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  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    I really do hate to be a bind, but is there a projected release date for the version fixing the '.' string map building errors? Everything was going so well <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-Cobra^+May 28 2004, 02:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cobra^ @ May 28 2004, 02:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I really do hate to be a bind, but is there a projected release date for the version fixing the '.' string map building errors? Everything was going so well <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I'll have it released by Monday night (US west coast time).
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    Fantastic <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> - I look forward to it very much, and thanks.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    It's 12 hours late, but I've released ZHLT p14 with the following enhancements and bugfixes:

    Enhancement (Docs) : many thanks to Reve for updating the documentation and pulling resources together from three different sets of notes!

    Bugfix (All Tools): fixed bug in the file handler that caused directories containing a '.' to be processed incorrectly. This change allows people to build maps using source files and wads under the user@isp.com directories that Steam generates.

    Enhancement (BSP): built optimization functionality previously in opt_plns directly into HLBSP, so that all maps are now automatically optimized. Will prevent people from accidentally forgetting to use opt_plns when a map exceeds 32K planes during compilation.

    Enhancement (All Tools): the number of planes allowed in a map during compilation is now 256K. The maximum number of planes that the tools will write to the BSP file without an error is 32K, so all maps produced by p14 will be under the Half-Life engine's limit.

    Enhancement (RAD): added a "-nodynbounce" switch that turns off light bounces for dynamic lights (variable brightness or switchable). This was the default behavior before ZHLT 1.7, and results in a much smaller amount of lightdata for some maps. The current default behavior matches that of ZHLT 1.7p13.
  • CarlingCarling Join Date: 2003-05-21 Member: 16571Members
    <!--QuoteBegin-"XP-Cagey"+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ("XP-Cagey")</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    <span style='color:red'>EDIT 6/1/04: p14: Fixed bug that caused errors building under default steam installs.  Added switch to turn off light bounces for dynamic lights.  Built optimizer into HLBSP.  Raised internal plane limit to 256K.  Added Reve's overhauled documentation.</span><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Thanks XP-Cagey! would be lost without you! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    Fantastic Cagey, thanks a lot.
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    Double post, I know - but I feel this is necessary.

    Cagey, basically I think you've just repackaged the P13 tools - as I'm still getting the '.' string file read error <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    edited June 2004
    <!--QuoteBegin-Cobra^+Jun 1 2004, 02:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cobra^ @ Jun 1 2004, 02:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Double post, I know - but I feel this is necessary.

    Cagey, basically I think you've just repackaged the P13 tools - as I'm still getting the '.' string file read error <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    PM me the compile log; file dates are 5/30 which confirms they were built more recently than p13.

    EDIT: you're right about what I released being the wrong build, I'm going to update it now. Sorry about the inconvienence!

    EDIT2: I've released the correct build now -- some day I'm going to have a completely smooth release, I swear <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->.
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    No problem <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> - just helping out
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    edited June 2004
    you should add colored text to p14, and do the Zoner's compile tools p14 SUPER MEGA DISCO Release. That should go fairly smoothly.

    In all seriousness though, it looks good. Can't wait till I muster up enough drive to make something that I could compile, with these tools.
  • ZaziZazi Join Date: 2002-05-26 Member: 672Members, NS1 Playtester, Contributor
    A bug with P14 I found is that bsp crashes when using NS's hull file. Is it supposed to to this? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> The only compile flag in CSG I have set is cliptype, and it works fine by itself (as in, bsp won't crash without the hull file specified).
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    edited June 2004
    <!--QuoteBegin-Zazi+Jun 2 2004, 12:20 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zazi @ Jun 2 2004, 12:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A bug with P14 I found is that bsp crashes when using NS's hull file.  Is it supposed to to this?  <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->  The only compile flag in CSG I have set is cliptype, and it works fine by itself (as in, bsp won't crash without the hull file specified). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Er no, that's not by design <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->.

    I'll try to reproduce it tomorrow--not sure what might have broken it actually, unless there's a bad interaction between the new file handler and the hull file code (which is the first thing I'll check).

    So, to clarify, CSG is crashing when the hull file is set, but OK when it's not...

    I'd like to get the following information from you:

    File path to the hull file
    File path to the working directory CSG is running under
    File path to the map source

    EDIT: the CSG log would also be helpful, it you could send that along, too.
  • Sir_PepeSir_Pepe Join Date: 2002-12-15 Member: 10845Members
    bsp works for me, but rad refuses to start...

