Document experimental private hold and PR0 release blockers

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# Preserve the exact archived upstream README, including its original whitespace.
docs/README_PRE_PR0.md -text -eol whitespace=-blank-at-eol
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![Lambda1VR Banner](https://www.lambda1vr.com/img/banner2.jpg)
# Lambda1VR on Steam Frame (experimental)
# Lambda1VR
This branch adds a Steam Frame build to [Team Beef's Lambda1VR](https://github.com/Team-Beef-Studios/Lambda1VR), the Xash3D-FWGS/GoldSrc-based Half-Life VR port. It targets Steam Frame's Lepton Android container with ARM64, OpenXR and GLES. The Frame input map, runtime-located eye poses and build-specific Android overlay are documented in [docs/VR_ARCHITECTURE.md](docs/VR_ARCHITECTURE.md); see [docs/STEAM_FRAME_VR.md](docs/STEAM_FRAME_VR.md) for build and setup.
Lambda1VR is a port / mod of the Xash3D-FWGS Half-Life Engine for the Oculus Quest adding 6DoF weapon support and OpenGLES2.0 rendering.
**Status: PRIVATE · EXPERIMENTAL · HOLD.** The private publication target is astromaddie/lambda1-vr; it is distinct from the pre-existing public astromaddie/Lambda1VR remote and from upstream. The audit identifies tracked/history signing and machine-specific files, a third-party asset provenance question, and unresolved GPLv3 / Half-Life SDK terms compatibility. No blanket license or game-data grant is asserted. See [docs/PR0_READINESS.md](docs/PR0_READINESS.md) and the [Steam Frame PR0 audit](https://github.com/astromaddie/steam-frame-vr-playbook/blob/main/reports/pr0-2026-10-11/README.md#material-findings). The prior root README is preserved byte-for-byte at [docs/README_PRE_PR0.md](docs/README_PRE_PR0.md).
```
Xash3D is a game engine, aimed to provide compatibility with Half-Life Engine,
as well as to give game developers well known workflow and extend it.
Read more about Xash3D on ModDB: https://www.moddb.com/engines/xash3d-engine
```
## Capabilities and evidence
There's a build for Valve's Steam Frame too, see [docs/STEAM_FRAME_VR.md](docs/STEAM_FRAME_VR.md).
### SideQuest
The easiest way to install this on your Quest is using SideQuest, a PC desktop app designed to simplify sideloading apps and games ( even beat saber songs on quest ) on Standalone Android Headsets like Oculus Quest and Oculus Go. It supports drag and drop for installing APK files!
Download the latest version of SideQuest here:
https://github.com/the-expanse/SideQuest/releases
Once you have installed Lambda1VR you will need to copy the game assets from a legally owned half-life install. Details below.
## IMPORTANT NOTE
This is solely an engine port/mod, no game assets are included whatsoever. YOU *MUST* LEGALLY OWN HALF-LIFE IF YOU WISH TO PLAY IT IN VR USING LAMBDA1VR.
The original half-life can be purchased on Steam: https://store.steampowered.com/app/70/HalfLife/
*PLEASE NOTE:* Half-life: Source is *not* compatible.
## Copying the Full Game files to your Oculus Quest
Before attempting to start Lambda1VR you need to do the following:
- Install and start the application once until it shows the menu screen. At this point exit and you will find that a "xash" folder has been created on your headset.
- Locate the install of half-life on your PC, if installed from Steam then it will be somewhere like C:/Program Files (x86)/Steam/steamApps/common/HalfLife/
- Copy the content of the "valve" folder to the newly created "xash/valve" folder on the Quest (This will take a long time)
- (optional) Copy the contents of the valve_hd folder into the valve folder now on your Quest (this gives you some nicer models). If you are a Mac user please read this post, otherwise you will get a crash: https://www.reddit.com/r/Lambda1VR/comments/cls57m/mac_running_halflife_with_hd_assets_on_quest/
## Save Games File
Save game files are stored on the internal memory of your quest in the xash/valve folder. This means that if you uninstall/reinstall Lambda1VR all the saves are retained. If you change headset just make sure you copy {quest}/xash/valve/save to the new Quest.
Any update will not affect any of your save game files.
## Controls
Before you ask... YES!, the crowbar has to be swung in real life to smash stuff! (except in multi-player, you still have to press the trigger I'm afraid).
