Xash3D FWGS engine.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
Alibek Omarov 5b52a9a19f engine: protocol: increase MAX_LIGHTSTYLES from 64 to 256, protocol limit as it encoded as unsigned byte 2 years ago
.github/workflows github: attempt to avoid release draft issue by sleeping for 20s 2 years ago
3rdparty 3rdparty: vgui_support: update submodule 2 years ago
Documentation
common engine: simplify XASH_USE_EVDEV macro usage by giving it's defined positive value 2 years ago
contrib/mittorn
engine engine: protocol: increase MAX_LIGHTSTYLES from 64 to 256, protocol limit as it encoded as unsigned byte 2 years ago
filesystem filesystem: VFileSystem009: refactoring 2 years ago
game_launch
pm_shared
public public: tests: add new test to check return values of Q_Architecture/PlatformStringByID and Q_buildnum 2 years ago
ref ref: optimize R_LightLambert function 2 years ago
scripts scripts: waifulib: vgui: fix Logs aren't being imported 2 years ago
utils utils: mdldec: Fix typo. 2 years ago
.cirrus.yml
.editorconfig
.gitattributes
.gitignore
.gitmodules
CONTRIBUTING.md
README.md
waf waifu: upgrade to latest revision 2 years ago
waf.bat
wscript wscript: print modules help before engine common options 2 years ago

README.md

Xash3D FWGS Engine

GitHub Actions Status FreeBSD Build Status Discord Server
Download Stable Download Testing

Xash3D FWGS is a fork of Xash3D Engine by Unkle Mike with extended features and crossplatform.

Xash3D is a game engine, aimed to provide compatibility with Half-Life Engine, 
as well as to give game developers well known workflow and extend it.
Read more about Xash3D on ModDB: https://www.moddb.com/engines/xash3d-engine

Fork features

  • HLSDK 2.4 support.
  • Crossplatform: supported x86 and ARM on Windows/Linux/BSD/Android. (see docs for more info)
  • Modern compilers support: say no more to MSVC6.
  • Better multiplayer support: multiple master servers, headless dedicated server.
  • Mobility API: allows better game integration on mobile devices(vibration, touch controls)
  • Different input methods: touch, gamepad and classic mouse & keyboard.
  • TrueType font rendering, as a part of mainui_cpp.
  • Multiple renderers support: OpenGL, GLESv1, GLESv2, Software.
  • Voice support.
  • External filesystem module like in GoldSrc engine.
  • External vgui support module.
  • PNG image format support.
  • A set of small improvements, without broken compatibility.

Planned fork features

  • Virtual Reality support and game API.
  • Vulkan renderer.

Installation & Running

  1. Get Xash3D FWGS binaries: you can use testing build or you can compile engine from source code.
  2. Copy engine binaries to some directory.
  3. Copy valve directory from Half-Life to directory with engine binaries. If your CPU is NOT x86 compatible or you're running 64-bit version of the engine, you may want to compile Half-Life SDK. This repository contains our fork of HLSDK and restored source code for some of the mods. Not all of them, of course. You still needed to copy valve directory as all game resources located there.
  4. Run the main executable (xash3d.exe or AppImage).

For additional info, run Xash3D with -help command line key.

Contributing

  • Before sending an issue, check if someone already reported your issue. Make sure you're following "How To Ask Questions The Smart Way" guide by Eric Steven Raymond. Read more: http://www.catb.org/~esr/faqs/smart-questions.html
  • Issues are accepted in both English and Russian
  • Before sending a PR, check if you followed our contribution guide in CONTRIBUTING.md file.

Build instructions

We are using Waf build system. If you have some Waf-related questions, I recommend you to read https://waf.io/book/

NOTE: NEVER USE GitHub's ZIP ARCHIVES. GitHub doesn't include external dependencies we're using!

Prerequisites

If your CPU is x86 compatible, we are building 32-bit code by default. This was done to maintain compatibility with Steam releases of Half-Life and based on it's engine games. Even if Xash3D FWGS does support targetting 64-bit, you can't load games without recompiling them from source code!

If your CPU is NOT x86 compatible or you decided build 64-bit version of engine, you may want to compile Half-Life SDK. This repository contains our fork of HLSDK and restored source code for some of the mods. Not all of them, of course.

Windows (Visual Studio)

  • Install Visual Studio.
  • Install latest Python OR run cinst python.install if you have Chocolatey.
  • Install latest Git OR run cinst git.install if you have Chocolatey.
  • Download SDL2 development package for Visual Studio.
  • Clone this repository: git clone --recursive https://github.com/FWGS/xash3d-fwgs.
  • Make sure you have at least 12GB of free space to store all build-time dependencies: ~10GB for Visual Studio, 300 MB for Git, 100 MB for Python and other.

GNU/Linux

Debian/Ubuntu
  • Enable i386 on your system, if you're compiling 32-bit engine on amd64. If not, skip this

$ sudo dpkg --add-architecture i386

  • Install development tools
    • For 32-bit engine on amd64:
      $ sudo apt install build-essential gcc-multilib g++-multilib python libsdl2-dev:i386 libfontconfig-dev:i386 libfreetype6-dev:i386
    • For everything else:
      $ sudo apt install build-essential python libsdl2-dev libfontconfig-dev libfreetype6-dev
  • Clone this repostory: $ git clone --recursive https://github.com/FWGS/xash3d-fwgs

Building

Windows (Visual Studio)

  1. Open command line
  2. Navigate to xash3d-fwgs directory.
  3. Carefully examine which build options are available: waf --help
  4. Configure build: waf configure -T release --sdl2=c:/path/to/SDL2
  5. Compile: waf build
  6. Install: waf install --destdir=c:/path/to/any/output/directory

Linux

If compiling 32-bit on amd64, you may need to supply export PKG_CONFIG_PATH=/usr/lib/i386-linux-gnu/pkgconfig prior to running configure.

  1. Examine which build options are available: ./waf --help
  2. Configure build: ./waf configure -T release (You need to pass -8 to compile 64-bit engine on 64-bit x86 processor)
  3. Compile: ./waf build
  4. Install(optional): ./waf install --destdir=/path/to/any/output/directory