    <a href='http://www.planet-pepe.net/stuff/hlrad.jpg' target='_blank'>Pic</a> | <a href='http://www.planet-pepe.net/stuff/ns_enceladus.log' target='_blank'>Log</a>
  • FreezerFreezer Join Date: 2004-05-11 Member: 28601Members
    got the same problem <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->

    I compile via hlbc if thats necessary
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    Looks like I've got some serious issues to duplicate -- in the meantime, the old p13 link is still working if you need to revert: <a href='http://xp-cagey.com/downloads/zhlt_1.7p13.zip' target='_blank'>link</a>
  • FragBait0FragBait0 Join Date: 2003-12-16 Member: 24431Members
    Im having the RAD problem...
    In case it helps any you can have a compile log:

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->hlcsg v2.5.3 rel Custom Build 1.7p14 (Jun  1 2004)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (webmaster@xp-cagey.com)
    -----  BEGIN  hlcsg -----
    (Lots of CSG-style waffle here...)
    -----  END  hlcsg -----


    hlbsp v2.5.3 rel Custom Build 1.7p14 (Jun  1 2004)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (webmaster@xp-cagey.com)
    -----  BEGIN  hlbsp -----
    Command line: g:\hldev\programs\vhe\tools\xhlt\hlbsp.exe -noinfo g:\games\HL\spirit\maps\frag_dm1.map
    SolidBSP [hull 0] 500...1000...1500...1999 (0.515625 ms elapsed)
    BSP generation successful, writing portal file 'g:\games\HL\spirit\maps\frag_dm1.prt'
    SolidBSP [hull 1] 500...1000...1500...1977 (0.453125 ms elapsed)
    SolidBSP [hull 2] 500...1000...1500...1884 (0.343750 ms elapsed)
    SolidBSP [hull 3] 500...1000...1500...2000...2059 (0.500000 ms elapsed)
    7.09 seconds elapsed

    -----  END  hlbsp -----


    hlvis v2.5.3 rel Custom Build 1.7p14 (Jun  1 2004)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (webmaster@xp-cagey.com)
    -----  BEGIN  hlvis -----
    Command line: g:\hldev\programs\vhe\tools\xhlt\hlvis.exe -noinfo -low -full g:\games\HL\spirit\maps\frag_dm1.map
    827 portalleafs
    2499 numportals
    BasePortalVis:
    (7.09 seconds)
    LeafThread:
    (71.75 seconds)
    average leafs visible: 104
    g_visdatasize:25900  compressed from 86008
    79.13 seconds elapsed [1m 19s]

    -----  END  hlvis -----


    Entdata Optimiser. Version 0.6 Beta SR1 by FragBait0,
    Submit detailed bug reports and suggestions to FragBait0: tlevi@tpg.com.au.
    Parts based on code by Zoner.
    ===Start Entdata Optimiser===

    Checking file existance..Reading fIle..Removing unrequired entities..
    Removing Lights..Optimising Dynamic Lights..Striping ent properties..
    Fixing bad paths..Modding Line Terminator..Writing file..
    Closing Files..Renaming Files..Deleting Backup..

    Optimised!
    65398 Bytes reduced to 26532 Bytes.
    Difference of -38866 Bytes, roughly 40% of original size.

    ===End Entdata Optimiser===<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    The last thing there would be my entdata optimiser... it runs after rad so that cant be it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    Interesting is how if you watch the command-line rad prints out the first messages, including info about the switches you've used etc. It dosen't even start to log it though...
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    Oh, this is scary... I'm going to put back p13... haven't tried a thing though with p14.
  • FragBait0FragBait0 Join Date: 2003-12-16 Member: 24431Members
    Well you can go right back to p13 or keep p14 CSG/BSP/VIS and use p13 RAD.
    I love the new messages of BSP it feels like its doing stuff now :)

    Umm yeah that log is a bit large. guess thats why you dont normally post a whole log :)
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited June 2004
    Testing it right now,

    Nice to see you did manage to get the opt_plns incorperated into the bsp...

    I hope rad does work for me since with the -nodynbounce param it could save me a lot of lightdata due to the amount of dynamic lights I use for atmosphere.

