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a1batross
Just a week after the holidays, well rested, I already made few important changes in Xash3D FWGS.

1. There is no more `liblist.gam` to `gameinfo.txt` convert mechanism. Almost. Xash3D uses `gameinfo.txt` to allow extra options for mods, and previously generated this file from GoldSrc's `liblist.gam` on the fly if the file was too old or didn't exist.

This logic led to a confusion, most players don't know about `gameinfo.txt` and continue modifying `liblist.gam`. New game definition file is just a useless clutter in the game directory for them, some mods, even unknowingly, shipped an outdated and broken game definition file.

Now it has been completely reduced to converting only when both `gameinfo.txt` and `liblist.gam` exist, but `liblist.gam` has newer modification time for those who rely on this feature. Though it's now deprecated, and might be dropped in the future.

As a bonus, `gameinfo.txt` isn't generated anymore for Quake game directories, which should be good for those using QuakeWrapper... I hope that isn't just two people: me and Mike. :)
It's still to possible to generate this file, as it remains the main _native_ game definition format for Xash, with documented console command `fs_make_gameinfo`.

As a second bonus, we don't create folders in read-write storage when RoDir is used anymore (RoDir is an engine feature that allows to separate read-only and read-write storage). The game folder structure is now created on demand.

2. While I was testing my patch on Quake game directories, I tried to load Dimension of the Past from Quake's re-release in QuakeWrapper. It works fine, some stuff is broken, but in the same way as in the typical Quake fork.

Loading new episode's levels requires BSP2 support from the engine. Xash3D already supports BSP2, but it is implemented as a compile-time macro. Compiling the engine with this macro defined and without it is a pain in the ass and a waste of time even for programmers. Now imagine users who don't know or don't care how these computers work...

The reason why it is a compile-time macro, is that BSP2 requires some internal structures to be larger. This however has a drawback as it breaks compatibility with a few Half-Life mods that like to poke inside engine's structures.

Now, the engine will expand these internal structures on demand, when user attempts to load BSP2 map. This doesn't fix compatibility issues for these advanced HL mods, but at least allows using BSP2 from the same engine binary without recompiling anything.
Just a week after the holidays, well rested, I already made few important changes in Xash3D FWGS.

1. There is no more `liblist.gam` to `gameinfo.txt` convert mechanism. Almost. Xash3D uses `gameinfo.txt` to allow extra options for mods, and previously generated this file from GoldSrc's `liblist.gam` on the fly if the file was too old or didn't exist.
a1batross
Here's some Quake Live Beta screenshots I took all the waaaay back in July 2009.

Recently on @frag-net we had an article about Quake III's 25th anniversary, and I had a section that was cut where we were gonna talk briefly about Quake Live. That's where I was gonna post these, but this side tangent didn't flow well for that post. I'm not sure when or if we will publish our take on on Quake Live, but I didn't want these images I dug up to never see the light of day.

#QuakeLive #QuakeLiveBeta #QuakeIII #Quake3 #idTech #Firefox #Browser #WebGaming #2009 #PCGaming #Gaming
Here's some Quake Live Beta screenshots I took all the waaaay back in July 2009.

Recently on @frag-net we had an article about Quake III's 25th anniversary, and I had a section that was cut where we were gonna talk briefly about Quake Live. That's where I was gonna post these, but this side tangent didn't flow well for that post. I'm not sure when or if we will publish our take on on Quake Live,...
Screenshot of Quake Live Beta, playing a game and looking at the score board from July 2009.  The yellow numbers are from an external tool called Fraps and were never featured in the game.
Screenshot of Quake Live Beta's post-game summary from July 2009.
The sign up process for Quake Live Beta, from July 2009.
Quake Live Beta's profile and server browser from July 2009.
a1batross
https://store.steampowered.com/app/608380/SFERA/

One of my friends is preparing to release a new game on Steam. It's a side-scrolling platformer shooter, I played it and helped to test native Linux version and can say it's pretty fun.
a1batross
@snmetamorph compiled the list of major changes made to xash3d-fwgs this year

https://snmetamorph.github.io/posts/xash3d-fwgs-dec-2024/

It has a lot of interesting stuff, check it out!
a1batross
https://store.steampowered.com/app/608380/SFERA/

One of my friends is preparing to release a new game on Steam. It's a side-scrolling platformer shooter, I played it and helped to test native Linux version and can say it's pretty fun.
a1batross
Even though our first release was in April 1st 2015, the project on porting original Xash3D from Windows-specific code onto SDL2 was started by me in late November 2014.