### Left-handed people
Add the following cvar to your config.cfg file: vr_control_scheme "10"
If left handed players wish to mirror the weapons to avoid seeing the gaps in some of the weapon models then set the following cvar in config.cfg: vr_mirror_weapons "1"
### Button / Controller Mappings (Primary configuration)
#### "BackPack"
You can get quick access to the crowbar by reaching behind (so the controller is obscured) and then holding down the grip trigger, this will then auto-switch to the crowbar whilst the grip trigger remains held down. As soon as you release the grip you will switch back to the weapon you had selected previously. This is an excellent way to quickly smash boxes/vents etc without the hassle of cycling through the weapon selector for the crowbar.
#### Mappings
This is the primary/default button mapping, an alternative configuration that might suit smooth turn locomotion players will be coming soon..
|Dominant Hand Controller||
| --- | --- |
|Orientation/Position|Weapon Orientation/Position|
|Trigger|Fire Primary / Secondary|
|Grip (Hold)|Enable secondary fire|
|Grip (Quick Click)|Reload|
|Click Thumbstick|Use (action)|
|Thumbstick Left/Right|Turn|
|Thumbstick Up/Down|Select Weapon (Fire to accept new weapon)|
|A / X (depending on dominant hand controller)|Crouch*|
|B / Y (depending on dominant hand controller)|Jump|
\* If you physically crouch in real life, then when the proper duck mechanic is triggered in-game you will see a HUD indicator in the top-right of the view
|Off-hand Controller||
| --- | --- |
|Thumbstick|Move/Strafe|
|Menu Button|Menu|
|X / A (depending on off-hand controller)|Flashlight on/off|
|Y / B (depending on off-hand controller)|Toggle screen mode for cut-scenes (Show multi-player score table in multi-player games)|
|Orientation/Position|Flashlight Orientation/Position|
|Trigger|Hold down to run)|
|Grip (hold)|Weapon Stabilise (hold to remain active)*|
|Click Thumbstick|Enable/Disable Laser Aim|
\* Weapon stabilisation has a deadzone when the two controllers are less than 15cm from each other to prevent screwing up two-handed aiming with the Glock etc
## Command Line Parameters
It is possible to supply command line parameter to the xash engine (and the Lambda1VR wrapper) using the commandline.txt file. The following command line parameters are supported by Lambda1VR (for a list of command line params supported by the Xash3D engine please see the Xash3D documentation):
for example you might use:
```
xash3d -log --supersampling 1.5 --msaa 2
```
Which will set super sampling to 1.5 and msaa to 2.
|Parameter|Values|Desription|
| Capability | Evidence recorded in the project | Limit for this source revision |
| --- | --- | --- |
|supersampling|0.1 upwards (default: 1.25)|Sets the super (or under) sampling value|
|msaa|1, 2, 4 (default: 4)|Sets the MSAA anti-aliasing value|
|cpu|1-4 (default: 2)|Sets the CPU scaler|
|gpu|1-4 (default: 3)|Sets the GPU scaler|
| OpenXR startup and stereo | Earlier unattended SteamVR runs reached the session, loaded c1a0, rendered both eyes and exited; stereo geometry was checked from eye dumps. | These are historical device results, not a rebuild or acceptance of current HEAD. |
| Steam Frame controls | Binding tables and synthetic input have host checks; earlier diag_press runs logged mapped actions. | Physical controller input and full menu/gameplay control were not worn or accepted. |
| Worn gameplay | On 2026-10-05 an earlier Steam title build was reported smooth at 120 fps and “very sharp and very clean.” | No wearer timing capture was made; this report is not current-build performance proof. |
| Known gaps | Unattended dumps did not show the in-game laser sight; barney_vest, barney_helmet and sprites/scope are documented missing assets. | SteamVR-menu exit, physical controls, pause/save workflows and complete gameplay remain unverified by a wearer. |
## Half-Life data
## Things to note / FAQs
The full retail Half-Life installation is an external requirement. The provenance of bundled assets/extras.pak remains unresolved. Install Half-Life from Steam on the Frame; the app looks for steamapps/common/Half-Life/valve/liblist.gam and reads the Steam valve directory in place. The fallback is a user-supplied valve/ directory under /sdcard/Documents/Lambda1VR/valve (SteamOS ~/Documents/Lambda1VR/valve). Half-Life: Source is not compatible. The same Documents directory holds writable saves and settings. Team Beef release assets for hands, replacement weapons and the optional Frame menu tile are separate from commercial game data; consult the build notes before preparing them.