    [edit]
    hlrad didn't run during my compile either, hope you get it sorted out
    Oh and I definately like the new bsp <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • ZaziZazi Join Date: 2002-05-26 Member: 672Members, NS1 Playtester, Contributor
    edited June 2004
    Cagey:

    The path to my hull file is f:\widow\nshulls.hull
    The path to my csg file is: f:\p14\hlcsg.exe
    The path to my .map file is: f:\ambeke\ambeke3.map

    CSG isn't the program that crashes, bsp does. It gets through csg just fine, but whenever I have a hull file specified in csg, bsp crashes.
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    My version doesn't even generate a .bsp or the bsp is not being referenced properley:

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->hlbsp v2.5.3 rel Custom Build 1.7p14 (Jun  1 2004)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (webmaster@xp-cagey.com)
    -----  BEGIN  hlbsp -----
    Command line: "D:\Program Files\ZHLT\hlbsp.exe"-maxnodesize 1024 -chart -texdata 7200 "D:\edd\My Documents\meh\urbane\go_urbane.map"
    Error: Error opening D:\edd\My Documents\meh\urbane\go_urbane.bsp: No such file or directory

    -----  END  hlbsp -----



    hlvis v2.5.3 rel Custom Build 1.7p14 (Jun  1 2004)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (webmaster@xp-cagey.com)
    -----  BEGIN  hlvis -----
    Command line: "D:\Program Files\ZHLT\hlvis.exe"-full -chart -texdata 7200 "D:\edd\My Documents\meh\urbane\go_urbane.map"
    >> There was a problem compiling the map.
    >> Check the file D:\edd\My Documents\meh\urbane\go_urbane.log for the cause.

    -----  END  hlvis -----



    hlrad v2.5.3 rel Custom Build 1.7p14 (Jun  1 2004)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (webmaster@xp-cagey.com)
    -----  BEGIN  hlrad -----
    Command line: "D:\Program Files\ZHLT\hlrad.exe"-sparse -bounce 4 -smooth 80 -coring 0.01 -chart -texdata 7200 "D:\edd\My Documents\meh\urbane\go_urbane.map"
    >> There was a problem compiling the map.
    >> Check the file D:\edd\My Documents\meh\urbane\go_urbane.log for the cause.

    -----  END  hlrad -----<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    edited June 2004
    <!--QuoteBegin-Cobra^+Jun 2 2004, 01:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cobra^ @ Jun 2 2004, 01:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> My version doesn't even generate a .bsp or the bsp is not being referenced properley <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    That log doesn't contain an entry for HLCSG... are you sure it's running? I know other peoples' HLRAD is dying without a log entry, but I want to make sure.

    At this point I'm thinking that I've accidentally introduced an unknown sensitivity to the tool environment; under my debugger I've been able to compile 4 maps without a problem... I'm going to try installing the tools on a different machine to see if I can duplicate the problems there.

    To summarize what I'm seeing to this point, the tools are failing at different points for different people, and apparently quitting before the point where the first log statement is printed to file. That probably means that it's an issue with the initial read/setup the tools perform. I'm going to probably end up releasing a debugging version that prints extra progress reports when -dev 4 is specified so that people can track where the tools crash on their environments.

    I think Zazi's crash issue is a second, distinct problem since I know his map is over 64K planes -- I'm really not sure why shifting the planes by a different amount (using a different hull file) would cause HLBSP to crash, but I'll be looking into it.
  • Vahn_PaktuVahn_Paktu Join Date: 2002-10-28 Member: 1666Members, Constellation
    Same rad problem
    This is what it spits out when it compiles of vis and rad
    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
    hlvis v2.5.3 rel Custom Build 1.7p14 (Jun  1 2004)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (webmaster@xp-cagey.com)
    -----  BEGIN  hlvis -----
    Command line: "C:\Program Files\Valve Hammer Editor\tools\hlvis.exe"-full -chart
    -estimate "C:\Program Files\Valve Hammer Editor\maps\ns_river.map"
     50 portalleafs
    144 numportals

    -= Current hlvis Settings =-
    Name               |  Setting  |  Default
    -------------------|-----------|-------------------------
    threads             [       1 ] [  Varies ]
    verbose             [     off ] [     off ]
    log                 [      on ] [      on ]
    developer           [       0 ] [       0 ]
    chart               [      on ] [     off ]
    estimate            [      on ] [     off ]
    max texture memory  [ 4194304 ] [ 4194304 ]
    max vis distance    [       0 ] [       0 ]
    priority            [  Normal ] [  Normal ]

    fast vis            [     off ] [     off ]
    full vis            [      on ] [     off ]


    BasePortalVis:
    (0.02 seconds)
    LeafThread:
    (0.49 seconds)
    average leafs visible: 38
    g_visdatasize:433  compressed from 350

    Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------  ---------------  ---------------  --------
    models              2/400          128/25600    ( 0.5)
    planes            242/262144      4840/5242880  ( 0.1)
    vertexes          512/65535       6144/786420   ( 0.8)
    nodes             103/32767       2472/786408   ( 0.3)
    texinfos           75/32767       3000/1310680  ( 0.2)
    faces             307/65535       6140/1310700  ( 0.5)
    clipnodes         391/32767       3128/262136   ( 1.2)
    leaves             60/8192        1680/229376   ( 0.7)
    marksurfaces      470/65535        940/131070   ( 0.7)
    surfedges        1543/512000      6172/2048000  ( 0.3)
    edges             829/256000      3316/1024000  ( 0.3)
    texdata          [variable]     727944/4194304  (17.4)
    lightdata        [variable]          0/6291456  ( 0.0)
    visdata          [variable]        433/2097152  ( 0.0)
    entdata          [variable]       1321/524288   ( 0.3)
    15 textures referenced
    === Total BSP file data space used: 767658 bytes ===
    0.61 seconds elapsed

    -----   END   hlvis -----



    hlrad v2.5.3 rel Custom Build 1.7p14 (Jun  1 2004)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (webmaster@xp-cagey.com)
    -----  BEGIN  hlrad -----
    Command line: "C:\Program Files\Valve Hammer Editor\tools\hlrad.exe"-extra -boun
    ce 1 -smooth 50 -chart -estimate "C:\Program Files\Valve Hammer Editor\maps\ns_r
    iver.map"

    -= Current hlrad Settings =-
    Name                | Setting             | Default
    --------------------|---------------------|-------------------------
    threads              [                 1 ] [            Varies ]
    verbose              [               off ] [               off ]
    log                  [                on ] [                on ]
    developer            [                 0 ] [                 0 ]
    chart                [                on ] [               off ]
    estimate             [                on ] [               off ]
    max texture memory   [           4194304 ] [           4194304 ]
    max lighting memory  [           6291456 ] [           6291456 ]
    priority             [            Normal ] [            Normal ]

    vismatrix algorithm  [          Original ] [          Original ]
    oversampling (-extra)[                on ] [               off ]
    bounces              [                 1 ] [                 1 ]
    bounce dynamic light [                on ] [                on ]
    ambient light        [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
    maximum light        [           255.000 ] [           256.000 ]
    circus mode          [               off ] [               off ]

    smoothing threshold  [            50.000 ] [            50.000 ]
    direct threshold     [            25.000 ] [            25.000 ]
    direct light scale   [             2.000 ] [             2.000 ]
    coring threshold     [             1.000 ] [             1.000 ]
    patch interpolation  [                on ] [                on ]

    texscale             [                on ] [                on ]
    patch subdividing    [                on ] [                on ]
    chop value           [            64.000 ] [            64.000 ]
    texchop value        [            32.000 ] [            32.000 ]

    global fade          [             1.000 ] [             1.000 ]
    global falloff       [                 2 ] [                 2 ]
    global light scale   [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
    global gamma         [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
    global light scale   [             1.000 ] [             1.000 ]
    global sky diffusion [             1.000 ] [             1.000 ]

    opaque entities      [                on ] [                on ]
    sky lighting fix     [                on ] [                on ]
    incremental          [               off ] [               off ]
    dump                 [               off ] [               off ]

    colour jitter        [       0.0 0.0 0.0 ] [       0.0 0.0 0.0 ]
    monochromatic jitter [       0.0 0.0 0.0 ] [       0.0 0.0 0.0 ]
    softlight hack       [   0.0 0.0 0.0 0.0 ] [   0.0 0.0 0.0 0.0 ]
    diffuse hack         [                on ] [                on ]
    spotlight points     [                on ] [                on ]

    custom shadows with bounce light
                        [               off ] [               off ]
    rgb transfers        [               off ] [               off ]
    <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
    This is what the log reads.
    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
    hlvis v2.5.3 rel Custom Build 1.7p14 (Jun  1 2004)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (webmaster@xp-cagey.com)
    -----  BEGIN  hlvis -----
    Command line: "C:\Program Files\Valve Hammer Editor\tools\hlvis.exe"-full -chart -estimate "C:\Program Files\Valve Hammer Editor\maps\ns_river.map"
     50 portalleafs
    144 numportals

    -= Current hlvis Settings =-
    Name               |  Setting  |  Default
    -------------------|-----------|-------------------------
    threads             [       1 ] [  Varies ]
    verbose             [     off ] [     off ]
    log                 [      on ] [      on ]
    developer           [       0 ] [       0 ]
    chart               [      on ] [     off ]
    estimate            [      on ] [     off ]
    max texture memory  [ 4194304 ] [ 4194304 ]
    max vis distance    [       0 ] [       0 ]
    priority            [  Normal ] [  Normal ]

    fast vis            [     off ] [     off ]
    full vis            [      on ] [     off ]


