этот порт Xash3D на смартфон и скопировать файлы игры в нужную директорию. После этого можно играть.

Скачиваем последнюю версию Xash3D с GitHub и устанавливаем: https://github.com/SDLash3D/xash3d-android-project/releases
Не забудьте разрешить установку apk файлов из неизвестных источников (не из PlayMarket’а), больше никаких манипуляций по установке проводить не нужно.

Распакуйте apk файл из архива и запустите на своём смартфоне.

Скопируйте директорию xash из архива на вашу SD карту в смартфоне.

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Если нужно запустить именно игру Half-Life, то в аргументах указывать ничего не нужно.

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Если нужно запустить мод Half-Life, к примеру Sven Co-op, то в аргументах нужно указать:

Где svencoop это директория мода.

Если нужно запустить Half-Life: Opposing Force, то необходимо скопировать директорию gearbox в каталог xash на sd карте в смартфоне, а в аргументах указать:

Если вы хотите играть с друзьями, то запустить мультиплеер не составит труда. Можно расшарить wifi через свой смартфон (будет локалка), создать сервер на телефоне и подключаться с других телефонов, которые подключены к wifi.

Запускаем игру, открываем консоль.

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Чтобы создать сервер, достаточно в консоли ввести

Не забудьте нажать enter после ввода каждой из команд.
Сервер будет создан и вы автоматически войдёте в игру.

Чтобы подключиться к серверу, нужно также открыть консоль и ввести

Half-Life: Opposing Force Android(Beta). Build 385.(for Old Engine) file

Xash3D FWGS for Android

Flying With Gauss | Released 2015

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Update port of Half-Life: Opposing Force Android.

Test build Half-Life: Opposing Force. For correct work last test version of Xash3D Android is required!

* Fixed crash when geneworm die.

* Fixed barnacle grapple.

Thanks to: Hing, Raven City Team, lost_gamer_, Solokiller, malortie, nekonomicon, FreeSlave, mittorn.

Special thanks to: Uncle Mike for the original Xash3D Engine, FWGS Team for Xash3D Android, Gearbox Software for the original Half-Life: Opposing Force.

Good luck, Corporal Shepard!

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А еще ты мог просто обновить старый файл(и это бы высветилось у подписанных в группах в оповещениях).
Пиши хотя бы дату в поле name у новых загруженных файлов или номер сборки(обычно кол-во дней от первой выложеной сборки)
Без списка изменений(хотя бы небольшого) тоже ничего не ясно.

Хорошо, в следующий раз так и сделаю. Спасибо.

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Bug reports comrade. Ally grunt wont attack scientist. They were supposed to kill them

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Hi, I have a little problem. When I kill the gene worm, my game crashed. Please fix this bug. It’s freakin’ annoying.

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Когда я стреляю из дробовика, звук, когда Шепард двигает эту штуку, отстаёт. Советую пофиксить.

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Hy. When do you schedule the next update? I barely wait to see a new version with lesser bugs and more fun :). Please tell me that you didn’t forgot of this project

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i nees opfor data file please with zip files

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У меня текстур нет почему-то.

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К вам вопрос.Почему анимация гаечного ключа в 0 билде работает, а в билде 55 не работает. Ещё я заметил ошибку с электрическим тараканом в руках нет анимации стрельбы. Можете ли вы пофиксить эти небольшие недоработки,пожалуйста?

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After i killed the gene worm game has stop

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Help The Wrench is Not Moving Quickly And I Cant Switch Weapon Into A Melee Pls Fixed Because My Opposing Force Version is not original

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Pls, Fix That Apk
1 The Wrench It Not Moving
2 Error M249 Sound
3 Error Shock Roach Sound
END.

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Use command cl_lw 0

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I Missing Something In Not My Comment
The Penguin It Not Moving
End 2.

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New Bugs I Find It
1 Error The Knife
2 Map of1a1 Have Some Bug
E?D

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yes plz fix this

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There sems to be a problem in beginning of game, where you are in the helicopter. When ufo aircraft flies above other heli to destroy it, it shortly flies away and other heli is still there in air moving and flying.

so then you are stuck on same area, since after that nothing happens, please fix this.

Normally other helicopter would explode and shortly your own helicopter would get problems and crash, before you wake up in a crash zone to start the actuall game. But since of problem this wont happen and you get stuck in heli.

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Try loading a different map by using the GoldSRC command prompt (console) ex: all opposing force maps start with OF. so OF1A1.

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Where update i has wait 1 3 month

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It’s very buggy has animation weapons + sound bug and other model is missing

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Так, как даты добавления файлов в вк и здесь разные, у меня возник вопрос: какой билд свежее?

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Great job on this. Even though I enjoy it, there’s little bit of inaccuracies in this port.

Shock Roach fire rate is crazy fast, I don’t remember it fires that fast. I think it should fires at the same rate as the hivehand

Drill Instructors and the idk what their name is/ brown shirt guys is bulletproof meanwhile the original they can be killed.

Grapple Barnacle sticks to the player in DM even though he died, it will stick to the player till you release the fire button.

Shock Roach (the enemy) plays headcrab attack sounds instead.
Shock Roach’s projectiles glow effect that surround entity model didn’t disappear. It sticks to the entity for the entire game.

That’s all I can report. Most of it are bugs, I hope this helps, I’m not good at explaining.

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The friendly Marines are not friends with the science teams, mods like Bootleg Squadron is unplayable because of this.
Medic has a different healing mechanic, rather than portable health chargers, they work like scientists do.
The «Welcome to Black Mesa» zombie grunt scene broke really hard.
Wrench hold attack deal inconsistent damage, sometimes it is not enough to gib a headcrab.
I think thats all the weird inaccuracies I found during my playthrough.

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Probably its Xash3d engines bug to opposing force

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El creador de este apk, creo que ya no trabaja en esto simplemente porque no a subido una actualización para reparar los bugs que se encuentran en estos
Ya sea
-Que la Llave inglesa no se mueva
-Error al producir el sonido de M249 en primera persona
-Error de Shock Roach el sonido por supuesto
-El pingüino todo bug
-el cuchillo que hace la animación de atacar sin que esta sea activada
-El científico que investiga al zombie ya muerto desde afuera de la ventana del mapa of1a1

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Мой телефон (точнее, антивирусник на нём) с недавних пор стал ругаться на лаунчер, определяя его как троян.

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Файл чист, антивирус ошибочно что-то находит в нём эвристическим методом.

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I have a problem allies, i.e. soldiers do not see the enemy Pit Drone only attack me with the rest of the enemies no problem

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In the begining of the game when the drill is jumping out of the helicopter when it is about to crash, he is not screaming. I mean there is a final speech of him in that scene and that sound file doesnt play. The acream is at the and of that sound file. That file doesnt play can you fix that?

This kind of problem exists even on PC version of Xash3D, so it’s OK 😉

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Yo is this a virus? Because my phone detected a malware on this app

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Detection 0/64. You have problems with your anti-virus software.

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Hello, this app is good and I’ll rate it 5/10. But, it needs to be updated because it has too many bugs.

Here are the bugs I found:
1. In Bootcamp, there are missing sounds when Drill is asking a soldier.
2. In Introduction, Commander has a missing sound of falling scream where the plane is about to crash.
3. The Pipe Wrench has a missing animations and sounds.
4. The Shotgun has delayed sound when pumping.
5. The Saw Machine has a missing animations and sounds.
6. The Medic has a missing animations and sound when healing a player.
7. The M40A1 or Sniper has a missing animations and sounds.

I think this is all the bugs I found but I don’t remember the other bugs I found.

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It’s been a year, and I don’t think the dev would care about this unfinished port

Список модов Half-Life, протестированных под Xash3D feature

Posted by Qwertyus on May 8th, 2014

ПОДРОБНЫЙ СПИСОК СИНГЛПЛЕЕРНЫХ МОДОВ HALF-LIFE, ПРОТЕСТИРОВАННЫХ НА СОВМЕСТИМОСТЬ С XASH3D

Успешно протестированные незавершённые или демонстрационные моды (любые варианты альфа, бета, демо версий модов, которые не имеют завершённой сюжетной линии, или разработка которых была прекращена, поэтому эти моды могут обладать неполным функционалом или могут содержать некоторые внутренние баги; но, несмотря на это, данные моды не имеют несовместимостей с Xash3D):

Моды, имеющие незначительные несовместимости, которые могут нарушить нормальный геймплей или прохождение игры (но при этом практически полностью играбельные):

Несовместимые моды (постоянно «вылетающие» моды или моды, в которых невозможно правильное использование каких-либо важных игровых особенностей под Xash3D):

П. С. Пожалуйста, имейте в виду, что все эти моды были протестированы под различными билдами Xash3D. Есть вероятность того, что новейшие билды Ксаша могут содержать как исправления для обнаруженных проблем, так и новые проблемы, в том числе. Это происходит, потому что движок Xash3D со времён билда 1905 подвергался многочислённым глубоким изменениям, с тем, чтобы добавить поддержку множества особых новых возможностей Ксаш-мода (таких, как физика PhysX, динамическое освещение и т. д.). К сожалению, некоторые новые части кода могут содержать скрытые несовместимости с различными функциями Half-Life, которые изредка используются в модах. Тут всё зависит от тестирования и продолжения развития движка и требует времени для исправления.

