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xash3d-switch-dmc
by Datamats
|
Version | 1.0.1 |
Zip size | 5,501 KiB |
License | GPLv3 |
Updated | 16/09/2019 |
Downloads | 562 |
MD5 | aecf04448ef61015c40716f95a701ea5 |
App Details
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.
This packages already includes the extras.pak files from https://github.com/FWGS/xash-extras/releases in your valve directory ,
Get a copy of half life that contains the 'valve' folder. and add to the valvev folder already within your appstore download.
Xash3D should now launch, it will take a couple seconds to load the assets needed for displaying the menu and you should be able to play!
and problems please use the appstore feedback form, thanks..
Changelog
v1.0.1
Update libnx so hid will work on 9.0.0+
v1.0.0
nwindow is used now instead of the deprecated gfx api
the touchscreen should work now
moved over to filesystem times for savefiles thanks to libnx
implemented the console and various UI requiring text input using swkbd
added options for overclocking, for the really care cases where you might benefit from it
made cl_showfps default to 0 (you can always change it using the console)
a dmc sdk branch has been ported and is available, additionally a decay port has been added that needs more testing
v0.4.0
All the nro's have been renamed to ease the process of adding new games and making it easier to port new dlls, please delete all the half-life-*.nro's
The game switching implementation should be a lot more flexible now and you should be able to keep the nro's where you want as long as you keep them together
Mods should now work as expected as long as they do not contain custom entities / weapons or other specialized code put in a dll file
Opposing force should be fixed
Various fixes and improvements to stability
v0.3.0
Blue Shift / Opposing Force builds has been ported and added to the build system
The Custom Game menu should not crash anymore, but it will only work if all the nro's are in the /switch directory and are not renamed.
v0.2.1
There should be no more crashes after quitting from the menu back to the hbmenu
v0.2.0
The timestamp of saves are now saved into a own file as a temporarily workaround until libnx gains timestamps. (Now you will go back to the last autosave when you die instead of having to start over)
Increased the buffer for file copies, this makes saving in some cases multiple times faster
Fixed the screenshots for saves being broken due to the dynamic resolution system
More work trying to fix crashes (hbmenu will still crash when you quit from the mainui, this is being worked on)
Added a working icon