Get The Latest Compile Tools

11415161719

Comments

  • FragBait0FragBait0 Join Date: 2003-12-16 Member: 24431Members
    Great job Reve. I dont't really think it needs much more - simple and to the point.

    One thing i need to qestion however is the suggestion that -maxnodesize 8192 be used in BSP if someone has sticky corners still. Granted, this does sometimes fix the problem but often a simple change in brushwork fixes it. Take your ramp and the floor it goes up to for example and make one brush - often errors that can occur on them are fixed that way. For me anyway.

    My major problem with that suggestion, however, is that it can seriously affect VISsing of your level. Depending on the level sometimes you will save the extra polygons that are rendered by having less polygons to start with. Anyway... some food for thought...the maxnodesize switch should probably be an absolute last resort.
  • AJenboAJenbo Join Date: 2004-06-14 Member: 29298Members
    edited October 2004
    Very nice and a cool url, will definalty be usefull.

    A few coments in the the code chang i made, it only says CSG instead of HLCSG and you should make it say the "same subdivision" in stad of always 240 so that ppl don't thing that the -subdivision dosent work any more <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    how do you make env_sprites cast shadows?
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    the code is removed in beta2, its part of why hlrad i making bugs, with peoples compiles

    I also dont know NoBody, but i think that your csg code gets broken when useing some complex brushwork, though it might have just been my .map export was broken

    BTW> Nice models on your site
  • AJenboAJenbo Join Date: 2004-06-14 Member: 29298Members
    edited October 2004
    by theway where do idownload the beta and maby the code?

    yes i need to work abit more on that part of the code.

    it seams like the incremental file is broken (has been that way for some time), it is deleted every time i try to use it, can any one confim this!

    Thanks!
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    yeah the inc file is broken with opt_plns, and as such, the hlbsp, from p14, has broken it, if you read www.zhlt.info it will tell you why

    <a href='http://downloads.ammahls.com/zhlt/beta' target='_blank'>http://downloads.ammahls.com/zhlt/beta</a> < lattest beta (beta 2)

    Check pm for source
  • richeirichei Join Date: 2004-02-11 Member: 26434Members
    Whats wrong with your website? When i go to it from yahoo, it goes right the front part. When i goto it from firefox, i get "redirection limit for this URL exceeded. Unable to load the requested page. This maybe caused by cookies that are blocked."
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    cageys site has been on the bink after his last upgrade, but becuase there is now a new version zhlt 3.0, i dont think he is supporting the site

    he is also working for ea, so the site might be going against his contract with them, i dont know

    if you want the tools, grab em from the above post, if u want his site www.archive.org < use the way back machine
  • richeirichei Join Date: 2004-02-11 Member: 26434Members
    oh well. I already have p15. was trying to see if there was a newer version.

    thanks for the help though.
  • ReveReve Join Date: 2003-09-23 Member: 21142Members
    Can I have an opinion from a few people about changing the note about maxnodesize (e.g. mention that some brush changes may remove it, but could be used as last resort?).
  • AJenboAJenbo Join Date: 2004-06-14 Member: 29298Members
  • FragBait0FragBait0 Join Date: 2003-12-16 Member: 24431Members
    edited October 2004
    Yeah I think that's the way to go Reve.

    Just while I had some spare time I roughed this up..
    That's kinda the point I was trying to make. Using maxnodesize may fix the clipping problem but playing with the brush might too.

    EDIT: And maxnodesize can affect vissing badly too. Not only in time but the result.
  • ReveReve Join Date: 2003-09-23 Member: 21142Members
    Can I put that on the site somewhere?
  • FragBait0FragBait0 Join Date: 2003-12-16 Member: 24431Members
    edited October 2004
    Go for it.

    EDIT:
    <!--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-->Problems like this are usually caused by bad brushwork, and fixing this may cause the error<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Oops!
  • ReveReve Join Date: 2003-09-23 Member: 21142Members
    Xp-Cagey, is it possible for you to post links to zips of the p13 and p14 source code, so that we can work out what changed to find what the lighting problems are caused by?

    If you don't mind, it would be nice to also have the source for the other builds (particularly p15 too), but the main thing is to get a diff of p13 and p14.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-Reve+Oct 20 2004, 06:23 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reve @ Oct 20 2004, 06:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Xp-Cagey, is it possible for you to post links to zips of the p13 and p14 source code, so that we can work out what changed to find what the lighting problems are caused by?