Xash3D FWGS Engine

Xash3D FWGS Engine

Flying With Gauss | Released 2015

Fork of Xash3D engine that ported to many different platforms, such as Linux, *BSD, OS X, Haiku, Emscripten, Android and iOS. Allows play Half-Life out-of-the-box.

Xash3D FWGS 0.19.2

Changes

Added:

Fixed:

Downloads available at GitHub.

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CTF_Bridge preview

A new upcoming Capture-the-flag map for your viewing pleasure!

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J.A.C.K. major update: 1.1.2800

New versions of J.A.C.K. editor have been in beta status for ages, and now the time has come to publish a major update for all our users!

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Xash3D FWGS 0.19.1

Flying With Gauss is proud to announce new release of Xash3D FWGS.

Beta test of new engine version. Xash3D FWGS coming to iOS

Xash3D FWGS 0.19 open beta testing. Conquering horizons: Xash3D FWGS for iOS.

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Xash3D FWGS for Android

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Afterburner

Open-source reboot of 007 Nightfire, based on the Xash3D engine. Currently multiplayer only.

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Is there a way I can have both materials as an option and raw input? I want to use the Half-Life ReSrced mod except for opposing force, the camera is bugging out like crazy and since there is no option for raw input, I can’t really do anything. Also if I download the latest test version like you said, I won’t be able to use the mod since it requires materials to be checked.

Materials was removed from original Xash3D in 2017 and people didn’t said anything to Unkle Mike.
So IDK what do you want.
Materials code was moved to XashXT and Paranoia 2: The Savior.
It’s not hard to return this feature, but there no requests to original Xash3D author.

Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life

Hello, I’m having a problem with xash3d on the pc, strangely this problem is only present in version 0.19.2, (I’m playing an older version because I want to play a mod that depends on that version to work) anyway, the problem in question is a red transparent fog that spoils the gameplay a lot, can someone help me?

Xash3d fwgs co-op mod for Half-Life

Xash3d fwgs co-op

Half-Life mod | Released Mar 11, 2021

Install the apk file and drop other files in your valve folder then simply run that apk and type in console exec coop then go multiplayer and choose lan then create game and when you enter the game type in console c0a0 for the intro or c1a0 for anomalous materials or t0a0 for Hazard course.

For xashbox go to configuration then touch then touch buttons the make new button and type in the command exec xashbox/my_menu and your xashbox should be created.

CTF_Bridge preview

Hi again, XDM here!
Here’s another familiar scenery for you:

Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half lifeXash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life
Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half lifeXash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life
CTF_Bridge, Black Mesa transit system. Who doesn’t like trains?

Yes, this is a map from yet another unfinished singleplayer game. Actually, it was supposed to be a prequel to Half-Life. I even wrote a scenario for it. But, well, real life is short. 🙁 And this project is too big for one person to complete. XDM alone took THIS many years to make (and is still incomplete! yes, damn bots! And some problems with Linux, hopefully, fwg team could help. But it «Runs fine in WINE».).

So, now it’s a CTF map, with a train, two underground bases, lots of Half-Life-style locations, vents, caves and THE BRIDGE. I duckin’ love this bridge!

Performance is tolerable (no water here, heh!). Visuals are pretty good. But no detail textures yet. Needs polishing. Time.

That’s all for now. See you!

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README.md

Half-Life SDK for Xash3D Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life

Half-Life SDK for Xash3D & GoldSource with some fixes.

CMake as most universal way

See below, if CMake is not suitable for you:

List of singleplayer Half-Life maps tested under Xash3D feature

The list has been updated on October 14th, 2014. Xash3D Engine was tested for compatibility with most of singleplayer Half-Life mods and maps, and for this moment the following list of maps & map packs, which can be played without any incompatibility issues, includes over 300 entries. It means that you can successfully play these maps and use all of their features with Xash3D Engine without significant differences in comparison with playing of them using original Half-Life engine.

Posted by Qwertyus on Apr 6th, 2013

DETAILED LIST OF SINGLEPLAYER HALF-LIFE MAPS, WHICH HAVE BEEN TESTED FOR COMPATIBILITY WITH XASH3D / ПОДРОБНЫЙ СПИСОК СИНГЛПЛЕЕРНЫХ КАРТ ДЛЯ HALF-LIFE, ПРОТЕСТИРОВАННЫХ НА СОВМЕСТИМОСТЬ С XASH3D

Successfully tested sets of single maps (there are only map packs including some independent maps which are not really connected in one mod, so you should manually start via console every map and play it separately / Успешно проверенные наборы одиночных карт (здесь представлены только мап-паки, включающие в себя несколько независимых карт, фактически, не объединённых в один мод, поэтому каждую карту нужно вручную стартовать через консоль и играть отдельно от остальных):

FWGS / xash3d-fwgs Goto Github PK

Xash3D FWGS engine. Rebooted fork since big Xash3D 0.99(1.0 is not yet) update.

C 97.89% C++ 0.60% Makefile 0.01% Batchfile 0.04% Shell 0.36% Python 1.11% xash3d-fwgs xash3d-engine waf crossplatform

xash3d-fwgs’s Introduction

Xash3D FWGS Engine

Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life

Xash3D FWGS is a fork of Xash3D Engine by Unkle Mike with extended features and crossplatform.

Planned fork features

We are using Waf build system. If you have some Waf-related questions, I recommend you to read https://waf.io/book/

NOTE: NEVER USE GitHub’s ZIP ARCHIVES. GitHub doesn’t include external dependencies we’re using!

If your CPU is x86 compatible, we are building 32-bit code by default. This was dont for keeping compatibility with Steam releases of Half-Life and based on it’s engine games. Even if Xash3D FWGS does support targetting 64-bit, you can’t load games without recompiling them from source code!

If your CPU is NOT x86 compatible or you decided build 64-bit version of engine, you may want to compile Half-Life SDK. This repository contains our fork of HLSDK and restored source code for some of the mods. Not all of them, of course.

Windows (Visual Studio)

10GB for Visual Studio, 300 MB for Git, 100 MB for Python and other.

Windows (Visual Studio)

If compiling 32-bit on amd64, you may need to supply export PKG_CONFIG_PATH=/usr/lib/i386-linux-gnu/pkgconfig prior to running configure.

xash3d-fwgs’s People

Contributors

Stargazers

Watchers

Forkers

xash3d-fwgs’s Issues

Android port

Please upload binaries to GitHub Releases, not a git repository

dlopen failed

I moved compiled libserver.so to valve/dlls, but dlopen can’t find and open libserver.so

Ошибка в R_CheckLightMap

В цикле идёт проверка на то что maps меньше MAXLIGHMAPS ( 4 )

maps == MAX_LIGHTMAPS будет не правдимым в любом случае, так как MAX_LIGHMAPS равен 256

Android: Bugs from new Xash3D FWGS engine

Check library dependency on Win32

We need to check if client.dll actually have direct dependency on SDL2. If so, we can assume that this game uses HLSDK2.4 input code and we may enable SDL2 relative mouse mode.

64-bit support

Keypress repeat does not work

Long-pressing arrow keys does not repeating field cursor movement

Список багов в некоторых модах.

Poke646 и Poke646: Vendetta:

[OSX] No 32-bit SDL2 library found

Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life

Tested with latest binary release and macOS 10.14.2
Where can I get the required 32-bit SDL2?
I can’t build 32-bit SDL2 with current Xcode because i386 arch is deprecated now by Apple.

Stencil shadows.

But this hack will work only on x86 windows.
What about other platforms?

Drop of OSX/iOS support

We won’t support OSX/iOS anymore because of destructive decisions Apple make.

Yesterday they removed 32-bit and ok, it’s was kinda understandable.
Today they will remove OpenGL for no reason.
Tomorrow they will remove possibility of running native code.

Originally, OSX/iOS support was added because it was easy to maintain, but when it rеquires more action from us, I don’t think we can support it without a dedicated maintainer for this platforms.

Platform code will not be removed, so someone can take it and continue support but I will remove OSX/iOS ports from autobuilds, will not provide them in releases, close all rеlated issues as WONTFIX and finally remove it from list of supported ports.

