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{{Bms topicon}}
{{Bms topicon}}


{{Xe|4}} (also known as {{xe|1|nt=1}}) is a third-party {{Source|4|nt=1}} branch using licenced code. It is a modified version of the {{src13mp|4}} engine branch with {{tf2|4}} additions, whose development was influenced by the limitations of the {{src|1|nt=1}}. Although initially only [[CSM]] was planned, the Crowbar Collective gained much more knowledge while working on the engine, which allowed for more experimentation and improvements, eventually leading to the introduction of a completely new lighting system, and {{wiki|deferred lighting|icon=hide}}. Besides using {{tf2|3.1}} engine version as a base, this engine version is also a hybrid of {{portal2|4}} and {{l4d|4}} engine versions.
{{Xe|4}} (también conocido como {{xe|1|nt=1}}) es una rama de terceros del {{Source|4|nt=1}} utilizando código licenciado. Es una versión modificada de la rama de motor {{src13mp|4}} con adiciones de {{tf2|4}}, cuyo desarrollo fue influenciado por las limitaciones del {{src|1|nt=1}}. Aunque inicialmente solo se planeó [[CSM]], Crowbar Collective consiguió mucho más conocimiento mientras trabajaban en el motor, lo que les permitió para mas experimentación y mejoras, eventualmente llegando a la introducción de un sistema de iluminación completamente nuevo, y {{wiki|deferred lighting|icon=hide}}. Además de utilizar la versión del motor {{tf2|3.1}} como base, esta versión también es un hibrido de las versiones de motor {{portal2|4}} y {{l4d|4}}.


== Features ==
== Features ==
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==Availability==
==Availability==
{{tip|The authoring tools for this branch have been released and are available directly from {{path|Black Mesa\bin\}}.}}
{{tip|Las herramientas de autor para esta rama se han publicado y están disponbiles directamente desde {{path|Black Mesa\bin\}}.}}
{{note|There is no [[Source SDK]] for this branch. However, you still can heavily modify the [[Qt]] UI via {{wiki|QML}} programming language.}}
{{note|No hay un [[Source SDK]] para esta rama. Sin embargo, aún puedes modificar bastante la UI de [[Qt]] mediante el {{wiki|QML}} programming language.}}
* {{Code|2020}} {{bms|4}}
* {{Code|2020}} {{bms|4}}
** {{Code|2017}} {{bmsbo|4}} <small>(earlier version)<big>
** {{Code|2017}} {{bmsbo|4}} <small>(versión antigua)<big>
** {{Code|2020}} {{bmsas|4}}
** {{Code|2020}} {{bmsas|4}}
** {{Code|TBA}} {{bmsbs|4}}
** {{Code|TBA}} {{bmsbs|4}}
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== See also ==
== See also ==
* [[:Category:Engine branches|Engine branches]]
* [[:Category:Engine branches|Ramas del motor]]
*{{bms|4}}
*{{bms|4}}
*{{asd|4}}
*{{asd|4}}
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== External links ==
== External links ==
*[https://chetanjags.wordpress.com/category/blackmesa-source-engine/ Chetan Jag's Blog] about XenEngine
*[https://chetanjags.wordpress.com/category/blackmesa-source-engine/ Blog de Chetan Jag] sobre el XenEngine
*[https://doc.qt.io/archives/qt-5.9/modules-qml.html Modules QML] - half of the documentation for Qt UI. You'll need it if you want to edit Qt UI for your {{bms|4}} mods.
*[https://doc.qt.io/archives/qt-5.9/modules-qml.html Modules QML] - la mitad de la documentación para la UI de Qt para vuestros mods de {{bms|4}}.
{{branch-navbox}}
{{branch-navbox}}
[[Category:Third-Party Engine Branches]]
[[Category:Third-Party Engine Branches]]

Revision as of 08:19, 23 August 2024

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Xengine Xengine (también conocido como XenEngine) es una rama de terceros del Source Source Engine utilizando código licenciado. Es una versión modificada de la rama de motor Source 2013 Multiplayer Source 2013 Multiplayer con adiciones de Team Fortress 2 Team Fortress 2, cuyo desarrollo fue influenciado por las limitaciones del Source Engine. Aunque inicialmente solo se planeó CSM, Crowbar Collective consiguió mucho más conocimiento mientras trabajaban en el motor, lo que les permitió para mas experimentación y mejoras, eventualmente llegando a la introducción de un sistema de iluminación completamente nuevo, y Wikipedia icon deferred lighting. Además de utilizar la versión del motor Team Fortress 2 como base, esta versión también es un hibrido de las versiones de motor Portal 2 Portal 2 y Left 4 Dead Left 4 Dead.