    If you don't mind, it would be nice to also have the source for the other builds (particularly p15 too), but the main thing is to get a diff of p13 and p14. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I'm going to be putting my site back online next week, at which point there will be links again.

    I'm trying to track down the p13 source -- I don't have my complete archives anymore. Luckily, I know that the changes I made for HLRAD between p10 and p15 were primarily p13 and p14 changes, and I'm attaching the p10 copy of mathutil.cpp, which is the file containing the old opaque object face check. The old check is bugged, but doesn't have the speed issues of the new code.
  • RadagastRadagast Join Date: 2003-06-29 Member: 17776Members, Constellation
    <!--QuoteBegin-XP-Cagey+Oct 22 2004, 02:28 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XP-Cagey @ Oct 22 2004, 02:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Reve+Oct 20 2004, 06:23 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reve @ Oct 20 2004, 06:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Xp-Cagey, is it possible for you to post links to zips of the p13 and p14 source code, so that we can work out what changed to find what the lighting problems are caused by?

    If you don't mind, it would be nice to also have the source for the other builds (particularly p15 too), but the main thing is to get a diff of p13 and p14. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I'm going to be putting my site back online next week, at which point there will be links again.

    I'm trying to track down the p13 source -- I don't have my complete archives anymore. Luckily, I know that the changes I made for HLRAD between p10 and p15 were primarily p13 and p14 changes, and I'm attaching the p10 copy of mathutil.cpp, which is the file containing the old opaque object face check. The old check is bugged, but doesn't have the speed issues of the new code. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    omg youre still alive.!!!

    wheres the bus already.
  • ReveReve Join Date: 2003-09-23 Member: 21142Members
    FragBait0: Edited the text about clipping errors to make more sense, and added your diagram.
  • ReveReve Join Date: 2003-09-23 Member: 21142Members
    Anyone who has come to the end of this thread, the ZHLT development thread continues <a href='http://www.unknownworlds.com/forums/index.php?showtopic=81213&st=0' target='_blank'>here</a>
  • bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members
    edited March 2005
    Im getting a runtime error from hlrad at 84% of the FinalLightFace calculation. I cant find any errors and i think i have the most recent compile tools. I don't know if this is the right place to post but id be glad if you could help me...

    Here's the compile log:


    hlcsg v3.1 rel 3.1 Beta (Mar 12 2005)


    Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
    Based on code modifications by Sean `Zoner' Cavanaugh.
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to amckern at amckern@yahoo.com

    If you have a Compile error with this stage of compile, please check
    <a href='http://www.zhlt.info' target='_blank'>http://www.zhlt.info</a> or the Mods Mapping Forum 'Search Function'.

    ----- BEGIN hlcsg -----
    Command line: "C:\Programme\eddi's Tools\ZHLT Compile GUI\ZHLT\HLCSG.EXE"-estimate -wadinclude \Robert\Maps\disonberg.wad -wadinclude "\Programme\Valve Hammer Editor\zhlt.wad"-hullfile C:\Spiele\SteamApps\mail\half-life\nsp\nshulls.hul -cliptype precise C:\Robert\Maps\Disonberg\Alpha1i\ns_disonberg_alpha1i.map
    Loading hull definitions from 'C:\Spiele\SteamApps\bla\half-life\nsp\nshulls.hul'
    Entering C:\Robert\Maps\Disonberg\Alpha1i\ns_disonberg_alpha1i.map

    Current hlcsg Settings
    Name | Setting | Default
    ---------------------|-----------|-------------------------
    threads [ 2 ] [ Varies ]
    verbose [ off ] [ off ]
    log [ on ] [ on ]
    developer [ 0 ] [ 0 ]
    chart [ off ] [ off ]
    estimate [ on ] [ off ]
    max texture memory [ 4194304 ] [ 4194304 ]
    max lighting memory [ 6291456 ] [ 6291456 ]
    priority [ Normal ] [ Normal ]

    noclip [ off ] [ off ]
    null texture stripping[ on ] [ on ]
    clipnode economy mode [ on ] [ on ]
    clip hull type [ precise ] [ legacy ]
    onlyents [ off ] [ off ]
    wadtextures [ on ] [ on ]
    skyclip [ on ] [ on ]
    hullfile [ C:\Spiele\SteamApps\myemail\half-life\nsp\nshulls.hul ] [ None ]
    nullfile [ None ] [ None ]
    min surface area [ 0.500 ] [ 0.500 ]
    brush union threshold [ 0.000 ] [ 0.000 ]

