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       <dc:date>2026-04-05T21:55:03+00:00</dc:date>
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                <rdf:li rdf:resource="https://mail.xash3d.ru/doku.php?id=xash3d:en:server_shows_attachment_angles&amp;rev=1391151330&amp;do=diff"/>
                <rdf:li rdf:resource="https://mail.xash3d.ru/doku.php?id=xash3d:en:setting_up_xash3d&amp;rev=1391096488&amp;do=diff"/>
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        <title>Xash3D</title>
        <link>https://mail.xash3d.ru/</link>
        <url>https://mail.xash3d.ru/lib/exe/fetch.php?media=wiki:favicon.ico</url>
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    <item rdf:about="https://mail.xash3d.ru/doku.php?id=xash3d:en:better_decal_saving&amp;rev=1391151535&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2014-01-31T06:58:55+00:00</dc:date>
        <title>xash3d:en:better_decal_saving</title>
        <link>https://mail.xash3d.ru/doku.php?id=xash3d:en:better_decal_saving&amp;rev=1391151535&amp;do=diff</link>
        <description>Better Decal Saving

In Half-Life, decals are consistently saved only on world brushes and randomly on entities such as doors or elevators. Xash3D saves decals on all brushes and entities. Decals are also transferred between levels (an implementation of this exists in Half-Life but does not work).</description>
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    <item rdf:about="https://mail.xash3d.ru/doku.php?id=xash3d:en:correct_server-side_lighting_information&amp;rev=1391151457&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2014-01-31T06:57:37+00:00</dc:date>
        <title>xash3d:en:correct_server-side_lighting_information</title>
        <link>https://mail.xash3d.ru/doku.php?id=xash3d:en:correct_server-side_lighting_information&amp;rev=1391151457&amp;do=diff</link>
        <description>Correct Server-Side Lighting Information

Xash3D is better at returning lighting-related values, because it takes both the light styles and their current values into account. In future versions, it is also planned to provide brightness information about entities lit by flashlights and other players (for example, in multiplayer). Player lighting data is taken directly from the renderer and considers all light types, including entity light and dynamic light.</description>
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    <item rdf:about="https://mail.xash3d.ru/doku.php?id=xash3d:en:credits&amp;rev=1391096642&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2014-01-30T15:44:02+00:00</dc:date>
        <title>xash3d:en:credits</title>
        <link>https://mail.xash3d.ru/doku.php?id=xash3d:en:credits&amp;rev=1391096642&amp;do=diff</link>
        <description>Credits

----------

Thanks go to:

	*  id Software 
	*  Valve LLC 
	*  XaeroX - for hosting, technical advice and moral support 
	*  Crazy Russian - for HL-style menu button code and animation 
	*  adamix - for menu scrollbar code 
	*  HAWK, ERIK-13 - for the first translation of features.txt into English 
	*  n00b - for the implementation of detail textures 
	*  nemyax - for the updated documentation</description>
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    <item rdf:about="https://mail.xash3d.ru/doku.php?id=xash3d:en:entity_patch_technology_support&amp;rev=1391151593&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2014-01-31T06:59:53+00:00</dc:date>
        <title>xash3d:en:entity_patch_technology_support</title>
        <link>https://mail.xash3d.ru/doku.php?id=xash3d:en:entity_patch_technology_support&amp;rev=1391151593&amp;do=diff</link>
        <description>Entity Patch Technology Support

