Finally, it's released, the stable version of XashXT for stable version of the engine. Recommended to use with Xash3D v0.99, build 4344, but should be compatible with some previous builds (down to build 4055) also. Press "Read more..." for details.
Since the version 0.65 a lot of things are added and fixed. Some of new features: support up to 64 weapons, better visual debugging system, faster grass code, faster code of dynamic lighting and world's rendering (including using a power of GPU for lightstyles and hardware interpolation of lightstyles), better fog, partial support of terrains from Paranoia 2, advanced mirrors' rendering (including mirrors reflecting in each other), special events for spawning Aurora particles from studiomodels (5040-5044), totally new studiomodels renderer with a support of LODs, bone weighting, jingle bones, inverse kinematics, multiple blending of sequences, per-vertex lighting for prop-models, added sunshafts (like in Crysis or Paranoia), Opposing Force-like ropes, better tracktrain control, new entity trigger_dsp_zone for better DSP effects, new entities func_transporter и conveyor_setspeed for better control of conveyors...
Here's the list of changes since XashXT v0.81 beta release (a full list of changes since v0.65 rev.4 will be added as soon as possible):
Client: added detection of both engine's cvars - as "build" (used in older builds of Xash3D), as "buildnum" (used in current builds of Xash3D) - for compatibility with current and previous builds of the engine
Client: fixed bugs with changing of a display resolution
Client: added support of embedded sound for in-game movies (func_screenmovie)
Client: fixed bugs of 3D-sky entities (translucence)
Client: allowed per-vertex lighting for any entity (set zhlt_vertexlight "1" in entity settings and use new p2rad for compiling a map) and added caching to prevent in-game freezes
Client: grass code was rewritten, and now it supports two methods of rendering (common for old and faster for modern GPUs)
Client: allowed fake LODs for studio models, based on a special bodygroup named "studioLOD"
Client: tuned fog parameters
Client: particles lifetime is now based on zero alpha or zero size instead of global time
Client: allowed sunshafts in fog
Client: reimplemented support of self-illuminated parts on brush textures (luma)
Client: fixed studio interpolation issues
Server: added a new entity called func_transporter (the advanced version of func_conveyor)
Server: added detection of both engine's cvars - as "build", as "buildnum"
Server: syncronized physics' thread to increase general perfomance ("sv_sync_physic" cvar)
Server: increased PhysX's scene up to +/- 32768
Server: added a check of path_track's state
Server: fixed bugs of train_setspeed and func_traindoor
Server: fixed save/restore bug of ambient_generic
Server: added a new entity called conveyor_setspeed (allows to adjust conveyor's speed gradually)
Server: allowed moving through levels for trigger_inout
Server: allowed scripted_sentence to be affected by env_model
Also added new demo maps (weathdemo, grass_test2, ik_test, jiggletest, rope_test, sponza, freeman, freeman_low), a set of old demo maps (check testmaps.pak), updated compilers and other tools (including bsp31migrate.exe - the utility for exporting of compiled BSP31 maps into new extended BSP30 map format).
XashXT's assets have to be placed as a mod inside a main Xash3D directory, so you also need to have properly preinstalled Xash3D (build 4344 is recommended) with corresponding resources of Half-Life, otherwise various things will not work as intended.
P. S. Please note - XashXT's pack includes some EXE-files, mostly - mapping / modelling / texture tools by Unkle Mike. Most of them are open sourced & all of them are clean from viruses or any malware. But few of AV engines (mostly Trapmine, Cylance, Bkav & Avira) mistakenly detect those unknown EXEs as suspicious or malicious. Try to use less paranoic AV if you got this problem (or add XashXT's files into exceptions).