    BasePortalVis:
    (0.02 seconds)
    LeafThread:
    (0.50 seconds)
    average leafs visible: 38
    g_visdatasize:433  compressed from 350

    Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------  ---------------  ---------------  --------
    models              2/400          128/25600    ( 0.5%)
    planes            242/262144      4840/5242880  ( 0.1%)
    vertexes          512/65535       6144/786420   ( 0.8%)
    nodes             103/32767       2472/786408   ( 0.3%)
    texinfos           75/32767       3000/1310680  ( 0.2%)
    faces             307/65535       6140/1310700  ( 0.5%)
    clipnodes         391/32767       3128/262136   ( 1.2%)
    leaves             60/8192        1680/229376   ( 0.7%)
    marksurfaces      470/65535        940/131070   ( 0.7%)
    surfedges        1543/512000      6172/2048000  ( 0.3%)
    edges             829/256000      3316/1024000  ( 0.3%)
    texdata          [variable]     727944/4194304  (17.4%)
    lightdata        [variable]          0/6291456  ( 0.0%)
    visdata          [variable]        433/2097152  ( 0.0%)
    entdata          [variable]       1321/524288   ( 0.3%)
    15 textures referenced
    === Total BSP file data space used: 767658 bytes ===
    0.63 seconds elapsed

    -----   END   hlvis -----
    <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    edited June 2004
    Update -- found a string I wasn't properly clearing in the file handler; using a garbage string as an input is the type of thing that causes a random crash, and is probably the issue that people are having with HLRAD.

    I've also added a -noopt switch to HLBSP so that you can run it multiple times without running HLCSG every time. The optimizer changes plane numbers, which means the input from HLCSG is no longer valid after it runs. Setting -noopt would allow you to skip HLCSG if you wanted to run HLBSP multiple times (can't think of a reason why you'd do that, but thought I'd make it possible anyway).

    A few cosmetic changes -- the SolidBSP times are now correctly labeled as seconds instead of ms, and only show 2 decimal places. I've also changed the -chart printout to use the final 32K planes value so people can see how close they are to the real percentage that Half-Life allows.
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    My compiler is performing CSG, but appears not to be logging it <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    so, is the new p14 (p15? ) out now?

    i was geting errors

    If i used hammer, everything ran

    if i used BC 1.14B (yes the old version, i like the ui better) -

    bsp would not run
    if i used p13 csg, bsp would run, but rad would not
    if i used p13 vis, rad got crankey

    i also used mega spam, to try and find out what might cause it, and there where 4 developer measges, not much

    amckern
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-amckern+Jun 2 2004, 04:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (amckern @ Jun 2 2004, 04:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> so, is the new p14 (p15? ) out now?

    i was geting errors

    If i used hammer, everything ran

    if i used BC 1.14B (yes the old version, i like the ui better) -

    bsp would not run
    if i used p13 csg, bsp would run, but rad would not
    if i used p13 vis, rad got crankey

    i also used mega spam, to try and find out what might cause it, and there where 4 developer measges, not much

    amckern <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The current p14 release still has issues, which is why p13 is labeled as the stable release in the first post of the topic--I've already identified and fixed one problem, and I'm currently testing Zazi's map to try to fix the issue he's having.
  • Sir_PepeSir_Pepe Join Date: 2002-12-15 Member: 10845Members
    While you're at it (fixing evil bugs), maybe have a look at <a href='http://www.unknownworlds.com/forums/index.php?showtopic=69292' target='_blank'>this?</a>
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    edited June 2004
    <!--QuoteBegin--Sir_Pepe-+Jun 3 2004, 02:52 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-Sir_Pepe- @ Jun 3 2004, 02:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> While you're at it (fixing evil bugs), maybe have a look at <a href='http://www.unknownworlds.com/forums/index.php?showtopic=69292' target='_blank'>this?</a> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I'll take a look.

    I've found and fixed Zazi's crash bug, found and fixed the RAD issue that people are having, and found and fixed the compatability problem between p14 and BC 2.0+ that was causing CSG to silently fail in some environments. The bugfixed release will be out soon.

    EDIT: fixed the issue in that thread.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    p15 is out.

    Enhancement (HLBSP): added "-noopt" switch to turn off plane optimization on output.

    Bugfix (All Tools): filehandler behavior now matches old behavior when asked for the local filename of a directory. This fixed a crashing bug.

    Bugfix (HLBSP): valid face index size now correctly matches the number of internally used planes, since the array lookup is by plane number. This fixed a crashing bug.

    Bugfix (HLRAD): opaque objects no longer block themselves from being lit by entity based lights.

    Bugfix (HLBSP): times displayed for SolidBSP are now in the correct format.
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