    Using mapfile wad configuration
    Wadinclude list :
    [zhlt.wad]
    [\Robert\Maps\disonberg.wad]
    [\Programme\Valve Hammer Editor\zhlt.wad]

    156 brushes (totalling 961 sides) discarded from clipping hulls
    CreateBrush:
    (61.25 seconds)
    SetModelCenters:
    (0.00 seconds)
    CSGBrush:
    (30.77 seconds)

    Using Wadfile: c:\spiele\cs\ns\ns.wad
    - Contains 65 used textures, 51.59 percent of map (578 textures in wad)
    Using Wadfile: c:\spiele\cs\ns\ns2.wad
    - Contains 49 used textures, 38.89 percent of map (296 textures in wad)
    Using Wadfile: c:\spiele\cs\valve\halflife.wad
    - Contains 8 used textures, 6.35 percent of map (3116 textures in wad)
    Including Wadfile: c:\robert\maps\disonberg.wad
    - Contains 4 used textures, 3.17 percent of map (4 textures in wad)

    added 1 additional animating textures.
    Texture usage is at 3.97 mb (of 4.00 mb MAX)
    103.55 seconds elapsed [1m 43s]

    ----- END hlcsg -----



    hlbsp v3.1 rel 3.1 Beta (Mar 12 2005)


    Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
    Based on code modifications by Sean `Zoner' Cavanaugh.
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to amckern at amckern@yahoo.com

    If you have a Compile error with this stage of compile, please check
    <a href='http://www.zhlt.info' target='_blank'>http://www.zhlt.info</a> or the Mods Mapping Forum 'Search Function'.

    ----- BEGIN hlbsp -----
    Command line: "C:\Programme\eddi's Tools\ZHLT Compile GUI\ZHLT\HLBSP.EXE"-estimate C:\Robert\Maps\Disonberg\Alpha1i\ns_disonberg_alpha1i.map

    Current hlbsp Settings
    Name | Setting | Default
    -------------------|-----------|-------------------------
    threads [ 2 ] [ Varies ]
    verbose [ off ] [ off ]
    log [ on ] [ on ]
    developer [ 0 ] [ 0 ]
    chart [ off ] [ off ]
    estimate [ on ] [ off ]
    max texture memory [ 4194304 ] [ 4194304 ]
    priority [ Normal ] [ Normal ]

    noclip [ off ] [ off ]
    nofill [ off ] [ off ]
    noopt [ off ] [ off ]
    null tex. stripping [ on ] [ on ]
    notjunc [ off ] [ off ]
    subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
    max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)


    SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...
    6500...7000...7500...8000...8500...9000...9500...10000...10500...11000...11500...
    12000...12500...13000...13500...14000...14500...15000...15500...16000...16500...
    16746 (4.27 seconds)
    BSP generation successful, writing portal file 'C:\Robert\Maps\Disonberg\Alpha1i\ns_disonberg_alpha1i.prt'
    SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...
    6500...7000...7500...8000...8500...9000...9500...10000...10500...11000...11500...
    12000...12500...13000...13500...14000...14500...15000...15351 (4.50 seconds)
    SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...
    6500...7000...7500...8000...8500...9000...9500...10000...10500...11000...11500...
    12000...12500...12606 (2.88 seconds)
    SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...
    6500...7000...7500...8000...8500...9000...9500...10000...10500...11000...11500...
    12000...12500...13000...13500...14000...14500...15000...15500...16000...16358 (5.73 seconds)
    100.88 seconds elapsed [1m 40s]

    ----- END hlbsp -----



    hlvis v3.1 rel 3.1 Beta (Mar 12 2005)


    Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
    Based on code modifications by Sean `Zoner' Cavanaugh.
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to amckern at amckern@yahoo.com

    If you have a Compile error with this stage of compile, please check
    <a href='http://www.zhlt.info' target='_blank'>http://www.zhlt.info</a> or the Mods Mapping Forum 'Search Function'.