So, Apple, f*ck you.

I suggest moving to C99 standard.
We actually never supported old compilers, so it shouldn’t be a problem.

Yes, it’s hard to implement C99 fully in compilers, but standards are theoretical(especially C99) and anyway we can still use implemented subset of C99.

[LINUX] Can’t compile simple program. Check your path to vgui-dev repository

here’s the terminal output, compiling on Ubuntu 16.04 amd64 with x86 support enabled, compiling for x86

License issues

I really do like the idea of a GPL gldsrc clone, however after some research I’ve discovered a bit of an issue.

The engine is somewhat notorious for making use of leaked source code, and indeed Valve as supposedly remarked that the engine as it stands is illegal (though I have yet to personally corroborate that.) This is troublesome because I want to use xash3D for a commercial project, so as it currently stands that dream is unworkable. But what if it wasn’t?

I turned to the codebase and I’ve picked out all the obvious files that violate Valve’s copyright:

I’m not sure about any snippets of code that might violate Valve’s copyright, so I’ll perform a more indepth analysis to check if any exist. I doubt much if any such snippets exist, so barring that; If we rewrite these headers, the legal and licensing issues associated with this project should be resolved and full GPL compliance will be achieved.

iOS port

Haiku port

Enhancement request: Make GAME_PATH a waf option

game_launch/game.cpp defines this:
#define GAME_PATH «valve» // default dir to start from
Can you make this a waf configure option so that users can build custom game launchers without editing the sources?

[Help] missing SDL2 sanity library

System: Deepin (debian)

I have installed libsdl2-dev libsdl2-2.0 via apt, then also tried compiling SDL2 from source, but still missing SDL2.

I have searched what is SDL2 sanity but nothing found.

Here is the output:

Sorry for bothering you.

No text for env_message

In my standalone mod based on XashXT 0.81, the main asset directory is base, and localised assets are in mw_en (for English) and mw_ru (for Russian). In base/gameinfo.txt, gamedir is set to «mw_en».
Both mw_en and mw_ru contain a titles.txt file, and there is no titles.txt in base.
When I launch the game without the -game parameter, env_message entities don’t show any text. However, when I launch it with -game mw_ru, the messages work fine.
With the original Xash3D, they work as expected in both cases.

Форматирование сообщений сломано

[17:20:55] map: crossfire [17:20:55] num score ping name lastmsg address [17:20:55] —- —-— ——— —————— ——— ———————— ——- [17:20:55] 0 [17:20:55] 0 [17:20:55] Connect[17:20:55] Mr0maks[17:20:55] [17:20:55] [17:20:55] [17:20:55] [17:20:55] [17:20:55] [17:20:55] [17:20:55] [17:20:55] [17:20:55] [17:20:55] [17:20:55] [17:20:55] [17:20:55] [17:20:55] [17:20:55] [17:20:55] [17:20:55] 57.1995 [17:20:55] ip_here[17:20:55] [17:20:55] [17:20:55] [17:20:55] [17:20:55] [17:20:55] [17:20:55] [17:20:55] [17:20:55] [17:20:55] 28683[17:20:55] [17:20:55]

keyboard.cfg

Should we keep this feature?

Windows: Quitting multiplayer crashes when closing sockets

Moving renderer from engine to standalone library

I don’t know how to connect them to custom renderers in client.dll: studio renderers, Paranoia-way or RenderAPI.

3DS port

The original Xash3DS was available for the 3DS, is that planned here?

pfnSetModel does not warn about missed precaches in most cases

Just quickly noting this down before I forget, as I’m in the middle of other things.

I discovered today that I was forgetting to precache a model in some of my own game code, but only after having stepped through pfnSetModel in the debugger. Specifically, the following code seems to be to be incorrect:

i incremented past the last precached model (which in my case was index 100), so the model returned was null. Instead of hitting the error log and returning, it silently set a blank model on my entity because i was still within the entire list bounds.

Feature Request: Adding a new CVar for Software mode style liquid in OpenGL

I’ve always preferred the Software mode style liquid effect to the hardware accelerated D3D/OpenGl texture warping liquid effect. I think it would be nice to have a CVar to toggle the default OpenGL liquid effect with the Software mode one. Something like: «gl_software_liquid» as the toggle, for example.

Проблемы с мультитачем в xash3d & cs16client

Здравствуйте, возможно кто-то сталкивался с подобным или же алмины знают решение данной проблемы.
Поставил кеш, который использовался ранее без нареканий, скачал из маркета xash3d & cs16client, во время первой же игры заметил, что игра не воспринимает более 2 нажатий, при попытке превысить «лимит» нажатия полностью сбрасываются.
Для полного понимания проблемы просьба просмотреть прикреплённое видео(извиняюсь за качество, но суть видна).
vk.com/video209996335_456239331
Заранее спасибо!

Аппарат Redmi Note 3 Pro
Havoc 9.0

Video playback support

I don’t think we really need hardware decoder here, as playing just short intros and logos in menu isn’t a complicated task for modern CPUs. One exception is videos in XashXT, but AFAIK nothing uses them, except demo.

Help is still needed here. 🙂

Windows port

New library naming scheme proposal

I propose a new library naming scheme, which will allow to distribute mods and games in single archive to different operating systems and CPUs:

The scheme will be:

For any libraries distributed with engine, naming scheme should be used more convenient for OS port.

Issue #0. Inconsistency between ABI and Q_buildarch.
Resolution: Change Q_buildarch return value to use Debian-styled architectures list: https://www.debian.org/ports/, which includes a special naming for big/little-endian and hard/soft-float ARM.

Issue #1: Build-system integration.
Resolution: extend MACRO_TO_DEST_CPU and MACRO_TO_DESTOS from Waf: https://gitlab.com/ita1024/waf/blob/master/waflib/Tools/c_config.py#L1002, if needed.

Enhancement request: auto-gen player’s name

As many players don’t change their name in configurations, how about reading the current user name and use it as default?
For example,

OpenXR support opposed to OpenVR

Hey just a suggestion,
Opposed to using OpenVR which is limited to Steam VR supported headsets. It would probably be beneficial to support Open XR instead. Why I say this is that Xash could support a wider variety of VR headsets via this API.

Bring back materials

Sources not recognised when debugging in VS Code on Windows

I hate to raise another issue, but I’ve been attempting to solve this for most of the day and haven’t been able to get anywhere.

When I launch a debug build of the engine in the VS Code debugger, breakpoints are ignored and the stack frames are listed with «unknown source». The only way I’ve been able to debug on Windows is by using waf msdev and opening a full Visual Studio project, which isn’t ideal as I have VS Code all set up on my own fork for various tasks.

My configure call is:

And the link calls look like:

However, when linking I get a lot of suspect spam about PDB files (one message per object, in all sub-projects):

I suspect this is related, but I’m not sure what in the build process would cause the PDB path to show up as blank like this.

Is there any reason that this may be happening?

Windows 10: xash.dll «cannot be found» in latest build from master

I’m having issues running xash3d.exe when compiled on either of my Windows 10 machines, in either debug or release. When I run the executable I get the error:

I vaguely remember having issues with this before, so I tried to use Dependency Walker to see whether I could deduce what was wrong. Unfortunately when I try and profile the executable, Dependency Walker hangs (apparently indefinitely) after the implicit modules plus IMM32.dll have been loaded.

The engine build works as expected on my Ubuntu machine.

Move to c99 standard

Build error

Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life

Possible crash if custom.hpk was generated by GoldSource

The custom.hpk was generated by GoldSource previously and when it put to Xash3D, bah, it crashes on validating resources(don’t have backtrace).

Reference file. Rename custom.hpk.zip back to custom.hpk. GitHub limitations. 🤷‍♂️
custom.hpk.zip

xash doesnt output nothing at all on armhf linux

Hi, I cant make xash3d to make even run!!

ive put all the libs and the executable on the same folder and with

it doesnt output anything at all!
hope you could give me a clue

Attempting to create a LAN game while no network is present quits back to main menu

I’ve been trying to test a multiplayer map in my own fork, and was attempting to do this on my laptop without network connectivity. I only needed to run up a local server with me in it, so actual connectivity was not required.

If I go through the main menu to the multiplayer section and attempt to create a LAN game in this instance, I get the following error:

My first thoughts on remedying this would be to allow an option to be passed to NET_SendPacket (and the other functions that the local server calls through to) to specify whether failures should be critical. Is this something that would be considered? I could put together a pull request for it if so.

Certain sounds are registered incorrectly on client in multiplayer

I understand that the multiplayer mode is still largely untested and a bit buggy, so I was hoping to find out some more information about the following:

Some of my weapon sounds, when tested in multiplayer, ended up being completely different sound files to what was expected. I’ve narrowed it down to the fact that S_FreeSound is being called prematurely on the list of sounds created on precache, so sounds that are loaded in later take the place of the precached sounds in the s_knownSfx list.

