It's the first stable build of the engine with working client predicting system. This means that you can now enjoy a less laggy multiplayer in Xash3D. Also, since the build 3030, many other features were updated / revised / fixed / added. After those major changes the engine's version is "promoted" now to 0.98. Also it's some kind of "anniversary" build: it's 5 years since the date when Xash3D has been released as open-sourced engine. SPECIAL NOTE: This version is the last one which should be compatible with some old of Xash3D releases, like Paranoia 2: Savior (v1.0/1.1) and Quake Remake. Press "Read more" for details.
Xash3D v0.98 build 3366 changelog:
Render: got a support for custom DXT encoding (for custom renderers only).
Render: removed an image program's stuff (just not used).
Engine: added a support for new WAD filetypes (e. g. DDS images) and WAD imagetypes (normalmaps, glossmaps etc.). Wait for future XashXT's releases with corresponding extended WAD-tools.
Render: implemented a textures' tiling for studiomodels (to work with XashXT / Paranoia 2 code, check for revised studiomdl version in updated XashXT's tools).
Client: revised an implementation of the predicting system (errors' fixing, code's clean-up).
Client: implemented a prediction's error to avoid an ugly blinking of models on moving platforms if predicting system is enabled.
Render: fixed a DDS loading code (invalid calc for mip-sizes).
Client: fixed a bug in detailtextures' parser (detailtextures' list for a map got broken if any entry contains 2 symbols '{'). Specifically, this fixes a problem with a loading of HD-textures in such mods as HL: Gold or HL: Redux.
Render: added an experimental hint for Nvidia drivers to force a selection of discrete Nvidia's videocard (if any) instead of integrated Intel's videocard on engine's start.
Engine: rewrote a condition to calculate a map's CRC (both in singleplayer and multiplayer).
Engine: added a cvar r_wadtextures (as in GoldSrc). If it's enabled (by default), the engine loads existing WAD-textures for maps above inner BSP-textures (if any). This also fixes a problem of incorrect blending for HD-textures in such mods as HL: Gold or HL: Redux.
Server: fixed a bug with cl_updaterate variable (always get default values if not changed by user).
Server: recalculated the ping time correctly.
Server: fixed a bug with too long players' names.
GameUI: fixed a bug with 4-bit bitmap images for buttons (in image cutter).
Xash3D v0.97 build 3224 changelog:
Client: set players solid for prediction's code.
Client: band request revised to make it compatible with custom master-servers.
Client: reject triggers and similar things for prediction's code.
Client: fixed a potential crash in prediction's code.
Render: fixed a potential crash in image loader.
Client: fixed a thirdperson camera's culling.
Console: experimental fix of console problems with word-wrapping.
Network: fixed a bug in BF_WriteBitAngle function (thx to mittorn).
Network: rewrote clamping bounds for delta-variables (they were incorrect).
Network: changed an address of master server (now master is working).
Server: some changes for client connection/disconnection to prevent possible errors or crashes on a server side.
Xash3D v0.97 build 3153 changelog:
RenderAPI: added a new parameter PARM_REBUILD_GAMMA to differentiate if a map loaded after manual restart or after level change if called from GL_BuildLightmaps.
GameUI: a limit of entries for saved games and multiplayer maps in the game menu is increased up to 900 lines per list.
Xash3D v0.97 build 3145 changelog:
Engine: added a support for studiomodels with fixed texcoords multiplier (a studiomodel format's extension).
Engine: first experimental implementation of client movement predicting code (thx to SovietCoder & PRoSToTeMa).
Engine: first experimental implementation of client movement interpolation code (thx to SovietCoder & PRoSToTeMa).
Engine: some small bugfixes.
So now you can enable predicting feature for more smooth game process in multiplayer (cl_predict "1", cl_lw "1"). You can also disable predicting feature anytime you want, in case that you encounter any attendant problems with it (cl_predict "0", cl_lw "0"). There is also cl_lc option that you can enable to compensate network lags, and such parameters as rate, cl_updaterate etc. (same as for GoldSrc).
If you need a detailed instruction how to install Xash3D files properly, check it there: Moddb.com
Good!It have nice features like hl2 background style and ect....
HL Gold is now working!!!Try it now!
Unfortunately with this build, the map Stalkyard has textures completely missing and as a result, some mods also have missing textures (Ex. Half-Quake). Any fix yet?
Thanks for the information. This bug wasn't reported before. Now I've tested this issue and found its' reason. So probably this will be fixed soon.
I actually told this to a1batross on Github and mittorn while playing on my server before I posted it on here. However, the only good thing about this build is that a cut scene in Half-Quake actually plays in this build and not in Xash3D SDL. xD
Any idea when the next update with the fix will be released?
Also, is the problem related to the new r_wadtextures cvar?
