Xash3D (Half-Life compatible engine) port

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freeman_ji
noob
Posts: 2

Re: Xash3D (Half-Life compatible engine) port

Post by freeman_ji »

Thank you maximqad this hits me right in the childhood!
My favorite ever FPS on my favorite console.

Do you envision bot support?

Ownski
shadow
Posts: 11

Re: Xash3D (Half-Life compatible engine) port

Post by Ownski »

Hows it going? Still keeping an eye on this project. Seeing the GTA3 release keeps me hopeful that I'll be able to play HLDM and CS on my DC one day :)

maximqad
rebel
Posts: 21

Re: Xash3D (Half-Life compatible engine) port

Post by maximqad »

Ownski wrote: Sun Jan 05, 2025 9:32 pm Hows it going? Still keeping an eye on this project. Seeing the GTA3 release keeps me hopeful that I'll be able to play HLDM and CS on my DC one day :)
Hello, we did tests for HLDM in December. I consider it as alpha playable on 16 mb RAM of Dreamcast with sounds, networking via BBA, sorry we tried modem, but it doesn't work. For CS, i finished converting almost every assets to use VQ textures, except models for T and CT. I have a demo running on emulator, but need to debug some crashes on real hw. Also we need to move sounds from main ram to sound ram and use AICA for playing them. This would free about 2 mb of Main RAM. In current state sounds for CS is not possible, because it sits at main ram and we are close to limit

Vitek Nk
shadow
Posts: 6
Dreamcast Games you play Online: Quake 3 arena, UT

Re: Xash3D (Half-Life compatible engine) port

Post by Vitek Nk »

hi max, what about hldm ?

Ownski
shadow
Posts: 11

Re: Xash3D (Half-Life compatible engine) port

Post by Ownski »

That's awesome! Looking forward to more updates. Is there a release anywhere that I can test for HLDM?

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w_glow
shadow
Posts: 14
Dreamcast Games you play Online: q3a, ut :)

Re: Xash3D (Half-Life compatible engine) port

Post by w_glow »

maximqad wrote: Thu Jan 09, 2025 5:20 am
Ownski wrote: Sun Jan 05, 2025 9:32 pm Hows it going? Still keeping an eye on this project. Seeing the GTA3 release keeps me hopeful that I'll be able to play HLDM and CS on my DC one day :)
Hello, we did tests for HLDM in December. I consider it as alpha playable on 16 mb RAM of Dreamcast with sounds, networking via BBA, sorry we tried modem, but it doesn't work. For CS, i finished converting almost every assets to use VQ textures, except models for T and CT. I have a demo running on emulator, but need to debug some crashes on real hw. Also we need to move sounds from main ram to sound ram and use AICA for playing them. This would free about 2 mb of Main RAM. In current state sounds for CS is not possible, because it sits at main ram and we are close to limit
I think there dc is too little memory for CS1.6, it is not possible on real hardware with 16 MB of memory

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Ian Micheal
Developer
Posts: 6234
Location: USA
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Re: Xash3D (Half-Life compatible engine) port

Post by Ian Micheal »

w_glow wrote: Fri Jan 10, 2025 11:44 am
maximqad wrote: Thu Jan 09, 2025 5:20 am
Ownski wrote: Sun Jan 05, 2025 9:32 pm Hows it going? Still keeping an eye on this project. Seeing the GTA3 release keeps me hopeful that I'll be able to play HLDM and CS on my DC one day :)
Hello, we did tests for HLDM in December. I consider it as alpha playable on 16 mb RAM of Dreamcast with sounds, networking via BBA, sorry we tried modem, but it doesn't work. For CS, i finished converting almost every assets to use VQ textures, except models for T and CT. I have a demo running on emulator, but need to debug some crashes on real hw. Also we need to move sounds from main ram to sound ram and use AICA for playing them. This would free about 2 mb of Main RAM. In current state sounds for CS is not possible, because it sits at main ram and we are close to limit
I think there dc is too little memory for CS1.6, it is not possible on real hardware with 16 MB of memory
Oh you mean like GTA III was using to much course it's not just takes work ..

maximqad
rebel
Posts: 21

Re: Xash3D (Half-Life compatible engine) port

Post by maximqad »

w_glow wrote: Fri Jan 10, 2025 11:44 am
maximqad wrote: Thu Jan 09, 2025 5:20 am
Ownski wrote: Sun Jan 05, 2025 9:32 pm Hows it going? Still keeping an eye on this project. Seeing the GTA3 release keeps me hopeful that I'll be able to play HLDM and CS on my DC one day :)
Hello, we did tests for HLDM in December. I consider it as alpha playable on 16 mb RAM of Dreamcast with sounds, networking via BBA, sorry we tried modem, but it doesn't work. For CS, i finished converting almost every assets to use VQ textures, except models for T and CT. I have a demo running on emulator, but need to debug some crashes on real hw. Also we need to move sounds from main ram to sound ram and use AICA for playing them. This would free about 2 mb of Main RAM. In current state sounds for CS is not possible, because it sits at main ram and we are close to limit
I think there dc is too little memory for CS1.6, it is not possible on real hardware with 16 MB of memory
I have a demo for CS 1.6 and it runs on 16 MB, but CT and T models had to be replaced to hostage model, because each model of CT and T is about of 2 mb of RAM.

maximqad
rebel
Posts: 21

Re: Xash3D (Half-Life compatible engine) port

Post by maximqad »

Ownski wrote: Thu Jan 09, 2025 6:17 pm That's awesome! Looking forward to more updates. Is there a release anywhere that I can test for HLDM?
DM me

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w_glow
shadow
Posts: 14
Dreamcast Games you play Online: q3a, ut :)

Re: Xash3D (Half-Life compatible engine) port

Post by w_glow »

maximqad wrote: Sat Jan 11, 2025 12:06 am
w_glow wrote: Fri Jan 10, 2025 11:44 am
maximqad wrote: Thu Jan 09, 2025 5:20 am

Hello, we did tests for HLDM in December. I consider it as alpha playable on 16 mb RAM of Dreamcast with sounds, networking via BBA, sorry we tried modem, but it doesn't work. For CS, i finished converting almost every assets to use VQ textures, except models for T and CT. I have a demo running on emulator, but need to debug some crashes on real hw. Also we need to move sounds from main ram to sound ram and use AICA for playing them. This would free about 2 mb of Main RAM. In current state sounds for CS is not possible, because it sits at main ram and we are close to limit
I think there dc is too little memory for CS1.6, it is not possible on real hardware with 16 MB of memory
I have a demo for CS 1.6 and it runs on 16 MB, but CT and T models had to be replaced to hostage model, because each model of CT and T is about of 2 mb of RAM.
but for online cs you need at least 10-12 players, how are you going to implement this with 16 MB of RAM? , you need to optimize the sourcecode very well, and the game resources: textures, models, sounds and optimization Xash engine... 🙄

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