Xash3D: An open-source reimplementation of Half-Life
github.com
github.com
https://developer.valvesoftware.com/wiki/Steam_Application_I...
https://github.com/FWGS/xash3d-fwgs/blob/master/Documentatio...
Didn't Half Life require a Pentium (as in the first one) and something like 32 MB RAM when it came out?
I think the 3DS should be at least that powerful, or is there something I'm missing?
The fact that it actually works in such constrained environments is impressive.
We ran our FWGS fork with our own software renderer on Chinese MP3 player and Motorola Linux phone from the mid-00s just for fun. But these ports are total hacks. :)
At this time, only nswitch and psvita are upstreamed, but both tend to get broken over time, mostly due to breakage in homebrew SDKs.
He initially supported it, but Apple kept making changes that caused trouble. Since the devs don’t have Apple devices and have no personal interest supporting the platform, they cut “support”.
They continually invite anyone that wants to come onboard to support it on Apple if they want to.
Your post (to me) initially reads as seeming like they are actively blocking Apple support out of ideology, but that’s not the case. They even seem to occasionally entertain possible ways to add compatibility without extra effort.
Microsoft is also increasingly causing them problems, with the antivirus and software signing needed to ensure getting past it.
Mac Source Ports is fantastic overall, there’s a ton of other games available too.
edit: Here it is. This looks like a good place to work from: https://github.com/MacSourcePorts/xash3d-fwgs
Looks like the main annoyance is no resolution scaling; the game always renders at the size of the window, which at high pixel densities is a problem for the text rendering (it's tiny). Should be solvable for someone motivated though.
We have upstream support for macOS now, since there is at least one person ready to work on it.
Well, thankfully, it doesn't require too much work, except some Apple specifics. If someone could set up a CI build, that would be awesome.
If you have problems, better report them at our issue tracker on GitHub. Even if it was unsupported configuration, there might be somebody who knows how to fix this exact issue.
It's not the developer's fault that Apple forces them to bend over backwards and continuously update and rewrite huge chunks of their software just to make sure it doesn't get broken by every other macOS update changing or removing some essential API or feature that every other OS still supports.
The simple fact that OpenGL and Vulkan are supported on Windows, Linux and Android, but not macOS, which only supports a single proprietary graphics API that everyone is forced to use, should be enough of a reason for game developers to stay far away from it, and indeed, most do. Valve themselves have decided to distance themselves from macOS in recent years due to Apple's behavior despite openly embracing it in the past. If you're going to buy a Mac expecting to game on it, you should take this into consideration.
Their reasons are definitely understandable though.
The vitriol is very necessary to communicate that such actions are disliked.
Their reasons for disliking the Apple ecosystem are fine, it just doesn't need the tone. It's like reading something from /. circa the mid 2000s - most of us have grown up since then.
IMO it does, people aren't machines and they both tend to produce and respond to strongly worded criticism.
> It's like reading something from /. circa the mid 2000s - most of us have grown up since then.
New humans are created all the time, the people who disliked at what big companies were doing back in 2000s - and being vocal about it in the social platforms of the time - growing complacent in 2020s doesn't mean everyone else has to do the same.
Tone policing is still lame in 2020+
If committing ad hominem logical fallacies is one of the rules of the forum, then this forum is a waste of time.
This thread has already been a complete waste of time.
Well, part of my opinion is that i disagree that trying to force a specific tone is a sign of maturity and i do not see that as a better way of expression.
It can be easier to stomach, especially to those who do not want to see the opinions discussed, but at last personally i do not consider that as better.
I got an email the other day, that despite me paying my 100$ a year fee, my hobbyist game would be removed unless I update it.
This is after the pure hell of getting my developer account working and getting the app approved in the first place. The email didn't say it's not running properly on iPhones anymore. Just I need to waste my time updating this app.
I immediately canceled my developer subscription. Google is starting to crack down on hobbyist projects as well.
Whatever, Unity Web builds are fast enough on mobile browsers.
I'll upload the game to itch.io, if anyone wants to play it, they can do it there.
Apple doesn't bother to support standardized tech like Vulkan, and generally makes like difficult.
As far as my hobbyist projects go I'm moving away from proprietary software, and moving towards open source GitHub projects. I code outside of work for fun. Once I need to jump though 800 hoops to get my project to end users I lose motivation.
Isn't this the same on Google play? I got a similar email around August time saying end of August is the cutoff date for upgrading to Android 13.if I don't upgrade my app they'll take it down. What's the difference?
I paid a 20$ fee once years ago.
Old Steam games still run after all.
I suspect that you fundamentally do not understand the issue since you're characterizing the developer not putting in that extra work as "intentionally not supporting Apple".
For reference to those who might attempt, I had to swap 'python' for 'python3' in the header of the waf binary, patch one file to replace 'malloc.h' with 'stdlib.h" to overcome the one compile error, compile the hlsdk-portable library referenced in the README (again with waf tweaked), and copy both the resulting dlls/hl_arm64.dylib and cl_dll/client_arm64.dylib into the valve folder.
Not complaining, just sometimes I think open source looses ground by having too many forks, which dilutes man-power on these efforts.
."Xash3D FWGS is a heavily modified fork of an original Xash3D Engine by Unkle Mike."
Initially fork was done to port all the Windows-specific code to SDL, but since then the goals has changed on improving compatibility and extending it further for modders.
I wish Wasm was officially supported by Xash3D.
> Exception thrown: TypeError: params.args is undefined
If you want to see an example with my own maps, see https://minfantry.steren.fr/
Module.arguments = [...args, ...params.args];
Then, it did work! :DEdit: nvm, I was thinking of the HL2 leak
And license-wise it would be very hard to get rid of the fact that Uncle Mike used some stolen code.