Diffusion is a total-conversion mod in its own universe, based on Half-Life SDK and running on Xash3D FWGS engine.
You, James Smith (served in SWAT for a decade with no failed ops), on vacation and driving your car to some nice place, to take a break from your usual work routines. Driving on a deserted road somewhere in Utah, the car breaks down. With miles of nothing behind, J. decides to go forward and stumbles upon an abandoned rock/sand processing factory with just one yawning guard sitting there. Pointed by the guard, J. walks behind the factory to find the phone. When he comes back, he only sees two army trucks and the dead guard… As the factory is surrounded and J. is hurt, the only path leads him inside the factory only to find that this place is absolutely not what it seems to be…
PLEASE READ:
Some models/textures I used come from random places of the internet, laying around in free access. If it's one of yours and you want it to be removed or want to be credited - just let me know immediately @Aynekko. I respect everyone's work but it's hard to track everyone down at this point - I pretty much forgot where it was taken from… I'm not going to claim used content as mine unless I made it by myself. This is not a commercial project, not a portfolio, just a hobby.
The 1.2 update has been released. The full changelog is available on the file download page. This update is not as big as the last one. Here I will mention the most notable updates.
• New enemy - spidermine. Once it spots you, it will run after you. Once close, it will jump and blowup, dealing non-lethal damage. I have reworked some places, replacing assassins with spidermines.

• Chapter selection. Long-awaited feature, that should've been there from the start, I know, but it took me a while to figure out programming-wise. It's finally here.

• New crossbow crosshair with distance - for easier aiming

• Reloading timer for electroblast

• Hacking puzzle rework. Explanation is on the screenshot, and it is also visible in game when tutorials are enabled.

• Other quality-of-life features:
- added turkish localization (thank you qualm!) - use launch parameter -language turkish to launch it
- Implemented SMAA as an additional anti-aliasing solution;
- implemented FSR 1.0 upscaler - use it with a renderscale of 0.75-0.85 to gain extra fps on 2k/4k screens;
- implemented shader disk caching and preloading - there should now be significantly fewer stutters, as shaders are loaded right after the game launches. The first launch will be a little slow - shaders will be compiled and saved to disk (they will take about 40 Mb of space), but subsequent launches will be much faster, especially when using an SSD.
Last but not least, I think I finally figured out the reason of GPU driver crash. So please let me know, if you are still experiencing any driver timeouts, especially on AMD. Thank you for playing :)
As a reminder, soundtrack of the mod is available on Spotify and Bandcamp.
- Aynekko
Diffusion 1.1 update - new voiceover, weapon rebalancing, map changes, soundtrack available on Spotify and many more
...before release. Get ready to dive in into the world of Diffusion.
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
I’m trying to set up Chinese support on my own, but the Chinese characters won’t display. Could you tell me how to fix this? I’d really appreciate it.
Hi, unfortunately only russian and english letters are supported right now. It depends on the engine. You can speed up the process by telling the Xash developers about this: Github.com
Thanks for your reply. I’ll try my best if I can
Hey man, I'm really sorry for bothering you so much lately, I know I've been a bit of a burden.
I just wanted to ask you: which specific HLSDK version did you use to build your mod? And what were the main issues or bugs you faced while setting it up with the engine, so I can avoid making the same mistakes?
Thanks a lot for your time and help, I truly appreciate it!
I have started from here: Github.com
There were quite a few bugs but it's playable. Still, I did thousands of changes in the end
Question about 3D Skybox implementation in Diffusion source / Xash3D
"Hey man! First of all, amazing work on the Diffusion mod, the visuals and mechanics are absolutely incredible.
To be honest, I've been on an absolute nightmare of a journey trying to get the 3D Skybox to work using the env_sky entity on the Xash3D engine. I first tried implementing it server-side in hl_dll by tracking the scale and FOV parameters through a Think function, but it just caused awful rendering glitches where the skybox would stretch, tear, and mirror itself like a hall of mirrors. Then I tried moving things to the client-side view.cpp but kept running into a dead-end with compiler errors because the hooks weren't there. It has been an absolute nightmare of trial and error!
Since you’ve fully mastered this in Diffusion on Xash3D, could you please share the complete, full 3D Skybox code implementation (both client and server sides, or whatever hooks you used)? It would save me from further absolute agony.
Thanks a lot for your time and for keeping the engine modding community alive! Cheer
Hi, I think PrimeXT realisation might help you:
Github.com
On server side you can find env_sky
Thank you very very Thank 😊
...well this is just an entire game for free
Классный проект, автору удачи.
Только вот на карте AMD (RX 6750 XT) почему-то периодически сталкиваюсь с ошибкой "превышено время ожидания драйвера". Драйвера обновлял. В целом это не сильно мешает, но иногда игра ломается.
P.S. пока помогло снизить частоту монитора.
Привет, к сожалению, я так и не смог решить эту проблему. Судя по всему, это кривые драйвера AMD. Гугл выдал, что такое встречается в разных играх и на разных карточках (можешь почитать r/amdhelp на реддите). Кому-то помогает откатывать драйвера на прошлые версии, кому-то удалить кэш шейдеров, а кто-то полностью меняет карточку. В общем, чего-то конкретного обнаружить не удалось.