The reason that sounds are being freed is that S_BeginRegistration / S_EndRegistration are being called more than once. Each time begin is called, s_registration_sequence is incremented. When end is called, any sounds whose sequence number doesn’t match the current s_registration_sequence are freed. This seems to be what happens to all of my precached sounds.

The first time begin is called is on receipt of an svc_resourcelist message:

And the second time appears to be because of the condition cls.signon == SIGNONS && cl.lastresourcecheck in CL_ReadPackets :

Is there a reason that sound registration should be performed more than once, or is this incorrect behaviour?

Optimisation level causes odd crash on MacOS

I noticed that when running the Mac version of the engine, the call to Mod_LoadModel when loading a map crashes when returning from the Mem_Free call at the end of the function. The debugger reports a 0x0 address access, but it’s not immediately clear where (or why) this actually happens.

I’m not sure how to go about solving this.

Issues with MIPS (big endian) architecture

I tried to launch xash3d-fwgs engine on my router (latest commit, big endian), but it seems to be almost broken on this architecture.

Issues list:
map loading dosen’t work (first, the engine says that map has invalid format, then it says that map dosen’t have a valid spawn point, after commenting that checks, the engine crash at the map load)
wads loading dosen’t work

The issues list is not full, because i still can’t resolve the map loading issue

Linux ARM port

OSX port

Inclusion of cross-platform ZHLT compile tools?

I’m probably going to swap my own fork from the original Xash3D engine to this one, so that I have the opportunity of adding stuff upstream that would be more useful here than in the other engine.

My first question is: would a cross-platform set of compilation tools be considered valuable? I’ve found a set of the ZHLT compile tools that compiles successfully for me on Linux: https://github.com/tyabus/zhlt-linux

I’m probably going to be adding these to my own fork because, in my seemingly eternal pursuit of importing Nightfire maps, it’s proving a better course of action to recompile existing maps with a slightly modified textures lump than to attempt to convert compiled BSPs to be compatible with Half-Life. I wanted to check here first, in case they’d be a useful addition upstream. It would require me learning how to use Waf, though.

Broken crosshair on hud_scale

hud_scale result in crosshair draw in wrong position

Gamma/brightness is incorrect on Windows

I’ve been looking at this for the last couple of days but haven’t had any success in tracking down the cause yet, so I thought I’d put some details down here in case they’re helpful for diagnosis.

As an aside, the gamma table is currently being built every frame when running the main menu, because R_BeginFrame checks if FCVAR_CHANGED is set on the gamma and brightness cvars, but doesn’t reset this flag once the table has been rebuilt. This doesn’t fix the washed-out issue, but it’s worth noting nonetheless.

I’ve also tried running with various video modes and OpenGL modes on Windows, but none of these has made any difference.

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Xash3D-compatible Half-Life mods for any supported OS tutorial

Xash3D Engine

Xash XT Group | Released 2011

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.

In this article you can find those mods, which are based on standard code of Half-Life. They may have changed textures, models, sprites, sounds, skill configs, but they don’t change gameplay itself. This should allow you to play these mods with any fork of Xash3D (if it’s ported correctly). Mods which include non-standard game DLLs (you can find them in dlls or cl_dlls folders usually) most probably should be ported on corresponding platform, otherwise they will not work properly (new weapons, NPCs, monsters will be missed, and game mechanics will be broken), so even if you manage to run such mod on any platform except Windows, you will not able to play it as intended. By the way, any multiplayer mod contains changed game code, so they must be ported with no exceptions, and they are not listed below.

SINGLEPLAYER MODS, BASED ON

STANDARD HALF-LIFE CODE

All listed mods have a download link (if possible). All listed mods have at least 2 playable maps. You can play them with Xash3D, using common rules of mods’ installing (with an adjusting to specific OS). EXE-files are supported only by Windows, so if you see a mod, packed into installer, you should unpack it before trying to use it on another OS. Highly rated mods are marked with a bold font. Some mods have a tip of how to prevent potential problems with a mod, or an information about inner bugs of a mod (which show themselves not only with Xash3D, but with GoldSrc too). Some mods had problems with performance on old builds of Xash3D because of engine-side mirrors (if «gl_allow_mirrors» cvar is set to «1«), but in current versions and for most of ports on another OS it’s probably is not actual already (because that cvar is removed or doing nothing).

There are also some mods, released in alpha, beta or demo state, or mods which have no complete storyline or which have been cancelled in development, so they may be not fully-featured or may contain some inner bugs. However, these mods have no incompatibilities with Xash3D, so you can try them also.

Some mods were released as a set of maps without level transitions (because they are independent, or because mod’s author was unable to finish the mod). So if you want to try them, you should start every map manually via console. Look into maps folder of a mod to check names of present maps (and load them with map name_of_a_map command).

Some mods have minor incompatibilities which can interrupt normal gameplay or completing a mod. But they still almost totally playable with Xash3D.

P. S. Some of mods, which were released not so long ago, are not listed here, but will be added later as soon as possible. Also there are a lot of so-called HD-packs or messup mods which don’t contain new maps or new code at all, but focusing on replacing of default models, sounds, sprites, textures etc. (e. g. Overhaul Pack). Such mods are also work with Xash3D without problems, so it’s not even needed to mention them as compatible. Most of single maps listed there are also just maps without custom code, if you can’t find inside new DLL-files in dll or cl_dll folders.

fgsfdsfgs/hlsdk-xash3d

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README.md

Half-Life SDK for Xash3D Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life

Half-Life SDK for Xash3D & GoldSource with some fixes.

CMake as most universal way

Crosscompiling using mingw:

See below, if CMake is not suitable for you:

We use compilers provided with Microsoft Visual Studio 6. There’re compile.bat scripts in both cl_dll and dlls directories. Before running any of those files you must define MSVCDir variable which is the path to your msvc installation.

These scripts also can be ran via wine:

The libraries built this way are always GoldSource compatible.

There’re dsp projects for Visual Studio 6 in cl_dll and dlls directories, but we don’t keep them up-to-date. You’re free to adapt them for yourself and try to import into the newer Visual Studio versions.

WARNING: The Vita port is in its early stages. Expect glitches and crashes.

Building GoldSource-compatible libraries

To enable building the goldsource compatible client library add GOLDSOURCE_SUPPORT flag when calling cmake:

or when using make without cmake:

Unlike original client by Valve the resulting client library will not depend on vgui or SDL2 just like the one that’s used in FWGS Xash3d.

Note for Windows: it’s not possible to create GoldSource compatible libraries using mingw, only msvc builds will work.

Note for Linux: GoldSource requires libraries (both client and server) to be compiled with libstdc++ bundled with g++ of major version 4 (versions from 4.6 to 4.9 should work). If your Linux distribution does not provide compatible g++ version you have several options.

Method 1: Statically build with c++ library

This one is the most simple but has a drawback.

The drawback is that the compiled libraries will be larger in size.

Method 2: Build in Steam Runtime chroot

This is the official way to build Steam compatible games for Linux.

Method 3: Create your own chroot with older distro that includes g++ 4.

Use the most suitable way for you to create an old distro 32-bit chroot. E.g. on Debian (and similar) you can use debootstrap.

Inside chroot install cmake, make, g++ and libsdl2-dev. Then exit the chroot.

On the host system install schroot. Then create and adapt the following config in /etc/schroot/chroot.d/jessie.conf (you can choose a different name):

Method 4: Install the needed g++ version yourself

TODO: describe steps.

Configuring Qt Creator to use toolchain from chroot

Create a file with the following contents anywhere:

Xash3D-compatible Half-Life mods with a custom game code feature

Xash3D Engine

Xash XT Group | Released 2011

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 article is about those singleplayer Half-Life mods which use non-standard game code. In most cases, their code is only Windows-compatible, so they will be suported only by Windows versions of original Xash3D or Xash3D FWGS. But sometimes you will have a chance to play them properly on another OS (if there is a ported version of the mod). Here is the guide about all Xash3D-compatible singleplayer mods, which use a custom game code.

Posted by Qwertyus on Nov 1st, 2018

Currently Xash3D Engine by Unkle Mike (Windows version) supports almost every singleplayer Half-Life mod or map based on the standard game code. By the word «standard» is meaning a wide variety of mods released from early beginning of WON Half-Life era till the current Steam Half-Life, mods which used common Half-Life hl.dll & client.dll without applying any changes to them. Such mods are supported by Xash3D mostly without any problems, and you can find an information about them in this article.

