лампово
It doesn't have any relation to Source engine (maybe except inspiration for some things). This is separate project in which we're trying to squeeze as much functionality from Xash3D engine as it possible.
VIS may works too long in case of there is a lot of detalized geometry and it's not wrapped with func_detail entity.
No, without modifications at least. For this stuff I ported map compilers sources to support ARM and 64-bit architectures
жив, в активной разработке
It's not like Source at all. PrimeXT has much more possibilities in a different things (graphics, different limits, crossplatform, open source code). But in other things, in current state it's worst than Source in some aspects (physics, no ragdolls, no flexible face animations).
Thanks! Maybe somewhen I could figure out how to work with skeletal animation and implement this stuff.
Hey, can you implement this for PrimeXT? :D
This guide is wrong. For GoldSrc you should convert sounds to .wav format, 22kHz, 16 bit, mono. You can use Audacity or AIMP for this.
good job, where is link to GitHub repo?
Happy birthday Admer! About world vertex manipulation: does this affects collision too, or this affects only world rendering?
Woh, good work, buddy!
Oh, exactly. As I saw in past, on SourceModding there is some tutorials how do it properly.
I remembered something interesing fact. In GoldSrc world size is limited to 8192x8192x8192 units. Probably, you will face with this problem. In Xash3D this limit expanded 2x or 3x, I don't remember exactly.
Wow, it is so good idea! Do you implemented collision with placed blocks?
I guess, due to legacy GoldSrc graphics renderer, you will face with FPS loss (on AMD GPUs especially). But, if needed, you can rebase your mod to Xash3D engine, which is open-sourced and has more features.
Oh, it's interesting idea! Do you use XashXT instead of HLSDK for your mod?
Шедевр. Особенно ору с диалогов
No, can't.
SNMetamorph
SNMetamorph joined
Modder-enthusiast, programmer. Currently working on PrimeXT and Xash3D FWGS.