Well, this is a bit of self-advertisement.
I’m currently working on porting xash to Dreamcast, so our Dreamcast brothers can have proper half life with mod support and net play.
Currently in early stages, this is running on 32MB RAM with SDL 1.2 and gldc.
Project roadmap:
Implement properly accelerated rendering via gldc
Multiplayer (via modem or BBA)
Mod support with custom code (dlls).
A few screenshots are:
Xash3D (Half-Life compatible engine) port
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- letterbomb
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Re: Xash3D (Half-Life compatible engine) port
I'm very excited for this.
For tutorials and homebrews access Titan Game Studios: https://titangamestudioscom.wordpress.com/
For interviews and gameplay support me on YouTube:
https://www.youtube.com/@NaiAdventure/featured
For interviews and gameplay support me on YouTube:
https://www.youtube.com/@NaiAdventure/featured
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- rebel
- Posts: 16
Re: Xash3D (Half-Life compatible engine) port
Hello guys, thanks for your interest.
A minor update, currently I’m working on networking.
For a minor test I have succeeded to connecting from emu via bba to local pc server, but at this time I have crashes on dc, when engine is precaching map, but this problem doesn’t happen on singleplayer. I think I get this settled in on weekends.
A minor update, currently I’m working on networking.
For a minor test I have succeeded to connecting from emu via bba to local pc server, but at this time I have crashes on dc, when engine is precaching map, but this problem doesn’t happen on singleplayer. I think I get this settled in on weekends.
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- letterbomb
- Posts: 156
- Dreamcast Games you play Online: i dont have my internet hooked up yet
hopefully some day we can easily connect with ethernet
Re: Xash3D (Half-Life compatible engine) port
So this will be the original half life and blue shift using this? Just curious because I still have not had a chance to half life, while I could download this on my laptop, I would love to be able to experience this on DC
What differences besides multiplayer are different from this build your working on compared to the unreleased builds available
What differences besides multiplayer are different from this build your working on compared to the unreleased builds available
Last edited by bjankins1 on Tue Sep 03, 2024 3:01 pm, edited 1 time in total.
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- rebel
- Posts: 16
Re: Xash3D (Half-Life compatible engine) port
Well, technically it will run any mod (if Dreamcast can handle mod resources) with custom code, if it is open-sourced.bjankins1 wrote: ↑Tue Sep 03, 2024 2:42 pm So this will be the original half life and blue shield using this? Just curious because I still have not had a chance to half life, while I could download this on my laptop, I would love to be able to experience this on DC
What differences besides multiplayer are different from this build your working on compared to the unreleased builds available
For example we can have CS 1.6 on Dreamcast, since CS 1.6 client was reimplemented in C++.
Secondly, it will open possibilities for indie dc dev, since xash/gold source perfectly fits as FPS engine of that era.
Networking/Multiplayer can also be cross-platform (for example PC and DC players can play on one server) if protocol limits won’t be lowered later for reducing ram usage.
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- letterbomb
- Posts: 156
- Dreamcast Games you play Online: i dont have my internet hooked up yet
hopefully some day we can easily connect with ethernet
Re: Xash3D (Half-Life compatible engine) port
That’s pretty awesome, if we could play counter strike on dc online that would be insane
- Anthony817
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Re: Xash3D (Half-Life compatible engine) port
What the actual fuck!? How is this even possible when the OG Xbox port pretty much required 128mb RAM mod since 64mb ran out of memory? Please explain how you are able to achieve this even with the 32mb mod? I do know that on PSP there was a version of XASH3d that was kind of working, but I do not remember if it required the PSP Slim which had twice the memory of launch version systems. Even so, I am wishing you the best of luck with this project!
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