Xash3D: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
No edit summary
Line 1: Line 1:
<!--
{{xash|4}} is a game engine that is almost fully compatible with {{goldsrc|4}}. [[Xash3D]] is based on the source codes of engines like Quake engine, [[Id Tech 2]], [[Id Tech 3]], and [[DarkPlaces]]. The engine allows running most games and mods on [[GoldSrc]], but unlike the latter, it has significant improvements.
Note to editors: Tread carefully.
Do not link to the Xash3D engine repositories. Regardless of whether it contains any leaked code, it does break the HLSDK license, and Valve does not allow Xash3D games/mods on Steam.
Also, don't mention Android.
-->
{{Todo|Make this page better. It seems that this page makes sense, since not all mods use Steam version of the {{gldsrc|1}} engine, but they were created for an unofficial version of {{gldsrc|1}}.}}


{{xash|4}} is a [[Wikipedia:Game engine recreation|engine reimplementation]] for {{GoldSrc|3.1}} that extend its functionality and improve performance on modern systems. While the original Xash3D is no longer in development, the '''Xash3D FWGS''' fork is in active development and continues to be a popular target for total conversion mods.
== Differences from GoldSrc ==
 
* Unlike the GoldSource engine, Xash doesn’t use a modular architecture.
== Games on Xash3D FWGS ==
* Xash is written in pure C, while GoldSrc is written in C/C++.
Games and mods created on a fork of Xash3D called Xash3D FWGS.
* Xash supports both pre-caching and on-demand loading of resources, while GoldSrc only pre-caches resources.
 
* Support for BSP maps in formats such as Quake 1, Half-Life, and Half-Life Blue Shift.
* {{Code|TBD}} {{gomodrb|4}} (See [https://www.moddb.com/mods/go-mod-reborn Mod DB])
* Xash is not bound to the native directory of Half-Life (the “valve” folder), and the mod directory can be specified in the launcher if needed. This allows for the creation of independent games separate from Half-Life.
* Support for ambient maps (as in Half-Life 2).
* Xash doesn’t require unused WAD files, and resources that are not actually used on the loaded map.
* Transparent file system, allowing for accessing files in archives using the same methods as files outside archives.
* Support for colored messages in the console (using the “^” tag).
* Directly changing the sky type and rotation on a map.
* Support for detail textures (as in CS:CZ).
* Mirrored surfaces.
* Support for HD textures.
* Separate physical and graphical interfaces to provide more functionality and customization.
* More efficient occlusion culling system, increasing FPS and reducing “r_speeds”.
* Extended resource limits that can be customized for mod requirements through the gameinfo.txt file. Reducing limits can save more RAM in mods that don’t require many edicts (server entities). The MAX_EDICTS parameter is also transmitted from the server during multiplayer sessions, allowing clients to automatically adjust to new conditions.

Revision as of 23:59, 2 July 2023

Xash3D Xash3D is a game engine that is almost fully compatible with GoldSrc GoldSrc. Xash3D is based on the source codes of engines like Quake engine, Id Tech 2, Id Tech 3, and DarkPlaces. The engine allows running most games and mods on GoldSrc, but unlike the latter, it has significant improvements.

Differences from GoldSrc

  • Unlike the GoldSource engine, Xash doesn’t use a modular architecture.
  • Xash is written in pure C, while GoldSrc is written in C/C++.
  • Xash supports both pre-caching and on-demand loading of resources, while GoldSrc only pre-caches resources.
  • Support for BSP maps in formats such as Quake 1, Half-Life, and Half-Life Blue Shift.
  • Xash is not bound to the native directory of Half-Life (the “valve” folder), and the mod directory can be specified in the launcher if needed. This allows for the creation of independent games separate from Half-Life.
  • Support for ambient maps (as in Half-Life 2).
  • Xash doesn’t require unused WAD files, and resources that are not actually used on the loaded map.
  • Transparent file system, allowing for accessing files in archives using the same methods as files outside archives.
  • Support for colored messages in the console (using the “^” tag).
  • Directly changing the sky type and rotation on a map.
  • Support for detail textures (as in CS:CZ).
  • Mirrored surfaces.
  • Support for HD textures.
  • Separate physical and graphical interfaces to provide more functionality and customization.
  • More efficient occlusion culling system, increasing FPS and reducing “r_speeds”.
  • Extended resource limits that can be customized for mod requirements through the gameinfo.txt file. Reducing limits can save more RAM in mods that don’t require many edicts (server entities). The MAX_EDICTS parameter is also transmitted from the server during multiplayer sessions, allowing clients to automatically adjust to new conditions.