A new build is on the way, soon enough. Bug is not related to this cvar, just an issue with parsing of wads' names.
Alright. Sweet! I'll be waiting for it. :D
Vsync doesn't work for me. That's not a 0.98 specific problem, it never worked. I found the problem in gl_vidnt.c. It parses glGetString( GL_EXTENSIONS ) for WGL_EXT_swap_control. That's not reliable because some drivers report WGL-extensions only through wglGetExtensionsString(). Xash doesn't check that and this leads to false negatives.
Theres a bug in this version, when you hit wall with crowbar few times "bullet hole" made by this hitting is replaced with giant explosion scorch. I dont know if its only on my PC but i wanted to share it
Probably, you are using some kind of mod, that causes this effect. It doesn't happen for me.
Hi, I currently have an issue where whenever I try to start a new custom game xash crashes and displays this error message "DELTA_Load: couldn't load file delta.lst", any suggestions?
I suggest you to read carefully the manual:
Moddb.com
Delta.lst is a part of base Half-Life files which you should have copied in your Xash3D's game folder. So you haven't made this step properly.
I hope they add a weapon lag for the engine
It's a part of game code, not the engine's part. It can be added to any mod, for example XashXT's game code has it.
How do i add a weapon lag to a mod?
You should probably be a programmer to do this.
Are you a3 progammer?
No, I'm not.
It include Trojan classic russians.
What trojan? I'm using this and it runs completely fine.
If you're using ****** antivirus don't classically blame russians for this.
Virustotal.com
Virustotal.com
Virustotal.com
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The host_allow_materials didn't work! I already activate it but still didn't work, how do i fix this?
It works if you have properly placed corresponding textures. Read the documentation in Extras: docs\xash-en.chm -> Xash3D Features -> High-Resolution Textures
Yes i did have place it, but its still didn't work! But in xash3d build 1905 works. The problem is the version is unstable
Works fine for me. So probably you are wrong, or maybe you use textures in non-compatible format (for current moment). They should be in TGA on in DDS.
Thanks, it work properly now!
I got a problem with this version, every 15 minutes or 12 minutes the light goes black and laggy, any solution to fix this?
Do you play the original HL campaign, or any other mod (maybe you have graphic enhancements of some kind)? If it's not a mod, then maybe your graphcs card has problems with OpenGL renderer (potentially it can also be a driver's problem). Also, did you test this issue with build 3153 or any earlier, for example?
Yes, i play HL campaign, i don't using a graphics enhancements, i test it on build 3153, and yes...its the opengl problem, not the version problem. still have a solution to avoid this?
I'm not sure if it helps... Open opengl.cfg in "valve" folder and edit setgl gl_extensions "1" value to "0". Or you can try to open config.cfg and edit gl_allow_software "0" to "1".
Nah, it didn't help, maybe i just use the alternate way, disconnect the game and load the last save, anyway thanks for the suggestion! : )
Can you add water shader in next version, i want to see they hunger mod with a water shader
Shaders and most of other graphical enhancements are not supposed to be the part of the engine in Xash3D. They should be implemented into the game code. For example, as in Paranoia 2.
What about gl_allow_mirrors? That was a part of the engine right? How could that happen? Maybe you can add command gl_allow_watershader? (Didn't mean to force you)
Unkle Mike (Xash3D's creator) doesn't want to add more graphical enhancements directly in the engine. It's just his standpoint of principle.
I'm getting black and purple squares in some parts of the game:
- The toxic waste water pool at the end of the long curved tunnel where you're riding a rail car. Above the pool are large pipes, one of which you have to climb into in order to proceed.
- The terrain in the first Xen level is ALL black and purple squares, as are a couple of more Xen maps later on.
Using Xash3D_build3366_with_extras.zip with no other mods installed on nVidia GTX-570's in SLI mode using latest v372.70 driver.
This will be fixed in upcoming new build.
When the next version will be released? i've been waiting for 6 months for this. is the versions will added some new feature?
It's currently on testing/revising. There will be as bugfixes, as new features too, but new features will probably work only with updated game code for Paranoia 2 (it also on testing/revising now). So when a bunch of significant changes will be ready and approved, the new build will be released.
Cool, i'll be gladly waiting for it!!! :D
Hi, folks! For those who wait for updated build, it looks like it will be ready in around of December 13th (a birthday date of Xash3D).
YAY! XASH3D IS THE BEST ENGINE IN LIFE!!!! :D
btw is XashNT still in development? ^^
Unkle Mike has decided, that he can't develop both Xash3D & XashNT for current moment. So he will switch on Xash3D development trying to integrate in it all potentially compatible features which were planned for XashNT. Looks like he will use as a modding base the code of Paranoia 2 to add those new features.
I cant wait for the update, keep it going man!!! :D