* Your screen name (for multi-player) can be set in the config.cfg file
* FPS counter can be enabled in the Video Options menu
* Weapon recoil is disabled by default.. if you want a more authentic experience it can be enabled with the cvar: vr_weapon_recoil 1
* If the player height is messed up. Try reseting the view by holding the home button for 2 seconds. After that go into the main menu and back into the game.
* After changing files in xash/vale folder, often the device needs to be restarted for the game to use the changed files.
## Build route
Use JDK 17 and NDK 25.1.8937393. From the Android project directory:
## Known Issues
cd Projects/Android
sh ./gradlew assembleFrame
* Application crashes when you complete the Hazard Course
* No way to enter text
* Positional tracking doesn't really work on multi-player servers (unless you run your own server and set the following cvar: sv_accelerate 10000), it sort of works if you hold down the "run" trigger, but it isn't very good
* Lambda1VR will crash if you haven't copied the half-life game assets to the right location, no warning, just crash
* Complaint when you exit that the app did not shutdown properly (or crashed or something).. since you are quitting this wasn't considered serious enough to hold up the release, but will be fixed in a future update
* The edges of some textures are still corrupting when the flashlight shines on them
## Future To-Dos
* Text entry / Virtual Keyboard - Frustratingly the Quest virtual keyboard isn't available through the native SDK :(
## Building
You need the following:
* Android Developer Studio
* Android SDK API level 24
* Latest Android Native Development Kit
* Oculus Mobile SDK 1.24.0
* The Lambda1VR folder should be below VrSamples in the extracted SDK
* Create a local.properties file in the root of the extracted Oculus Mobile SDK that contains the ndk.dir and sdk.dir properties for where your SDK/NDK are located (see Gradle documentation regarding this)
* To build debug you will need a _android.debug.keystore_ file placed in the following folder:
_oculus_sdk_dir_/VrSamples/Lambda1VR/Projects/Android
Alternatively you can use the docker image created by BrainSlugs83 which can be found here: https://github.com/BrainSlugs83/DockerOvrSdk
## Credits
I would like to thank the following teams and individual for making this possible:
* Baggyg - My long-time VR friend whose roles in this have been varied and all helpful, also the creator of excellent websites/artwork/assets for this mod and more recently becoming something of a MilkShape guru
* The Xash3D team / Uncle Mike
* GLE4ES without which this wouldn't have worked at all: https://github.com/ptitSeb/gl4es
* Max Vollmer for their 2017 Half-Life VR mod, of which I used and modified the 6DoF weapons code for this mod, the original code for which can be seen here: https://github.com/maxvollmer/Half-Life-VR
* The SideQuest team - For making it easy for people to install this
* https://github.com/formicsapien for the weapon models that were used in the first couple of releases
* Please go to https://www.lambda1vr.com/credits.html for a full list of credits for weapon models used in the current version
## Notice of Non-Affiliation and Disclaimers
Lambda1VR is not affiliated, associated, authorized, endorsed by, or in any way officially connected with Valve Corporation, or any of its subsidiaries or its affiliates.
Lambda1VR is an unofficial port of the Xash3D-FWGS engine, which was originally written by Uncle Mike as a fully compatible open-source GoldSrc engine alternative, more details on that extraordinary project can be found here: https://www.moddb.com/engines/xash3d-engine
However this port (Lambda1VR) is not affiliated, associated, authorized, endorsed by, or in any way officially connected with the Xash3D team.
This port was developed using the now deprecated Xash3D port found here: https://github.com/FWGS/xash3d
## Licensing
Lambda1VR is covered by the GPL 3.0 license which is inherited from the Xash3D-FWGS project.
The HLSDK sub-repository and associated works (which include the original 6DoF weapons code by Max Vollmer) are in a separate repository wholly covered with the Valve Corporation Half Life 1 SDK LICENSE (https://github.com/DrBeef/hlsdk-xash3d).
The documented APK is Projects/Android/build/outputs/apk/frame/lambda1vr-frame.apk. The first build downloads and verifies the Khronos OpenXR loader. The optional Frame menu tile needs assets/background/800_1_a_loading.tga from Team Beef's v1.7.4 release APK and Python Pillow/NumPy; if absent, the build uses the original tile. These are documented build instructions, not a claim that this source commit was rebuilt, tested or installed here.
