Xash3D with QuakeC support[Quake Wrapper 0.6]
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Re: Xash3D with QuakeC support[alpha release]
https://sourceforge.net/projects/cbadva ... z/download
xash3d plus xashxt mod ported to msvc 2013 and 2010, includes complete sdk for building games with xash and xashxt mod.
You need the older xash3d engine version 3598 (included) to work with xashxt mods since the new version has deprecated some things that xashxt mod relies on.
The latest 4070 version of xash3d is a lot more stable for half-life and mods though since a lot of fixes have went into it. Unfortunatly materials support was removed from it by the original developer to keep it as close as possible to half-life's normal operation, the 3598 version works fine though it maybe a little stuttery at times (mostly on level change).
xash3d plus xashxt mod ported to msvc 2013 and 2010, includes complete sdk for building games with xash and xashxt mod.
You need the older xash3d engine version 3598 (included) to work with xashxt mods since the new version has deprecated some things that xashxt mod relies on.
The latest 4070 version of xash3d is a lot more stable for half-life and mods though since a lot of fixes have went into it. Unfortunatly materials support was removed from it by the original developer to keep it as close as possible to half-life's normal operation, the 3598 version works fine though it maybe a little stuttery at times (mostly on level change).
Productivity is a state of mind.
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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
Re: Xash3D with QuakeC support[alpha release]
Im going to backport the option to use external materials to version 4070 of the engine since it is a nice feature.
Also looking into spiffing up a few things with glsl and batch rendering for optimization.
Engine effects will be held clientside (bloom for instance), shadowmaps and overbrights might make it inside the renderer itself.
Hope it will spur some development, it could easily be used for quake games.
Also looking into spiffing up a few things with glsl and batch rendering for optimization.
Engine effects will be held clientside (bloom for instance), shadowmaps and overbrights might make it inside the renderer itself.
Hope it will spur some development, it could easily be used for quake games.
Productivity is a state of mind.
-

revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
Re: Xash3D with QuakeC support[Quake Wrapper 0.6]
Quake Wrapper updated to 0.6 version
Sorry for my english 
- Max_Salivan
- Posts: 93
- Joined: Thu Dec 15, 2011 1:00 pm
Re: Xash3D with QuakeC support[Quake Wrapper 0.6]
last version breaks blueshift completely.
Productivity is a state of mind.
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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
19 posts
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