But there are a lot of Half-Life mods which use a custom game code of any kind, intended for different things, from changing a HUD’s color to adding new weapons, NPCs, monsters, game mechanics, visual effects etc. Most of them are supported by Xash3D also, except mods, based on very old HLSDK (before WON version 1.1.0.0) and mods which bound to modern interfaces of current Steam Half-Life. Though in some cases Xash3D FWGS can help you with last ones.

But you should understand, that most of mods with a custom game code are only Windows-compatible. It means, if you try to launch them with any ported version («fork«) of Xash3D on another OS (like Android, Linux, Mac, iOS etc.), you will get different problems, from missing new weapons, NPCs, monsters, visual effects etc. to completely broken game mechanics. It’s because the new code of such mods should be also ported on specific OS to make a mod work properly.

So, here is a guide about singleplayer Half-Life mods with non-standard game code, which were tested with Xash3D. All listed mods have a download link (if possible). You can play them with Xash3D, using common rules of mods’ installing. Highly rated mods are marked with a bold font. Some mods have a compatibility tips, or an information about inner bugs of a mod (which show themselves not only with Xash3D, but with GoldSrc too). Some mods caused problems with performance on old builds of Xash3D because of engine-side mirrors (if «gl_allow_mirrors» cvar is set to «1«), but in latest builds this feature is removed, so you shouldn’t get a trouble with it (still actual for previous builds though).

XASH3D-COMPATIBLE SINGLEPLAYER HALF-LIFE

MODS WITH NON-STANDARD GAME CODE

Compatible Half-Life themed mods (or which are using in a most part original Half-Life resources, weapons and characters):

Compatible mods & maps, based on Opposing Force‘s game code (some of them are released as separate mods for Half-Life, some are mappacks or maps which require Opposing Force to play):

Compatible mods, based on Spirit of Half-Life‘s code (SoHL is an advanced coding base for many mods, and there are ported versions of SoHL for another platforms, which can also be used to play corresponding mods not only on Windows, but on Linux, OS X & Android too, considering the required version of SoHL; «SoHL 1.2 compatible» means that mod is properly playable with origihal SoHL 1.2):

Compatible total conversions, fun or horror mods (or other mods and games which are using in a most part their own resources, weapons and characters or which have a very different plot):

Compatible unfinished or demonstration mods (any kind of alpha, beta, demo versions of mods which have no complete storyline or which have been cancelled in development, so they can be not fully featured or can contain some inner bugs; however these mods have no incompatibilities with Xash3D):

Compatible mini-mods with a custom game code, featuring only 1 singleplayer map:

Mods that have minor incompatibilities which can interrupt normal gameplay or completing a mod (but still almost totally playable):

Incompatible mods (constantly crashing mods or mods which can not use properly some of their important features with Xash3D):

P. S. Please keep in mind that most of those mods were tested with original builds of Xash3D by Unkle Mike. The proper support of some mods was added only in latest builds of Xash3D, so you still may have problems using outdated builds of Xash3D or Xash3D FWGS. Also, because the engine was rewritten many times, there is a chance, that some of mods successfully tested on previous builds may show problems with latest builds. So if you use a latest Xash3D build (4344 currently) and see a problem, which looks like engine-side bug, please report.

Original Xash3D & Xash3D FWGS are not fully compatible, so if you want to try both of them, create a separate installation of the game and mods for each of them, in different directories. If you want to report about any bug, please provide as more detailed information as possible (version and build of Xash3D, version of OS, mod name and its’ version, a map where the bug is happening, what is wrong exactly, comparing to the gameplay with GoldSrc). By the way, latest builds of Xash3D (and the «new» FWGS version) use GoldSrc-compatible format of saved games, so you can swap save-files between Xash3D and original Half-Life to examine a problem. Though this makes them incompatible with old versions of the engine.

List of singleplayer Half-Life maps tested under Xash3D feature

Xash3D Engine

Xash XT Group | Released 2011

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.

The list has been updated on October 14th, 2014. Xash3D Engine was tested for compatibility with most of singleplayer Half-Life mods and maps, and for this moment the following list of maps & map packs, which can be played without any incompatibility issues, includes over 300 entries. It means that you can successfully play these maps and use all of their features with Xash3D Engine without significant differences in comparison with playing of them using original Half-Life engine.

Posted by Qwertyus on Apr 6th, 2013

DETAILED LIST OF SINGLEPLAYER HALF-LIFE MAPS, WHICH HAVE BEEN TESTED FOR COMPATIBILITY WITH XASH3D / ПОДРОБНЫЙ СПИСОК СИНГЛПЛЕЕРНЫХ КАРТ ДЛЯ HALF-LIFE, ПРОТЕСТИРОВАННЫХ НА СОВМЕСТИМОСТЬ С XASH3D

Successfully tested sets of single maps (there are only map packs including some independent maps which are not really connected in one mod, so you should manually start via console every map and play it separately / Успешно проверенные наборы одиночных карт (здесь представлены только мап-паки, включающие в себя несколько независимых карт, фактически, не объединённых в один мод, поэтому каждую карту нужно вручную стартовать через консоль и играть отдельно от остальных):

Garry’s Mod 13 Xash (gmod on goldsrc for android) for Half-Life

Garry’s Mod 13 Xash (gmod on goldsrc for android)

Half-Life mod | Released Aug 2020

The mod you are trying to view has ceased development and consequently been archived. If you are a member of this mod, can demonstrate that it is being actively developed and will be able to keep this profile up to date with the latest news, images, videos and downloads, please contact us with all details and we will consider its re-activation.

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Garry’s Mod 13 Xash beta 0.7

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xash3D half-life iron-sight edition on android addon

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xash3D half-life iron-sight edition (+sway mod & HD textures maps ) on android

*** hl iron_sight edition on android mod by happyheres channel 😁 ***

— mod have new vgui menus

— mod have sway mod

— mod have new hd pack weapons and new sounds

— mod have hd pack texturs maps

— mod have xashbox.pak help u to add items in map

⚠️ but some Things you can’t do in the game

— dont change any models files 🚫

— dont use this commands in game («invnext» and «invper»)🚫

👉👉 you can download HL iron sight edition now from S_T_P apk 👈👈

⁉️ where i can find hl iron sight link download from s_t_p apk ⁉️

Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life

*** hl iron_sight edition on android mod by happyheres channel 😁 ***

— mod have new vgui menus
— mod have sway mod
— mod have new hd pack weapons and new sounds
— mod have hd pack texturs maps
— mod have xashbox.pak help u to add items in map

⚠️ but some Things you can’t do in the game

— dont change any models files 🚫
— dont use this commands in game («invnext» and «invper»)🚫

👉👉 you can download HL iron sight edition now from S_T_P apk 👈👈

⁉️ where i can find hl iron sight link download from s_t_p apk ⁉️

Xash3D Engine v0.95 Features

Xash3D Engine

Xash XT Group | Released 2011

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.

It’s just a copy of information from Xash3D Readme (xash-en.chm, with minor editing). In a most part, the information is up to build 1905.

Posted by Qwertyus on Aug 25th, 2012

Xash3D Engine v0.95 Features

Contents

Introduction

Xash3D is a Half-Life-compatible engine, so all of the improvements and enhancements listed are relative to the GoldSource (GoldSrc) engine’s features. This list is actual for Xash3D 0.95.

Primary Limits

Xash3D raises GoldSource’s primary limits so that they are less restrictive, and makes them more customizable. See gameinfo.txt for an example:

Limit Xash3D GoldSource

MAX_EDICTS 600–4096 900

MAX_TEMPENTS 300–2048 500

MAX_PARTICLES 1024–8192 4096

MAX_BEAMS 64–512 64

Manually setting lower limits helps you save memory in those mods where, for example, you don’t need many edicts. In addition, the MAX_EDICTS parameter comes from the server if the game is local, and the client is automatically adjusted to the new environment.

Limits for BSP Models

Limit Xash3D GoldSource

MAX_MAP_MODELS 1024 256

MAX_MAP_LEAFS 32767 8192

Other limits for BSP models are configured by the compiler and do not depend on the engine.

Other Limits

The following limits are locked at fixed values in the engine and can’t be changed in the client:

Limit Xash3D GoldSource

MAX_VISIBLE_PACKET 512 256
(entities)

MAX_MODELS 2048 N/A
(unique models including sprites and bmodels)

MAX_SOUNDS 2048 N/A

MAX_SENTENCES 2048 1534

MAX_USER_MESSAGES 191 128 (WON GoldSource)

MAX_TEXTURES 4096 N/A
(2048 of them can be used by VGUI)

MAX_MESSAGES 2048 1024
(number of messages in titles.txt)

Maximum size of 4096×4096 512×512
indexed texture

Maximum size of 4096×4096 N/A
TrueColor texture

Server Shows Attachment Angles

It’s a known fact that the GET_ATTACHMENT engine function doesn’t return attachment angles. This feature is simply absent from the original engine and model compiler.