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# PR0 readiness: Lambda1VR Steam Frame
**Disposition: HOLD · EXPERIMENTAL · PRIVATE.** The target is the private astromaddie/lambda1-vr repository. Do not confuse it with origin (astromaddie/Lambda1VR), an existing public repository, or Team Beef upstream. The 2026-10-11 audit records unresolved signing/machine-specific artifacts, assets/extras.pak provenance, and GPLv3 / Half-Life SDK terms compatibility; it does not provide a grant: [PR0 audit](https://github.com/astromaddie/steam-frame-vr-playbook/blob/main/reports/pr0-2026-10-11/README.md#material-findings).
## Source identity and checkout evidence
- Repository: lambda1-vr; branch frame-dev; source HEAD at review: 4fb7428b9e0485a3eee88334008f900b0eb49011.
- Remotes: upstream is Team-Beef-Studios/Lambda1VR; private is the intended target astromaddie/lambda1-vr; origin is the distinct astromaddie/Lambda1VR repository and is not the target.
- Initial worktree had untracked .DS_Store, Projects/.DS_Store and Projects/Android/.DS_Store; all were preserved. No fresh clone was made.
- The previous root README is archived byte-for-byte at docs/README_PRE_PR0.md.
## Platform and build route
Target is Steam Frame / Lepton Android 11, ARM64, SteamVR OpenXR and GLES 3.2; APK id com.drbeef.lambda1vr.frame. Build with JDK 17 and NDK 25.1.8937393 using cd Projects/Android && sh ./gradlew assembleFrame; expected output is Projects/Android/build/outputs/apk/frame/lambda1vr-frame.apk. The first build fetches and verifies Khronos OpenXR loader 1.1.63. The optional Frame menu tile needs assets/background/800_1_a_loading.tga from Team Beef's v1.7.4 release APK and Python Pillow/NumPy; the build falls back to the release tile if these are absent. No build, host test, package or device action was run for this documentation pass.
## Historical evidence and limits
The architecture record reports earlier unattended SteamVR sessions: main menu at 72 fps, the first level c1a0 loading in both eyes, Steam Half-Life files read in place, and an unattended 2026-10-05 Steam-title run at 120 Hz / 2160 per eye. The 2026-10-05 wear was on an earlier build and the user reported a smooth 120 fps and a sharp image. There was no worn frame-time capture. The host binding test and synthetic button logs do not prove physical controller input. In-game laser sight was not visible in four unattended dumps; barney_vest, barney_helmet and sprites/scope remain missing. SteamVR-menu exit and full wearer workflows remain unverified. No historical result is presented as a test of this HEAD.
## Game data and rights
Use a user-owned Steam Half-Life install on the Frame (steamapps/common/Half-Life/valve/liblist.gam) or place a retail valve/ directory at /sdcard/Documents/Lambda1VR/valve; Half-Life: Source is incompatible. The full retail installation must be supplied separately; assets/extras.pak remains under provenance review. The audit calls for cleanup/provenance review of tracked or historical Android debug signing material, local.properties and assets/extras.pak. Root/Xash GPLv3 and Half-Life SDK terms require a documented compatibility/separation or permission route before publication; upstream notices and game ownership do not resolve that.
## Pending acceptance
From a clean, identified source snapshot, verify install as a persistent Steam devkit title; physical Frame button and pose input; both-eye stereo and head tracking; pointer-driven menus; actual first-level gameplay, weapon and flashlight actions; pause/resume; save/load across relaunch; SteamVR-menu exit and clean shutdown. Repeat the 120 Hz / 2160 run while worn and capture frame timing before making a performance claim. No current-HEAD build, headset or worn timing result is claimed.
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![Lambda1VR Banner](https://www.lambda1vr.com/img/banner2.jpg)
# Lambda1VR
Lambda1VR is a port / mod of the Xash3D-FWGS Half-Life Engine for the Oculus Quest adding 6DoF weapon support and OpenGLES2.0 rendering.
```
Xash3D is a game engine, aimed to provide compatibility with Half-Life Engine,
as well as to give game developers well known workflow and extend it.
Read more about Xash3D on ModDB: https://www.moddb.com/engines/xash3d-engine
```
There's a build for Valve's Steam Frame too, see [docs/STEAM_FRAME_VR.md](docs/STEAM_FRAME_VR.md).