This technology loads the entities for a map from an external script with the extension .ent. Such a script can be created by ripent.exe or by interacting with the engine. For example, using the console command entpatch &lt;map_name&gt; when a map loads will automatically create an entity patch for this map.</description>
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    <item rdf:about="https://mail.xash3d.ru/doku.php?id=xash3d:en:limits_for_bsp_models&amp;rev=1391151103&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2014-01-31T06:51:43+00:00</dc:date>
        <title>xash3d:en:limits_for_bsp_models</title>
        <link>https://mail.xash3d.ru/doku.php?id=xash3d:en:limits_for_bsp_models&amp;rev=1391151103&amp;do=diff</link>
        <description>Limits for BSP Models
 Limit  Xash3D  GoldSource  MAX_MAP_MODELS  1024  256  MAX_MAP_LEAFS  32767  8192 
Other limits for BSP models are configured by the compiler and do not depend on the engine.</description>
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        <dc:date>2014-01-31T06:54:19+00:00</dc:date>
        <title>xash3d:en:other_limits</title>
        <link>https://mail.xash3d.ru/doku.php?id=xash3d:en:other_limits&amp;rev=1391151259&amp;do=diff</link>
        <description>Other Limits

The following limits are locked at fixed values in the engine and can’t be changed in the client:
 Limit   Xash3D  GoldSource  MAX_VISIBLE_PACKET (entities)  512  256 MAX_MODELS (unique models including sprites and bmodels) 2048 N/A MAX_SOUNDS 2048 N/A MAX_SENTENCES 2048 1534 MAX_USER_MESSAGES 191 128 (WON GoldSource)MAX_TEXTURES 4096 (of which 2048 can be used by VGUI) N/A MAX_MESSAGES (number of messages in titles.txt) 2048 1024 Maximum size of indexed texture 1024×1024 512×512 M…</description>
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    <item rdf:about="https://mail.xash3d.ru/doku.php?id=xash3d:en:primary_limits&amp;rev=1391151003&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2014-01-31T06:50:03+00:00</dc:date>
        <title>xash3d:en:primary_limits</title>
        <link>https://mail.xash3d.ru/doku.php?id=xash3d:en:primary_limits&amp;rev=1391151003&amp;do=diff</link>
        <description>Primary Limits

Xash3D raises GoldSource’s primary limits so that they are less restrictive, and makes them more customizable. See gameinfo.txt for an example:
 Limit  Xash3D  GoldSource  MAX_EDICTS  600–4096  900  MAX_TEMPENTS  300–2048  500  MAX_PARTICLES  1024–8192  4096  MAX_BEAMS  64–512  64 
Manually setting lower limits helps you save memory in those mods where, for example, you don’t need many edicts. In addition, the MAX_EDICTS parameter comes from the server if the game is local, and t…</description>
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    <item rdf:about="https://mail.xash3d.ru/doku.php?id=xash3d:en:saving_cameras_using_trigger_camera&amp;rev=1391151494&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2014-01-31T06:58:14+00:00</dc:date>
        <title>xash3d:en:saving_cameras_using_trigger_camera</title>
        <link>https://mail.xash3d.ru/doku.php?id=xash3d:en:saving_cameras_using_trigger_camera&amp;rev=1391151494&amp;do=diff</link>
        <description>Saving Cameras Using trigger_camera

It is a known Half-Life issue that the camera orientation is not restored when loading a savegame. This can interfere with scripted scenes and give mod makers trouble. Xash3D fixes this problem. Now any camera in any mod is restored on game load.</description>
    </item>
    <item rdf:about="https://mail.xash3d.ru/doku.php?id=xash3d:en:server_shows_attachment_angles&amp;rev=1391151330&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2014-01-31T06:55:30+00:00</dc:date>
        <title>xash3d:en:server_shows_attachment_angles</title>
        <link>https://mail.xash3d.ru/doku.php?id=xash3d:en:server_shows_attachment_angles&amp;rev=1391151330&amp;do=diff</link>
        <description>Server Shows Attachment Angles

It’s a known fact that the GET_ATTACHMENT engine function doesn’t return attachment angles. This feature is simply absent from the original engine and model compiler.

