New Opposing Forces apk download and install: Today We'll learn how to play Half-Life:Opposing Forces on android. This mod has an issues where it crashes during the intro, so I'll be teaching you how to cheat and change maps.
If you get stuck while playing the game use the 'noclip' code to walk through walls past the obstacle. Half-Life: Opposing Forces ModDB: Half-Life: Opposing Forces Cheats: Half-Life Cheats: Get the full instructional how to Play Half Life on Android video here: Xash3D Half Life engine Port for Android(Playlist) Note: Checkout the latest working Mods and Fixes for the app here.
Along the lines of what Jake Auralight said; Xash3d multiplayer is not finished and is not compatible with GoldSrc multiplayer. You should not get vac banned, but you cannot play with players that are not using the engine.
Hey guys, I just thought I would bring it to the greater communities attention that there is a port of the open sourced Half-Life engine to Xbox, and I have been beta testing it for the past few days for the developer. Well today he has decided to release an open beta for people running consoles with stock 64mb of ram. Before it was only possible to play it on 128mb system, but all of that has changed now. This is an older video, but you can see what he got working on 128mb ram systems. He kind of needs some help squeezing every last ounce of ram out of the console to be able to run the full thing with all textures, as right now we are forced to run with the null texture on character models, so it needs to be fixed some more. I am unsure if I am able to post a link to the actual thread, so somebody please tell me that is an admin. It is at a popular Xbox emulation site if you catch my drift.
Here is the post from the developer which I am copying in full. Click to expand for download links of the beta. Edited 4/10/17: Hey guys, I’m releasing a pre-beta version Half-LifeX. The game is now very playable, I have managed to get through half the game in one sitting, but there are still some issue that need fixing as below. The game runs great with a very good frame rate 90% of the time on a 1.4ghz/128mb Xbox.
The frame rate is acceptable on a stock CPU XBox, hopefully optimizing further can improve this. You will find the controls require work. To enter a crouch or put the use key in a held down state tap the L-Trigger and press either X (crouch) or A (use). Multiplayer is in the code, you could start a multiplayer game and run around by yourself, but there is no networking support at the moment for other players to connect, so I have grayed out the multiplayer option on the main menu atm. Known bugs/issues: 64mb version exclusive: - Decals textures sometimes look wrong ( i.e. Glass cracks, scorch marks, etc). Sprites sometimes look wrong (i.e.
Explosion fire, smoke puffs, etc). Slightly slower than the 128mb version. No main menu header logo yet (16bit gradient was too ugly). HUD sprites and menu fonts look ugly. Apply to both 64mb and 128mb versions: - Controls can’t be mapped from the menu yet.
Controls need improvements. Menu navigation not fully setup for the gamepad yet. Hud damage icon indicators not working correctly. Some view models slightly clip the front camera plane. Underwater fog not working.
NOTE: The 64mb version is a work in progress and model textures are currently disabled to free some memory, they are rendered using the null texture (pink and black checker). If the model textures are turned on there will be occasional crashes due to some maps using too much memory, I'm working hard to find other ways to save memory so they can be enabled again. The 128mb version of the game does not have this issue obvously. The texture quality and speed of the 64mb version is also a bit behind the 128mb version, but I'm working to improve this. Half-LifeX WIP 64mb version with source: Half-LifeX WIP 128mb version with source: Note: I have also not stored all the common files in one directory, each library solution has its own copy. I hope to fix this soon.
Special thanks to: -Weinerschnitzel - For help with the client library and suggestions/tips.Freakdave - For help with the FakeGLx01 port and his port of FakeGLx09.FakeGL01.FakeGL09. I didn't think about downsampling audio, that is a great idea. I did mention to him about how the Dreamcast version was possible much in part due to the great texture compression. He then added some basic texture compression. We have been brainstorming for better ideas on how to get it under 64mb. I think another thing the Dreamcast version had done was split up some of the larger levels into smaller areas, and he discussed going that route as a last resort. Actually, I wonder, if he were to use the Dreamcast versions levels, if that might actually help it run better since they were already split up in many cases?
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I think I will discuss this with him. I still think it is incredible how they got it running on the DC with 16mb of ram, while using more detailed textures and models than what this port is using. We will eventually be able to use either DC or PS2 models with it, but that will further tax the resources. Full mod support will also hopefully come in the future when he can get the game to load custom dll's, but much like the Dreamcast version, basic mods can be ported much like They Hunger, Paranoia and U.S.S. I didn't think about downsampling audio, that is a great idea.
I did mention to him about how the Dreamcast version was possible much in part due to the great texture compression. He then added some basic texture compression. We have been brainstorming for better ideas on how to get it under 64mb. I think another thing the Dreamcast version had done was split up some of the larger levels into smaller areas, and he discussed going that route as a last resort. Actually, I wonder, if he were to use the Dreamcast versions levels, if that might actually help it run better since they were already split up in many cases? I think I will discuss this with him.
I still think it is incredible how they got it running on the DC with 16mb of ram, while using more detailed textures and models than what this port is using. We will eventually be able to use either DC or PS2 models with it, but that will further tax the resources. Full mod support will also hopefully come in the future when he can get the game to load custom dll's, but much like the Dreamcast version, basic mods can be ported much like They Hunger, Paranoia and U.S.S. Click to expand.Oh, you should play Half-Life again, it's still a fantastic game. And some of it's free mods, such as USS Dark Star, Azure Sheep, the They Hunger trilogy, etc, are really good. Im pretty sure if the guy doing this has enough skill to port the thing to Xbox (unless its really simple and nobody has done it yet besides him) then he's not stupid enough to not consider the smaller map sizes, audio downsampling, as you guys have mentioned.
Its most definitely a matter of difficulty i think the poor performance is due to the fancy bells and whistles added to Xash. Like the fancy lighting, they have some physics added, probably a crapload of other stuff under the hood. Half-life itself might not use these, but it still creates memory bloat, and i'd imagine a crapload more instructions to execute per clock cycle hopefully this guy continues working on this, and completes it. Click to expand.i've never tried running a DC BSP on PC, but in many cases PC BSPs work on Dreamcast by dragging and dropping into the game PAK.
The only cases when a map needs to be recompiled for DC or PC is when there's a map entity for a function event that does not exist in the Dreamcast binary. The entity must be removed and or map needs to be reworked so the game can proceed without crashing, or being stuck because of a NULL scripted sequence.
This is one of the many reasons i spent so long on the Dreamcast HLSDK extension library stuffs. New entities are defined there.
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