Xash3D can partially correct this by returning the angle between the forward vector (running from the bone to the attachment) and the attachment vector (shown in any version of the Half-Life Model Viewer when the Show attachment option is selected). This feature may be useful for implementing things like a headcrab jumping off a dead zombie or realistic positioning of the laser sight on a viewmodel.

To enable this, set the sv_allow_studio_attachment_angles console cvar to 1. The value of this variable is saved in config.cfg, but does not affect clients.

Correct Server-Side Lighting Information

Xash3D is better at returning lighting-related values, because it takes both the light styles and their current values into account. In future versions, it is also planned to provide brightness information about entities lit by flashlights and other players (for example, in multiplayer). Player lighting data is taken directly from the renderer and considers all light types, including entity light and dynamic light.

Saving Cameras Using trigger_camera

It is a known Half-Life issue that the camera orientation is not restored when loading a savegame. This can interfere with scripted scenes and give mod makers trouble. Xash3D fixes this problem. Now any camera in any mod is restoring at game loading.

Better Decal Saving

In Half-Life, decals are consistently saved only on world brushes and randomly on entities such as doors or elevators. Xash3D saves decals on all brushes and entities. Decals are also transferred between levels (an implementation of this exists in Half-Life but does not work).

Entity Patch Technology Support

This technology loads the entities for a map from an external script with the extension .ent. Such a script can be created by ripent.exe or by interacting with the engine. For example, using the console command entpatch when a map loads will automatically create an entity patch for this map.

Support for More Map Types

Xash3D supports the following types of BSP map:

In addition, there is Quake-style support for external bmodels, such as medkit and ammo models.

Note: Maps from Quake 1 should be used in the Deathmatch Classic mod to prevent player models getting stuck due to hull size differences between Half-Life and Quake.

Also, DMC has a full set of entities required for deathmatch on these maps.

Support for On-the-Fly Precaching

Xash3D can precache resources on the fly during the game. This helps avoid the annoying PF_PRECACHE_ERROR. Xash3D also doesn’t crash if it can’t find a model or sound.

Secure Transmission of User Messages to the Client

Xash3D does not crash if a user message is longer than the limit set during registration or if the limit is not set. Such a message is simply not sent, and is redirected to the console. In addition, SVC_TEMPENTITY is a completely safe message just like user messages.

Safe Level Changing

Before loading a new map, Xash3D analyses its status without unloading the current map and decides whether the level can be changed normally. If there are any errors in the next map, a message will be logged to the console, and the map will not be loaded. The error is accompanied with a recommendation on how to fix the error. This will undoubtedly make life easier for mappers, because errors at level change are usually the most obscure and the hardest to fix. In some cases, Xash3D can automatically disable the safe level change behaviour and activate the default Quake-style level change system. An error message in the console will reflect this.

Bundled Titles

When you feed the oem_end_credits keyword into the pfnEndSection engine function, titles are displayed on screen. When the titles finish, the game is ended. The code for the titles stores in menu.dll and can be changed by the user.

Recursive Search for Visible Entities

Xash3D supports server-side searching for entities added to the “visible” list for the client. An implementation example of such a search can be found in the SDK, in the functions SetupVisibility and AddToFullPack (client.cpp).

More Stable MOVETYPE_PUSH

In Xash3D, objects on moving platforms behave in a more stable fashion and do not swerve at sharp bends.

New Type of Physics Relationship: MOVETYPE_COMPOUND

This lets you “glue” one entity to another at a particular angle, which is retained if the parent object moves. Example from the SDK: a crossbow bolt that sticks correctly to func_pushable, func_rotating, func_tracktrain and other brush models.

Stopping Time

The engine is capable of stopping time when playersonly is entered at the console (a counterpart of this command exists in the Unreal Engine). This command freezes time both on the server and the client, but does not affect the player. This can be useful for taking screenshots, verifying the behaviour of physics, and other debugging purposes.

File System Transparency

Xash3D ignores the string “wad” in maps and does not crash if one or more WADs are not found. In GoldSrc, the situation was complicated by the engine not verifying that the map actually used anything from the WAD it said it needed. This means that Half-Life would occasionally demand some WADs for a map without proper reason.

You can now also load textures from WAD files using the pfnLoadFileForMe function on the server and the COM_LoadFile function on the client. Just specify the name of the texture in the WAD file, and the engine will know how to find it. You can also supply the WAD you need in the path if the texture must come from this particular file. For example, gfx.wad/conback.

Autocompletion in the Console

Xash3D has a powerful console command autocompletion system. You can list commands and even brief descriptions for each of them (use Tab key in the console). For convenience, you can enter makehelp at the console, and the engine will automatically generate the help.txt file with a list of all console commands and variables, and their descriptions. Autocompletion also works for map names, video files, background tracks, configuration script files, save names, weapon names (for the give command), sound testing (for the play command), and game (mod) directory changing.

Detached from the Base Directory

Most Quake-derivative engines are known to be rigidly bound to a parent directory that has a specific name. This doesn’t matter much for modding, but it is a huge liability for total conversion makers, who would like to change the parent directory. Xash3D is not bound to any particular directory. The parent directory is determined by a launcher executable, where it is specified. This enables you to create your own game that doesn’t depend on Half-Life in any way.

Fully-Fledged Dedicated Server Console

The dedicated server console fully supports autocompletion and command history for the current session.

Colour Console Messages

Xash3D supports console message colouring, which was first introduced in Quake 3. This system understands colour tags made up of ^ and a digit from 0 to 7, where the digit denotes a predefined colour.

This colour table is fully compatible with Quake 3 and works the same way: the line is coloured up to the end or up to the control tag ^7, which resets the colour. The system also works in the menu and can be used for colouring player nicknames.

Note: To enable colouring in vgui, set the vgui_colorstrings console variable to 1.

Auto-Levelshots System

The engine supports creation personal levelshots for each level. To enable it, enter the following at the console: «allow_levelshots» «1». The screenshots will be created automatically, but you can substitute your own at any time.

Background Map Support

Background maps are maps displayed as a backdrop for the menu. A similar system can be found in Half-Life 2. Xash3D provides a simpler system: the choice of map doesn’t depend on the completed episodes (because there is no episode tracking in Half-Life), but occurs randomly based on a list you provide.

The file listing the background maps must be named chapterbackgrounds.txt and be located in the scripts directory (if the directory doesn’t exist, create it). Each new map name must be on its own line. Example:

с1a1a
c2a1
c4a3
c2a5
c0a0

Any map can be used as a background, but using maps where the player rides a monorail train is not advised, because the result may look unappealing.

Sprite Interpolation

Enabled by default. This provides smoother animation for sprites that have their rendermode set to texture and additive. To enable or disable interpolation, use the r_sprite_lerping console variable.

Note: For correct interpolation, make sure the server framerate is exactly 10 FPS (regardless of the sprite’s own FPS in pev | framerate). This parameter is dictated by the frame changer function’s think time, which is 0.1s and remains unchanged in most mods.

Lightstyle Interpolation

Disabled by default. Has no effect on short sequences such as lights being turned on or off. Does a good job of smoothing the light animation in long slow sequences such as SlowStrobe or SlowPulse.

Note: This option can significantly decrease the overall framerate.

Support for Quake-Style Luma Textures

This type of texture can be found in the original Quake maps—they are the luminescent areas of the texture. This trick owes its existence to the specifics of Quake’s palette, so the engine enables it only for those textures whose palette is identical to Quake or Quake 2. This palette is preserved well when textures are converted from WAD2 to WAD3; an example can be found in the «qstyle» map by Scrama.

Better Sprite and Model Lighting

Improvements to model lighting include per-bone lighting by static and dynamic light sources and consistently correct model lighting all through long sequences, where a model travels a far distance from its actual location. Example: forklift.mdl.

Correct lighting has been implemented for all sprites for which the type was set to alphtest at compile time and rendermode was not set to additive in game. For example, blood spatters are tinted by the environment’s lighting rather than glowing in the dark.

Lighting of both models and sprites is affected not only by the world, but also by the nearest brush model, if any.

Note: If the improved lighting produces poor results in a particular game, you can disable it by setting r_lighting_extended to 0.

Playlist for Background Audio Tracks

In Half-Life, the names of MP3 files, which replaced audio CD tracks, are hardcoded in the engine and cannot be changed. Xash3D automatically creates a playlist of these tracks, and you can add your own tracks or the blank keyword (if a track does not exist). The playlist is located in the media directory and named audiocd.txt.

