Homebrew Half-Life (Xash3D FWGS) - Wii port

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amazing... :)
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where's a compiled build???
Here. Be sure to copy the valve folder from your steam copy into sd:/xash3d

This project has been put on hold now that my summer break is over and spent the last few weeks of it learning opengl. For the time being, I'll be working on smaller projects and playing around with the GX library.
 

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Here. Be sure to copy the valve folder from your steam copy into sd:/xash3d

This project has been put on hold now that my summer break is over and spent the last few weeks of it learning opengl. For the time being, I'll be working on smaller projects and playing around with the GX library.
I did a brief playthrough (Wii console, with GC ports), playing with a Wii U Pro Controller. I'm amazed, seeing this game on a Wii. :yaywii:

I tried to save progress, but it hard crashed. A mouse cursor is stuck at the center of the screen, but it runs very fluidly! It is going to look even more amazing once it has hardware acceleration.

Want to play more later, but is there a way to invert the camera Y-axis?
 
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I tried to save progress, but it hard crashed. A mouse cursor is stuck at the center of the screen
I'm aware of that, that's why I later focused on the multiplayer instead. The cursor can be disable in-game by unchecking "ignore mouse" in the touch options.

Want to play more later, but is there a way to invert the camera Y-axis?
You can even invert them (including the movement) in the gamepad options. From what I tested, I couldn't get past the first map of "Unforseen consequences" without returning to the menu
 
do autosaves work???
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will try...
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also how do you get the game to boot??? what's the folder structure???
 
Hi MintFerret, it's been a while. When I finally had to compile the engine myself, I ran into compilation errors. Everything was installed correctly, but I was having problems.Do you know if there's an alternative to compiling with Msys2? I'm sure it can be done with Visual Studio.
Besides wanting to finish resolving the issues people are mentioning in this post, I'll be waiting for your response.
 
I already tried the build you sent and yes, several things need fixing, but let's start by making it render by OpenGX instead of software.

By the way, could you update the GitHub repository so we can see how far you've come and help?
 
You can even invert them (including the movement) in the gamepad options. From what I tested, I couldn't get past the first map of "Unforseen consequences" without returning to the menu
Couldn't get it to work at first, as many options can't be seen and look like they are disabled (greyed out). I tried guessing the cursor position and this time, it worked. Went as far as the lab simulation, but forgot I shouldn't save the game so I sabotaged myself crashing the game. :rofl:
 
You can still save the game manually through the console. I forgot there's a saving command, so the only issue is the save file menu
In case you need to apply these kind of fixes feel free to look up my Xash3D port for the PS3. Most stuff could be ported fairly easily.
 
Hi @MintFerret

I wanted to ask if it's possible for you to add support for the Wii U Gamepad, Wii U Pro Controller, and DualShock 3?

You can add support for the Wii U Gamepad and Wii U Pro Controller using the Fix94 libraries. The library for the Wii U Gamepad is libwiidrc, and the one for the Wii U Pro Controller is libwupc.

For the DualShock 3, you can use the Xerpi library, libsicksaxis. (I would have liked to provide the links, but according to the community guidelines, I'm still not allowed to post links.)

Finally, I wanted to ask if you could enable the "Issues" section on the GitHub repository so people can make suggestions or report bugs, and if you could upload the Wii builds to the "Releases" section.

I'd really appreciate it.

Cheers.
 

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