While the original Xash3D isn't developed anymore, its idea of providing an extended Half-Life compatible engine still lives with us.
a1batross
Original post by Uncle Mike in Telegram: https://t.me/xashnt/277. Rough translation by me:

So, comrades, for those who have forgot or didn't even know, let me remind you.

Exactly 20 years ago on December 13, 2004, on half-life.ru forum a new post "New project" with the subtitle "Yet unnamed" has been created.

It was from this topic that everything that I described in detail in the corresponding post was born: https://hlfx.ru/forum/showthread.php?s=&threadid=5272 (in Russian).

At first, it was a mod for Half-Life, like Spirit.
Then it became a game engine, incompatible with Half-Life, that fell into oblivion, gradually turning into a more compatible engine.
And now, separated into a full-fledged ecosystem, retaining only some familiar features, finally something that was planned in 2007, right before your eyes, has been born, but due to scale and grandiosity is only being implemented right now.

The next XashNT beta testing is planned for late January-early February in 2025.
Original post by Uncle Mike in Telegram: https://t.me/xashnt/277. Rough translation by me:

So, comrades, for those who have forgot or didn't even know, let me remind you.
a1batross

showing off some of my work here, might as well start with this.

Built this map in the span of a week, i think it shows in places

a1batross
got reminded about GL_IMG_ray_tracing extension

sadly there isn't a specification but at least there are definitions for it

as far as I know barely anything implements it in hardware except some GRxxxx chip by ImgTec, they showcased it like 11 years ago https://www.youtube.com/watch?v=BnWv6_4us_I

Imagine having something like it in Zink that would allow using RT capabilities found in modern hardware with just an OpenGL extension
got reminded about GL_IMG_ray_tracing extension

sadly there isn't a specification but at least there are definitions for it

a1batross
Decided to finally read through The Final Hours of Portal 2 and it's broken.

Every video that's not included with the interactive book doesn't load probably because all of these video hosts are long down.

In random places (I guess those that require internet connection too) there are either blank white rectangles, 404 errors or "this site is under maintenance" messages.

dammit geoff!
Decided to finally read through The Final Hours of Portal 2 and it's broken.

Every video that's not included with the interactive book doesn't load probably because all of these video hosts are long down.
a1batross
>these Assert statements would typically check to make sure that this value is sane, and crash the game if they weren’t. But, this is not what happens in practice. In release builds of the game, all Assert statements are not compiled into the game. This is for performance reasons, as the #1 goal of any game engine programmer is speed first, everything else second.

Asserts are evil!
a1batross
info_player_start implies the existence of info_player_end
a1batross
https://m.vk.com/wall-197717522_3184

Some random school taught kids to make Half-Life levels using JACK and run them under Xash to introduce them into game development

tbh Quake/HL mapping is really the easiest and entertaining way to learn basics of game dev, as no prior knowledge of programming or 3D design is required at all
https://m.vk.com/wall-197717522_3184

Some random school taught kids to make Half-Life levels using JACK and run them under Xash to introduce them into game development
a1batross
https://youtu.be/7Goi0egBgLI

Aynekko posted the gameplay trailer of Diffusion, total conversion Half-Life mod based on Xash3D FWGS engine.
a1batross
still thinking of that gman art from final hours of HLA where he looks like he is having a panic attack
a1batross
you are a scientist
i am a :U1f438-frog:
tata!
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