Features

  • Engine
    • Entity and Displacement Limit upgraded from 4k to 8k.
    • Backported a lot of optimizations and some entities from Left 4 Dead Left 4 Dead and Portal 2 Portal 2 that Team Fortress 2 Team Fortress 2 doesn't have.
    • Improved AI, whose behavior depends on the current difficulty level (some NPCs also support Main and Assault Behavior Trees from the ai folder).
    • Temp lights were swapped with new deferred lights.
    • Gbuffer that allowed the addition of some modern, difficult-to-make effects.
    • Made from scratch Qt UI with the ability to be customized and add new stuff with no limitations (VGUI can be reenabled with -oldgameui launch parameter).
    • Using Wikipedia icon Fast Approximate Anti-Aliasing (FXAA for short) instead of Wikipedia icon MultiSample Anti-Aliasing (MSAA) for anti-aliasing, which reduces performance and does not work correctly on Xengine's deferred lighting (unlike FXAA).
    • New and extended Post Processor.
    • Native Linux Linux support.
    • Enhanced multiplayer with fixes for the client and server.
    • Dynamic music system.
  • Visuals
    • 4Way blends with support for 4 bumpmaps and tri-planar mapping, enabling all the options from other material shaders.
    • Cascaded Shadow Mapping with PCF-based soft shadows and viewmodel self-shadowing.
    • Parallax Occlusion Mapping.
    • Procedural Moss.
    • Deferred lighting.
    • Dynamic lighting system with PBR-based lighting and speculars.
    • Light cookies for both new point light and new spot light, the last can be animated.
    • Support for up to 2K dynamic lights per scene and all rendering features on secondary render targets (reflection/refraction, monitors, TV screens, etc.)
    • Upgraded flashlight using the new deferred lighting system.
    • Godrays with disk for both the sun and local lights (which also support the "Fancy" godrays type).
    • Screenspace Fog ("Xog"), that can be applied globally or locally using cuboid/ellipsoid volumes.
    • Soft particles.
    • Flowing water.
    • Cinematic lens flares.
    • Upgraded tonemapping with bloom which uses a modified version of the Reinhard filter.
    • Optimized shaders for faster compilation and better runtime performance.
  • Tools

System Requirements

Windows Minimum Specs :

  • OS: Windows 10 or later
  • CPU SPEED: 2.6 Dual Core Processor or Greater.
  • RAM: 6 GB.
  • VIDEO CARD: 2 GB Dedicated Video Card or Greater.
  • Direct3D 9.0c compatible video card

Windows Recommended Specs :

  • OS: Windows 10 or later
  • CPU SPEED: 3.2 Quad Core Processor or Greater.
  • RAM: 8 GB.
  • VIDEO CARD: 4 GB Dedicated Video Card or Greater.
  • Direct3D 9.0c compatible video card

Linux Minimum Specs:

  • OS: Ubuntu 14.0
  • CPU SPEED: 2.6 Dual Core Processor or Greater.
  • RAM: 4 GB.
  • VIDEO CARD: 2 GB Dedicated Video Card or Greater
  • Vulkan 1.3 compatible video card
Note.pngNota:Does not Support the Nouveau Display Driver

Linux Recommended Specs:

  • OS: Ubuntu 14.0
  • CPU SPEED: 3.2 Quad Core Processor or Greater.
  • RAM: 6 GB.
  • VIDEO CARD: 3 GB Dedicated Video Card or Greater
  • Vulkan 1.3 compatible video card
Note.pngNota:Does not Support the Nouveau Display Driver

Media

Black Mesa Blue Shift - Screenshot 8.png
GodraysInWater 1.jpg
Asheep - Screenshot 7.jpg
BMS - Screenshot 3.jpg
BMBO - Screenshot 2.jpg
BMS - Screenshot 10.jpg

Availability

Tip.pngConsejo:Las herramientas de autor para esta rama se han publicado y están disponbiles directamente desde 🖿Black Mesa\bin\.
Note.pngNota:No hay un Source SDK para esta rama. Sin embargo, aún puedes modificar bastante la UI de Qt mediante el Wikipedia icon QML programming language.

See also

External links