### SideQuest
The easiest way to install this on your Quest is using SideQuest, a PC desktop app designed to simplify sideloading apps and games ( even beat saber songs on quest ) on Standalone Android Headsets like Oculus Quest and Oculus Go. It supports drag and drop for installing APK files!
Download the latest version of SideQuest here:
https://github.com/the-expanse/SideQuest/releases
Once you have installed Lambda1VR you will need to copy the game assets from a legally owned half-life install. Details below.
## IMPORTANT NOTE
This is solely an engine port/mod, no game assets are included whatsoever. YOU *MUST* LEGALLY OWN HALF-LIFE IF YOU WISH TO PLAY IT IN VR USING LAMBDA1VR.
The original half-life can be purchased on Steam: https://store.steampowered.com/app/70/HalfLife/
*PLEASE NOTE:* Half-life: Source is *not* compatible.
## Copying the Full Game files to your Oculus Quest
Before attempting to start Lambda1VR you need to do the following:
- Install and start the application once until it shows the menu screen. At this point exit and you will find that a "xash" folder has been created on your headset.
- Locate the install of half-life on your PC, if installed from Steam then it will be somewhere like C:/Program Files (x86)/Steam/steamApps/common/HalfLife/
- Copy the content of the "valve" folder to the newly created "xash/valve" folder on the Quest (This will take a long time)
- (optional) Copy the contents of the valve_hd folder into the valve folder now on your Quest (this gives you some nicer models). If you are a Mac user please read this post, otherwise you will get a crash: https://www.reddit.com/r/Lambda1VR/comments/cls57m/mac_running_halflife_with_hd_assets_on_quest/
## Save Games File
Save game files are stored on the internal memory of your quest in the xash/valve folder. This means that if you uninstall/reinstall Lambda1VR all the saves are retained. If you change headset just make sure you copy {quest}/xash/valve/save to the new Quest.
Any update will not affect any of your save game files.
## Controls
Before you ask... YES!, the crowbar has to be swung in real life to smash stuff! (except in multi-player, you still have to press the trigger I'm afraid).
### Left-handed people
Add the following cvar to your config.cfg file: vr_control_scheme "10"
If left handed players wish to mirror the weapons to avoid seeing the gaps in some of the weapon models then set the following cvar in config.cfg: vr_mirror_weapons "1"
### Button / Controller Mappings (Primary configuration)
#### "BackPack"
You can get quick access to the crowbar by reaching behind (so the controller is obscured) and then holding down the grip trigger, this will then auto-switch to the crowbar whilst the grip trigger remains held down. As soon as you release the grip you will switch back to the weapon you had selected previously. This is an excellent way to quickly smash boxes/vents etc without the hassle of cycling through the weapon selector for the crowbar.
#### Mappings
This is the primary/default button mapping, an alternative configuration that might suit smooth turn locomotion players will be coming soon..
|Dominant Hand Controller||
| --- | --- |
|Orientation/Position|Weapon Orientation/Position|
|Trigger|Fire Primary / Secondary|
|Grip (Hold)|Enable secondary fire|
|Grip (Quick Click)|Reload|
|Click Thumbstick|Use (action)|
|Thumbstick Left/Right|Turn|
|Thumbstick Up/Down|Select Weapon (Fire to accept new weapon)|
|A / X (depending on dominant hand controller)|Crouch*|
|B / Y (depending on dominant hand controller)|Jump|
\* If you physically crouch in real life, then when the proper duck mechanic is triggered in-game you will see a HUD indicator in the top-right of the view
|Off-hand Controller||
| --- | --- |
|Thumbstick|Move/Strafe|
|Menu Button|Menu|
|X / A (depending on off-hand controller)|Flashlight on/off|
|Y / B (depending on off-hand controller)|Toggle screen mode for cut-scenes (Show multi-player score table in multi-player games)|
|Orientation/Position|Flashlight Orientation/Position|
|Trigger|Hold down to run)|
|Grip (hold)|Weapon Stabilise (hold to remain active)*|
|Click Thumbstick|Enable/Disable Laser Aim|
\* Weapon stabilisation has a deadzone when the two controllers are less than 15cm from each other to prevent screwing up two-handed aiming with the Glock etc
## Command Line Parameters
It is possible to supply command line parameter to the xash engine (and the Lambda1VR wrapper) using the commandline.txt file. The following command line parameters are supported by Lambda1VR (for a list of command line params supported by the Xash3D engine please see the Xash3D documentation):
for example you might use:
```
xash3d -log --supersampling 1.5 --msaa 2
```
Which will set super sampling to 1.5 and msaa to 2.