Support for Save Shots and Demo Shots

These are thumbnail images of the game view at the time the game was saved or a demo recording started. You can view them in the menu, in the corresponding sections.

Player Model in the Menu

Instead of the regular player image, the menu shows an actual 3D model and lets you preview your changes in real time.

Dynamic Skybox Substitution

You can change the skybox in game using the sv_skyname command (for example, with CVAR_SET_STRING). This change stores in savegames and restores on loading. You can also use the skyname command to change the skybox only on the local client. In this case, the change can not be saved.

Twitching Monsters Fixed

Xash3D fixes the annoying twitching of monsters that are travelling in trains and on elevators. This fix works in all mods and is unrelated to some mods’ similar efforts, such as the one in the latest versions of SoHL: Custom Build.

More Efficient Culling

Xash3D uses a more efficient culling system, that helps to improve framerate and decrease r_speeds. In addition to the r_lockpvs command, you can use the r_lockcull command to evaluate culling efficiency. Moreover, the engine can handle what is known as static brushes, where any model with normal rendermode and zero position and rotation values automatically becomes a part of the world and is drawn along with world polygons. In highly detailed maps, this, coupled with the use of func_wall, significantly boosts performance (for example, like in the «Dm-knot» map by Scrama).

However, this system considerably increases the chances of z-fighting in some old maps created with Worldcraft or Valve Hammer Editor, because those editors use integer coordinates for all objects in the map. If this occurs, it is recommended that you disable static brush support using the «gl_allow_static» «0» console command.

Viewing Loaded Textures

You can use the r_showtextures debugging command to view currently loaded textures. Vary the command argument to make the engine show different texture categories:

Value Texture Category

1 System textures generated by the engine

2 HUD and menu textures

3 Textures used in the map

4 Frames of all loaded sprites

5 Textures for all studiomodels

8 Textures loaded by VGUI

9 Skybox and cubemap textures

10 Detail textures

11 Texture copies for remapping (player models with modifiable colours)

12 Screen copies (textures that mirror reflections are written to)

13 User textures (for examples, refer to the Xash Mod)

Note: Some tabs may contain too many textures. If this happens, try setting a higher screen resolution.

Automatic Sorting of Translucent Surfaces

This method makes sure that all translucent surfaces are drawn in the correct order from the point of view outward. Half-Life does not guarantee this.

Support for Detail Textures

Xash3D support standard detail textures from the Steam version of Half-Life. To turn detail textures on and off, use the r_detailtextures command. Setting the value of r_detailtextures to 2 activates the built-in detail list generator for each map. This facilitates subsequent editing, because normally all that is left to do is prune unneeded values.

Full Support for Russian

Unlike GoldSrc, Xash3D has comprehensive support for the Russian language. This enables you not only to output screen messages in Russian, but also chat in Russian, give models and maps Russian names, write player nicknames in Russian and even provide Russian-language console commands and cvars.

Note: Russian language support requires a fonts.wad file that provides Russian characters. To prepare such a file, use the makefont.exe utility, which is included in the xash_extras.rar archive, or download the file from the GoldSrc localization Web site.

Streamlined Overview Creation

Xash3D creates overview files at the push of a button. With dev_overviev set to 1, configure the display options as necessary, and press the screenshot button. Xash3D will automatically create a screenshot, compress the input colorspace to 8 bits and write out the overview script. Of course, the legacy option to create overviews as in the original Half-Life has been preserved—for that, use «dev_overview» «2».

Mirror Surfaces

Xash3D supports mirror surfaces on all brush objects. This means you can stick a special texture to part of the geometry or a separate model to turn that area or model into a mirror. The texture must be named reflect1 or reflect (the necessary texture is included in decals.wad). Mirrors can also be used on moving and rotating objects such as trains or doors. In addition, the mirror will respond to rendering parameters set by the mapper, enabling you to control transparency, as you can for the entire brush. Mirrors also support detail textures.

Rotating Skyboxes

The new skybox control system enables tilting the skybox in arbitrary directions and set its rotation on the three primary axes. For that, use the following console variables:

All of those variables are stored in savegames and restored on load, which makes them easier to work with.

Transparent World Water

A known limitation of GoldSrc is that it doesn’t let you make the world water transparent. Xash3D makes this possible by adding the new variable sv_wateralpha, which adjusts water transparency. The value of this variable is stored in savegames.

Note: To fully support transparent world water, you need a special compiler that takes the transparency into account. Sample code for implementing this can be found in numerous compilers for Quake 1, where this feature has been enabled for quite some time.

High-Resolution Textures

Xash3D supports loading of high-resolution textures in TGA format for nearly all types of in-game models (except sprites). The textures should be in the following locations:

To enable high-resolution textures, go the Video Options section in the game menu.

PhysicsInterface and RenderInterface

The self-explanatorily named PhysicsInterface and RenderInterface provide ways to flexibly control physics and create custom renderers for mods. For examples of using the interfaces, refer to the Xash Mod.

Half-Life

Valve | Sierra Entertainment | Released 1998

Named Game of the Year by over 50 publications, Valve’s début title blends action and adventure with award-winning technology to create a frighteningly realistic world where players must think to survive. Also includes an exciting multiplayer mode that allows you to play against friends and enemies around the world.

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Works with Xash3D only, no Steam. Restores the Valve and Sierra intros from WON Half-Life, along with the animated title.

Installation instructions included in the readme.txt file

Once again, requires Xash3D, no Steam. This will not work with the Steam version of HL anyways

EDIT: If it doesn’t work, you need to put it in Half-Life\valve\media

I added the «StartupVids» file too.

Well, let me correct my past self. It does technically need Steam, just the files from the steam version of hl.

Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life

ok, thx for the addon! It is good.

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didn’t work for me,
isn’t it that xash has no video decodation?

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These video files are the add-on for Steam Half-Life users of Xash3D, because Steam version of the game does not support and does not include videos from WON (CD) version of the game. You have to put all files in valve\media

This will work only with original Xash3D Engine by Unkle Mike, on Windows. It will NOT work with Xash3D FWGS version (the video support is broken there currently). The engine will play videos at startup if only developer’s mode (-dev) is NOT used. Video codecs are not the part of Xash3D, they have to be presenting or installed in Windows (regarding sierra.avi & valve.avi they are encoded with Cinepak codec, which is more likely has to be one of default Windows codecs, otherwise you have to install it manually).

For complete authentic WON menu look (black background with animated logo) you have to install Xash3D Extras and remove «background» folder from valve\resource (it contains Steam HL background images and prevents to load the classic menu).

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*also on original cd version

and didn’t work for me either

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The sierra intro’s audio is cutting off every time I start hl.

That happens, right now I have no way of fixing it.

Xash3d half life

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[136 голос(ов)]

Xash3D Engine v 0.74 alpha (build 1418). Half-Life совместимый движок.

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Дядя Миша
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[136 голос(ов)]

Вторая часть архива с движком

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[136 голос(ов)]

Ну и маленький SDK =)

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LeFront
Живая достопримечательность 🙂

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[20 голос(ов)]

Отлично)) Качнул, сейчас заценю

Добавлено 26-12-2010 в 14:49:

Странно у меня нивкакую незапускается. Хотя прошлая версия, шла норма

__________________
Ты выеживался я тебе звизды дал. Ты в теме посидел, должен был голос отдать!!

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[28 голос(ов)]

LeFront
А ты оригинальные клиент и сервер в папку валве вернул?

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[6 голос(ов)]

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[20 голос(ов)]

quote: Автор оригинала Ku2zofff:
предыдущая альфа стабильней была

__________________
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quote: Автор оригинала LeFront:
Странно у меня нивкакую незапускается. Хотя прошлая версия, шла норма

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[6 голос(ов)]

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quote: Автор оригинала Дядя Миша:
лог за тебя кто прикладывать будет?

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Может Ксаш вылетает, если не находит какую-нибудь фигню от вон-версии? А может ему клиент не нравится, он ведь зашифрованный в стиме.

В общем, потестил чуток. Понравилось то, что теперь фонарик работает правильно. Не понравилось то, что DSP эффекты до сих пор неверно определяются и вместо стартовых видеороликов чёрный экран со звуком из них. Дальнейшее тестирование покажет ещё, надеюсь будет большн плюсов.

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Дядя Миша
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[136 голос(ов)]

quote: Автор оригинала LeFront:
Опять как в прошлый раз? Лог даже создстся неуспевает. Просто выбрасывает.

quote: Автор оригинала Ku2zofff:
Не понравилось то, что DSP эффекты до сих пор неверно определяются

quote: Автор оригинала Ku2zofff:
и вместо стартовых видеороликов чёрный экран со звуком из них

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LeFront
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__________________
Ты выеживался я тебе звизды дал. Ты в теме посидел, должен был голос отдать!!