Xash3D can partially correct this by returning the angle between the forward vector (running from the bone to the attachment) and the attachment vector (shown in any version of the Half-Life Model Viewer when the Show attachment option is selected). This feature may be useful for implementing things…</description>
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    <item rdf:about="https://mail.xash3d.ru/doku.php?id=xash3d:en:setting_up_xash3d&amp;rev=1391096488&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2014-01-30T15:41:28+00:00</dc:date>
        <title>xash3d:en:setting_up_xash3d</title>
        <link>https://mail.xash3d.ru/doku.php?id=xash3d:en:setting_up_xash3d&amp;rev=1391096488&amp;do=diff</link>
        <description>Setting Up Xash3D

----------

Xash3D is intended as a replacement for the GoldSource engine, so the original engine binaries are not needed for Xash3D to work. Generally, you need only the following:

	*  The folder containing the game or mod data. For Half-Life, this is the valve folder; for a mod or    derivative game, the folder name is usually the developer name or a variation of the title: for example, gearbox for Opposing Force or Hunger for They Hunger. 
	*  The xash_build*.rar file. 
	*…</description>
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    <item rdf:about="https://mail.xash3d.ru/doku.php?id=xash3d:en:support_for_more_map_types&amp;rev=1391151716&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2014-01-31T07:01:56+00:00</dc:date>
        <title>xash3d:en:support_for_more_map_types</title>
        <link>https://mail.xash3d.ru/doku.php?id=xash3d:en:support_for_more_map_types&amp;rev=1391151716&amp;do=diff</link>
        <description>Support for More Map Types

Xash3D supports the following types of BSP map:

	*  Quake 1 
	*  Half-Life 
	*  Half-Life Blue Shift 
	*  BSP 31 (custom Xash3D-specific format with extended limits and high-resolution lightmaps) 

In addition, there is Quake-style support for external bmodels, such as medkit and ammo models.</description>
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    <item rdf:about="https://mail.xash3d.ru/doku.php?id=xash3d:en:supported_mods&amp;rev=1391096533&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2014-01-30T15:42:13+00:00</dc:date>
        <title>xash3d:en:supported_mods</title>
        <link>https://mail.xash3d.ru/doku.php?id=xash3d:en:supported_mods&amp;rev=1391096533&amp;do=diff</link>
        <description>Supported Mods

----------

The following games and mods have been successfully completed on the Xash3D engine
Title Comments Accidental Assassin   Adam   Affliction     Afraid of Monsters: Director's Cut    Alternative Way: Part 1    Arrange Mod: Rebirth  The mod is extremely heavily modified and incomplete. Ashfield  Buggy, but the bugs are also present when the original Half-Life is used. Assault on Roswell v2.0     Azure Sheep     Back to Xen     Back to Xen 2    Before     Betrayal     Big …</description>
    </item>
    <item rdf:about="https://mail.xash3d.ru/doku.php?id=xash3d:en:troubleshooting&amp;rev=1391096585&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2014-01-30T15:43:05+00:00</dc:date>
        <title>xash3d:en:troubleshooting</title>
        <link>https://mail.xash3d.ru/doku.php?id=xash3d:en:troubleshooting&amp;rev=1391096585&amp;do=diff</link>
        <description>Troubleshooting

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For Players

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The console won't open

Make sure the gameinfo.txt file in the valve folder or your mod's folder does not have the following setting:
«secure» «1»

If this line is present, delete it. To enable the console, start Xash3D with the -dev or -console parameter.</description>
    </item>
    <item rdf:about="https://mail.xash3d.ru/doku.php?id=xash3d:en:xash3d_features&amp;rev=1391096419&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2014-01-30T15:40:19+00:00</dc:date>
        <title>xash3d:en:xash3d_features</title>
        <link>https://mail.xash3d.ru/doku.php?id=xash3d:en:xash3d_features&amp;rev=1391096419&amp;do=diff</link>
        <description>Xash3D Features

----------

Xash3D is a Half-Life-compatible engine, so all of the improvements and enhancements listed are relative to the GoldSource (GoldSrc) engine’s features.

This list is for Xash3D 0.95. It will be updated as new features are added.</description>
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