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xash3d-switch's Introduction

Xash3D FWGS Engine Build Status Windows Build Status

Latest version of the engine is available at: https://github.com/FWGS/xash3d

Orignal project: Xash3D on ModDB

Xash3D Engine is a custom Gold Source engine rewritten from scratch. Xash3D is compatible with many of the Gold Source games and mods and should be able to run almost any existing singleplayer Half-Life mod without a hitch. The multiplayer part is not yet completed, multiplayer mods should work just fine, but bear in mind that some features may not work at all or work not exactly the way they do in Gold Source Engine.

Xash3D FWGS is a fork of Xash3D Engine, which aims on crossplatform and compatibility with original Xash3D and Gold Source.

License

The library is licensed under GPLv3 license, see COPYING for details. CMakeLists.txt files are licensed under MIT license, you will find it's text in every CMakeLists.txt header.

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xash3d-switch's Issues

Error 2168-0002 when launching Xash (9.0.0)

Hello,
I wanted to try out Xash, but apparently I'm not allowed to eh?...

Anyway, each time I try to launch Xash from the HBL, I get a hard crash, with the error code 2168-0002 ("Userland ARM data abort. Also caused by abnormal process termination via svcExitProcess. Note: directly jumping to nnMain()-retaddr from non-main-thread has the same result.", taken from the Switchbrew wiki )
I do not know if this is related to Xash exclusively, or if my setup is at fault, so I'm just reporting this error in hope that somebody can help me. I've also including this dump log from Atmosphère, for good measure.
01568815208_010000000000100d.log

My Xash3D folder does exist on my card, with a fresh valve folder in it, I'm running Hekate 5.0.2, with Atmosphère 9.4.0, HOS version 9.0.0, in a emuMMC

Gunman Chronicles Goldsrc

Hi, can I play Gunman Chronicles in my switch?? It's the same engine as half life (Goldsrc), that game was awesome ages ago.

Upgrade to new engine fork and upstream support

Hi! Congratulations on your port. :)

We're, i.e. FWGS, dropping old engine support soon once and forever. However, we have new fork based on final Xash3D release and even some unique features, like multiple renderers support. :)

Only few things are required to be changed:

  • Cleaner code, you almost don't have problem with this :))
  • You should agree to maintain your own port. It's not hard, just test global changes and report if other dev has broken something and participate in your port related issues discussion, i.e. bugreports. I recommend you to setup CI for perpetual building and deploying engine updates, so everyone will know which commit has broken 3DS build.
  • Move from Makefiles to Waf build system.

If you have questions, ping me here or in our Discord server.

Button remapping needs debounce

When attempting to remap a button under Configuration>Gamepad>Controls, pressing A to begin remapping a control will just bind the control to the A button (ENTER). I suspect this is due to a lack of debouncing, and the remapping menu is looking for input on the very next frame, which is almost always going to be A. If you're really fast you can manage to rebind controls, but it's extremely inconvenient nonetheless.

Possible solution: wait until the A button is released before beginning to look for inputs for the remapping.

Autosaves / saves are extremely slow

Maybe putting the file operation on another thread would solve things?
EDIT: Maybe adding an option for storing saves on the save fs, so it's on the main storage?

FPS count still showing

Hi, the FPS display still showing in v1.0 in the changelog say it was hidden by default now.

Ragards

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