|Parameter|Values|Desription|
| --- | --- | --- |
|supersampling|0.1 upwards (default: 1.25)|Sets the super (or under) sampling value|
|msaa|1, 2, 4 (default: 4)|Sets the MSAA anti-aliasing value|
|cpu|1-4 (default: 2)|Sets the CPU scaler|
|gpu|1-4 (default: 3)|Sets the GPU scaler|
## Things to note / FAQs
* Your screen name (for multi-player) can be set in the config.cfg file
* FPS counter can be enabled in the Video Options menu
* Weapon recoil is disabled by default.. if you want a more authentic experience it can be enabled with the cvar: vr_weapon_recoil 1
* If the player height is messed up. Try reseting the view by holding the home button for 2 seconds. After that go into the main menu and back into the game.
* After changing files in xash/vale folder, often the device needs to be restarted for the game to use the changed files.
## Known Issues
* Application crashes when you complete the Hazard Course
* No way to enter text
* Positional tracking doesn't really work on multi-player servers (unless you run your own server and set the following cvar: sv_accelerate 10000), it sort of works if you hold down the "run" trigger, but it isn't very good
* Lambda1VR will crash if you haven't copied the half-life game assets to the right location, no warning, just crash
* Complaint when you exit that the app did not shutdown properly (or crashed or something).. since you are quitting this wasn't considered serious enough to hold up the release, but will be fixed in a future update
* The edges of some textures are still corrupting when the flashlight shines on them
## Future To-Dos
* Text entry / Virtual Keyboard - Frustratingly the Quest virtual keyboard isn't available through the native SDK :(
## Building
You need the following:
* Android Developer Studio
* Android SDK API level 24
* Latest Android Native Development Kit
* Oculus Mobile SDK 1.24.0
* The Lambda1VR folder should be below VrSamples in the extracted SDK
* Create a local.properties file in the root of the extracted Oculus Mobile SDK that contains the ndk.dir and sdk.dir properties for where your SDK/NDK are located (see Gradle documentation regarding this)
* To build debug you will need a _android.debug.keystore_ file placed in the following folder:
_oculus_sdk_dir_/VrSamples/Lambda1VR/Projects/Android
Alternatively you can use the docker image created by BrainSlugs83 which can be found here: https://github.com/BrainSlugs83/DockerOvrSdk
## Credits
I would like to thank the following teams and individual for making this possible:
* Baggyg - My long-time VR friend whose roles in this have been varied and all helpful, also the creator of excellent websites/artwork/assets for this mod and more recently becoming something of a MilkShape guru
* The Xash3D team / Uncle Mike
* GLE4ES without which this wouldn't have worked at all: https://github.com/ptitSeb/gl4es
* Max Vollmer for their 2017 Half-Life VR mod, of which I used and modified the 6DoF weapons code for this mod, the original code for which can be seen here: https://github.com/maxvollmer/Half-Life-VR
* The SideQuest team - For making it easy for people to install this
* https://github.com/formicsapien for the weapon models that were used in the first couple of releases
* Please go to https://www.lambda1vr.com/credits.html for a full list of credits for weapon models used in the current version
## Notice of Non-Affiliation and Disclaimers
Lambda1VR is not affiliated, associated, authorized, endorsed by, or in any way officially connected with Valve Corporation, or any of its subsidiaries or its affiliates.
Lambda1VR is an unofficial port of the Xash3D-FWGS engine, which was originally written by Uncle Mike as a fully compatible open-source GoldSrc engine alternative, more details on that extraordinary project can be found here: https://www.moddb.com/engines/xash3d-engine
However this port (Lambda1VR) is not affiliated, associated, authorized, endorsed by, or in any way officially connected with the Xash3D team.
This port was developed using the now deprecated Xash3D port found here: https://github.com/FWGS/xash3d
## Licensing
Lambda1VR is covered by the GPL 3.0 license which is inherited from the Xash3D-FWGS project.
The HLSDK sub-repository and associated works (which include the original 6DoF weapons code by Max Vollmer) are in a separate repository wholly covered with the Valve Corporation Half Life 1 SDK LICENSE (https://github.com/DrBeef/hlsdk-xash3d).