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[136 голос(ов)]

Как я и говорил:

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Запустилось!
Замечанные быги

1) Нарушены env_sound, постоянно эфект либо как подводой, либо как в какой то маленькой комнате в которой вода.
2)Арбалет стреляет стрелами в бок.
3)Нет луча у егон

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Xash-Life (Half-Life 2 on Xash3D Engine) mod

Xash-Life (Half-Life 2 on Xash3D Engine)

Half-Life mod | TBD

Non-commercial project designed to transfer the game Half-Life 2 to the engine Xash3D using the modification of Spirit of Half-Life.

Hello

As for the fashion at the moment, the following elements have been implemented:
Support of terraces
Support for high-resolution textures
Support maps up to 65536×65536 units
Support for high-poly models
Support for VBO and Bump mapping
Added vehicle Airboat
Added vehicle Jeep
Added weapons AR2 (including the energy ball), GravityGun
Added implementation of physics in real time (you can move, throw objects, etc.)

In the future, there will be SDKs and tutorials for creating mods based on this mod.

! Do not compare my mod with Half-Life 2 Classic. Look screenshots in group VK. And look when they were done. My mod NOT belong to Half-Life 2 Classic.

P.S. translated using Google Translate

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Xash3D Engine v0.99, build 4344 + extras (stable) file

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If you’re installing the engine for the first time, please, make sure to extract/copy all files properly, including engine’s main files, engine’s extras for «valve» folder and Half-Life base files. Otherwise some things will not work as intended or will not work at all. Detailed manual is here.

For questions about mods’ support refer to 2 new articles: #1 & #2. Remember that some nowaday mods (or their new versions) which require Steam interfaces are not supported (or have to be patched by old or rebuilded versions of their game dlls to work with Xash3D). Also most of multiplayer mods were not tested thoroughly, but if you have your own experience & found some problems, please report. In most cases, any mods which worked correctly with old WON version of Half-Life, should work correctly with Xash3D too.

As with previous beta builds, the same rule works for this build too: DO NOT USE it with outdated versions of Xash3D-based games/mods, such as XashXT, Paranoia 2: Savior, Quake Remake, Area 51. They will not work with new version of the engine. XashXT is already updated, so you can use version 0.81 (revison 1) with the current version of the engine.

Here is the list of changes which were made since build 4097 to current 4344.

Build 4344

Build 4312

Client: changed file path to demos from a separate folder «demos» for the root folder of a mod
Client: removed a feature of demoshots
Client: implemented automatic format detection of demos (Quake or Xash3D)
Client: fixed a process hanging on playback of AVI-files with compressed audio
Server: (NEW!) added developer’s command «nextmap» (changes a current map to another according to alphabethical order of maps)
Render: (NEW!) added a debugging visualization of world’s BSP-tree (cvar r_showtree 0/1)
Render: made some corrections on Quake fog settings
GameUI: implemented a proper support of main menu background splashes from Steam Half-Life (in accordance with custom resource\BackgroundLayout.txt scripts)
Input: (NEW!) made the engine to prevent a display from dimming / turning off while the game’s window is active

Build 4281

Build 4260

Build 4253

Build 4150

Client: (NEW!) the first implementation of Quake demos playback (may be buggy)
Client: fixed bug of TE_BEAMCYLINDER message (houndeye attack)
Server: fixed very old bug of restating ambient_generic sounds after save/restore
Engine: rewrote static entities proto; made available full entity_state_t across network instead ofsv_static_entity_t
Engine: added a fatal error message if gfx.wad is missed (it’s required for console chars rendering)
Engine: made map-loader to show the list of really used wads for loaded map
Engine: allowed «reload» console command to work from commandline
Network: changed MSG_WriteCoord multiplier to allow coords +/-32768
Render: optimized R_RecursiveWorldNode
Render: fixed bug of bonecontrollers in internal studio renderer
Render: added experimental commandline option -glcore to switch to WGL_CONTEXT_CORE_PROFILE instead of WGL_CONTEXT_COMPATIBILITY_PROFILE
FileSystem: fixed bug of custom DLL-loader in some cases
Sound: fixed a crash on playing of too small MP3-sounds
Input: potentially fixed a bug of infinite camera rotation after vid_mode change
Physics: fixed bug of underwater fog

Build 4143

Engine: fixed crash of debug collision hulls
Engine: fixed bug in BSP-lumps management functions
Engine: some minor changes

Xash3d half life

Будь в курсе последних новостей из мира гаджетов и технологий

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20 Years Challenge — запускаем Half-Life на смартфонах

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Игра Half-Life, вышедшая для ПК в далеком 1998 году, стала культовой, и множество людей не теряют надежды, что ее третья часть все же увидит свет. По меркам того времени эта игра была достаточно продвинутой как графически, так и геймплейно, и в чем-то заложила основу современных шутеров, а сам движок GoldSrc через несколько лет перерос в Source, на котором работают и такие известные игры, как Dota 2, Portal и CS: GO, но и множество других инди-проектов.

Попытки запустить игры серии Half-Life на мобильных устройствах предпринимались достаточно давно: так, в 2014 году компания Nvidia эксклюзивно для устройств на Tegra 4 выпустила вторую часть игры под Android. И приблизительно в тоже время стартовало развитие движка Xash3D — смысл его создания был в исправлении багов и возможности запустить любую игру на GoldSrc (то есть Half-Life, CS 1.6 и прочие) даже на очень и очень слабых девайсах, в том числе и мобильных. На данный момент последняя версия движка отлично работает как на Android 9, так и на iOS 12, причем даже на не самом новом iPhone 6S Plus Half-Life выдает порядка 50-60 fps в 1920х1080 при игре в Half-Life. Увы — запустить онлайн-игры не получится, ибо реализацию сетевой части не удалось нормально портировать на ARM, но все офлайн-проекты должны запускаться без проблем.

Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life

И это еще не все: вам потребуется iTunes или любая другая программа, умеющая перемещать файлы в приложения, установленные на вашем iPhone или iPad. Я воспользуюсь 3uTools.

Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life

Следует понимать, что таким образом вы подписали приложение только на неделю, после истечения этого срока все придется повторять заново.

Теперь на вашем iOS-устройстве зайдите в Настройки > Основные > Профили > ПО разработчика и нажмите на «Доверять «Apple ID»:

Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life

После откройте iTunes (или любую другую программу для передачи данных на iOS-устройство) и найдите в списке установленных программ xash3d-ios, откройте ее и переместите всю папку valve внутрь приложения:

Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life

Все, теперь можно запустить xash3d-ios, в открывшемся окне нажать на Start, после чего вы попадете в главное меню Half-Life:

Xash3d half life. Смотреть фото Xash3d half life. Смотреть картинку Xash3d half life. Картинка про Xash3d half life. Фото Xash3d half life

Что касается самой игры, то, как уже писал выше, на 6s Plus она идет отлично, управление достаточно удобное:

Список модов Half-Life, протестированных под Xash3D feature

Xash3D Engine

Xash XT Group | Released 2011

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.

Posted by Qwertyus on May 8th, 2014

ПОДРОБНЫЙ СПИСОК СИНГЛПЛЕЕРНЫХ МОДОВ HALF-LIFE, ПРОТЕСТИРОВАННЫХ НА СОВМЕСТИМОСТЬ С XASH3D

Успешно протестированные незавершённые или демонстрационные моды (любые варианты альфа, бета, демо версий модов, которые не имеют завершённой сюжетной линии, или разработка которых была прекращена, поэтому эти моды могут обладать неполным функционалом или могут содержать некоторые внутренние баги; но, несмотря на это, данные моды не имеют несовместимостей с Xash3D):

Моды, имеющие незначительные несовместимости, которые могут нарушить нормальный геймплей или прохождение игры (но при этом практически полностью играбельные):

Несовместимые моды (постоянно «вылетающие» моды или моды, в которых невозможно правильное использование каких-либо важных игровых особенностей под Xash3D):

П. С. Пожалуйста, имейте в виду, что все эти моды были протестированы под различными билдами Xash3D. Есть вероятность того, что новейшие билды Ксаша могут содержать как исправления для обнаруженных проблем, так и новые проблемы, в том числе. Это происходит, потому что движок Xash3D со времён билда 1905 подвергался многочислённым глубоким изменениям, с тем, чтобы добавить поддержку множества особых новых возможностей Ксаш-мода (таких, как физика PhysX, динамическое освещение и т. д.). К сожалению, некоторые новые части кода могут содержать скрытые несовместимости с различными функциями Half-Life, которые изредка используются в модах. Тут всё зависит от тестирования и продолжения развития движка и требует времени для исправления.

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