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Xash3D with QuakeC support[alpha release]

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Xash3D with QuakeC support[alpha release]

Postby Max_Salivan » Mon Jul 24, 2017 9:20 am

Unkle Mike released his Quake Wrapper, which can run Vanilla Quake and mods(and Nehahra).

Please,write here about bugs.

http://hlfx.ru/xash/QWrap_0.55beta.7z

source code: http://hlfx.ru/xash/QWrap_0.53src.rar
I think,you all know how install it.Just put ID1 folder near quake.exe
Last edited by Max_Salivan on Sun Dec 10, 2017 2:47 pm, edited 4 times in total.
Sorry for my english :)
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Re: Xash3D with QuakeC support[alpha release]

Postby ceriux » Tue Jul 25, 2017 9:01 pm

Have to check this out!
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Re: Xash3D with QuakeC support[alpha release]

Postby Nahuel » Wed Aug 02, 2017 5:55 am

Max_Salivan wrote:Unkle Mike released his Quake Wrapper, which can run Vanilla Quake and mods(and Nehahra).

Please,write here about bugs.

http://www.hlfx.ru/xash/QuakeWrapper_alpha0.4.7z

I think,you all know how install it.Just put ID1 folder near quake.exe


Awesome, i really like the render , i tested many maps and works great
What kind of license is xash3d ??
It 's legal??
hi, I am nahuel, I love quake and qc.
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Re: Xash3D with QuakeC support[alpha release]

Postby revelator » Fri Nov 03, 2017 10:18 pm

Mostly known for running half-life (the old version) with better graphics.
I think it's under GPL now, ill have to check the github site again.
Not for novices if you plan on building it yourself, i had a heap of problems because the uploaded version now uses SDL for the render backend, and seems to require more work on the cmake files.
If i had to guess... the maintainer has focus on nix support atm, not so much on windows.
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Re: Xash3D with QuakeC support[alpha release]

Postby revelator » Sat Nov 04, 2017 1:35 am

Ah multiport, it runs on android as well :).

As for the license it's GPLv3 the non quake port can be found here https://github.com/FWGS/xash3d

Does not work with the steam version of half-life because the client.dll is encrypted.
Also runs gunman chronicles :) besides the various half-life missions like blueshift and opposing force, but you need the won version of the game patched up to the latest.

Build is still a mess but i managed to fix the visual studio 2013 solution (lots of files where moved or deleted since this was made it seems). Builds fine now, even in visual studio 2017.

Menu might seem a bit much because of all the ports, it supports gamepads joysticks touchscreen and keyboard/mouse.
I would actually suggest disabling these under windows since they have no meaning there.

Code seems to be atleast partially based on older darkplaces sources.
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Re: Xash3D with QuakeC support[alpha release]

Postby revelator » Wed Dec 06, 2017 6:43 pm

https://sourceforge.net/projects/cbadva ... les/Tools/

get source.7z

changes.

ported the entire source to vs2013
removed shadow code for alias models (looks like crap and was unused anyway).
fixed a few things pointed out by PVS-studio.
Fixed a few pointers which differed from the client and hl dll exports (one remains but fixing it would require me to change the function completely)

Should be able to build it with newer vs versions also but take care that you use xp compatibility.

Tested and so far it runs half-life won version, blueshift, opposing force, guman chronicles.
You can also use the overhaul pack for half-life which gives you some updated models with chrome effects and better textures.
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Re: Xash3D with QuakeC support[alpha release]

Postby revelator » Fri Dec 08, 2017 3:49 am

Continued from last post.

Bugs:

Blueshift dev console is not working so forget about cheating :) (im looking into it atm, but feel free to suggest a fix).
Some mods expect an older engine so will most likely not work, theres a list of supported mods at the Xash3d-FWGS site.

TODO: if anyone wants to toy with half-life ?.
Implement shadowmaps as a replacement for the broken shadows (standard quake blob shadows), these dont play well with half-life since a lot of the environment like the floating islands in xen are actually models and not bsp's so you get shadows in places that are not supposed to have any. Also the old hack from quake where the shadows where pulled down to newer go above floor level does not work correctly with these models.

Batch rendering ?.
Maybe use VBO's instead of the old immediate mode crap.
Implement hardware glsl shaders for some stuff like water or other environment effects.
push limits for mods.

Loads of room for improvement :)
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Re: Xash3D with QuakeC support[alpha release]

Postby revelator » Fri Dec 08, 2017 4:07 pm

well doh the problem with the console is due to one line in gameinfo.txt
delete this line -> secure "1"
and it works again.

Also delete this line in liblist.gam since it's parsed from there on startup if the gameinfo.txt file is missing.

Blueshift used an encrypted dll so to make it work you need to get the blueshift unlocker setup file first, this includes an unencrypted dll.
original hd mod not working since the entry is missing from the video menu in xash3d, but its possible to copy over the updated models etc. and place them in the correct folders.

just ran the whole game in a quick run to see if anything bugged out, and it works rather fine :)
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Re: Xash3D with QuakeC support[alpha release]

Postby revelator » Sun Dec 10, 2017 11:01 am

More changes.

Network code:

Began adding in nat code fixes from the FWGS port. Nat can now be selected from menu and the static server adress can be changed to a custom one.

Todo: add in the network compression code from FWGS.

Engine Limits:

Increased a few limits to allow some HD mods like the ultra definition point of view mod to work (still crashes from time to time because of memory corruption, probably in the same place as was pointed out in the FWGS port "wad3 handler was not nulling out the image string") . The increased limits do not seem to break normal half-life and it's mods.

Todo: live map preview in the menus like in the source version.
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Re: Xash3D with QuakeC support[alpha release]

Postby Max_Salivan » Sun Dec 10, 2017 2:45 pm

Todo: live map preview in the menus like in the source version.


create scripts folder,than create chapterbackgrounds.txt

in chapterbackgrounds you can write your background maps like

"c4a1"
"c4a2"

quake wrapper support will be soon in FWGS port:)
Sorry for my english :)
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Re: Xash3D with QuakeC support[alpha release]

Postby revelator » Sun Dec 10, 2017 11:03 pm

Aye just noticed, that uncle mikes version allready supports this :) well less coding for me then hehe.
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