    ----- BEGIN hlvis -----
    Command line: "C:\Programme\eddi's Tools\ZHLT Compile GUI\ZHLT\HLVIS.EXE"-estimate -full C:\Robert\Maps\Disonberg\Alpha1i\ns_disonberg_alpha1i.map
    4869 portalleafs
    14117 numportals

    -= Current hlvis Settings =-
    Name | Setting | Default
    -------------------|-----------|-------------------------
    threads [ 2 ] [ Varies ]
    verbose [ off ] [ off ]
    log [ on ] [ on ]
    developer [ 0 ] [ 0 ]
    chart [ off ] [ 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:
    (39.75 seconds)
    LeafThread:
    (284.94 seconds)
    average leafs visible: 129
    g_visdatasize:207013 compressed from 2965221
    326.95 seconds elapsed [5m 26s]

    ----- END hlvis -----



    hlrad v3.1 rel 3.1 Beta (Mar 12 2005)


    Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
    Based on code modifications by Sean `Zoner' Cavanaugh.
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to amckern at amckern@yahoo.com

    If you have a Compile error with this stage of compile, please check
    <a href='http://www.zhlt.info' target='_blank'>http://www.zhlt.info</a> or the Mods Mapping Forum 'Search Function'.

    ----- BEGIN hlrad -----
    Command line: "C:\Programme\eddi's Tools\ZHLT Compile GUI\ZHLT\HLRAD.EXE"-estimate -sparse -bounce 3 -lights C:\Robert\Maps\Disonberg\lights.rad C:\Robert\Maps\Disonberg\Alpha1i\ns_disonberg_alpha1i.map

    -= Current hlrad Settings =-
    Name | Setting | Default
    --------------------|---------------------|-------------------------
    threads [ 2 ] [ Varies ]
    verbose [ off ] [ off ]
    log [ on ] [ on ]
    developer [ 0 ] [ 0 ]
    chart [ off ] [ off ]
    estimate [ on ] [ off ]
    max texture memory [ 4194304 ] [ 4194304 ]
    priority [ Normal ] [ Normal ]

    vismatrix algorithm [ Sparse ] [ Original ]
    oversampling (-extra)[ off ] [ off ]
    bounces [ 3 ] [ 1 ]
    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 ]


    [Reading texlights from 'C:\Programme\eddi's Tools\ZHLT Compile GUI\ZHLT\lights.rad']
    [59 texlights parsed from 'C:\Programme\eddi's Tools\ZHLT Compile GUI\ZHLT\lights.rad']

    [Reading texlights from 'C:\Robert\Maps\Disonberg\lights.rad']
    Warning: Overriding 'light_newblue' from 'C:\Programme\eddi's Tools\ZHLT Compile GUI\ZHLT\lights.rad' with 'C:\Robert\Maps\Disonberg\lights.rad'!
    [24 texlights parsed from 'C:\Robert\Maps\Disonberg\lights.rad']

    21598 faces
    Create Patches : 112877 base patches
    158 opaque faces
    579428 square feet [83437768.00 square inches]
    13484 direct lights

    BuildFacelights:
    (763.53 seconds)
    BuildVisLeafs:
    (654.92 seconds)
    visibility matrix : 34.4 megs
    MakeScales:
    (1128.11 seconds)
    SwapTransfers:
    (80.48 seconds)
    Transfer Lists : 89313168 : 89.31M transfers
    Indices : 49660708 : 47.36M bytes
    Data : 357252672 : 340.70M bytes
    GatherLight:
    (15.08 seconds)
    GatherLight:
    (19.56 seconds)
    GatherLight:
    (24.77 seconds)
    FinalLightFace:

    ----- END hlrad -----
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-bERt0r+Mar 28 2005, 02:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (bERt0r @ Mar 28 2005, 02:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Im getting a runtime error from hlrad at 84% of the FinalLightFace calculation. I cant find any errors and i think i have the most recent compile tools. I don't know if this is the right place to post but id be glad if you could help me...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    <!--QuoteBegin-Your log+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Your log)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If you have a Compile error with this stage of compile, please check
    <a href='http://www.zhlt.info' target='_blank'>http://www.zhlt.info</a> or the Mods Mapping Forum 'Search Function'.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->

    My personal involvement with the tools stopped a while back and I'm not supporting versions created after my work (and I can't, since I don't know what's been done internally), so that link and the link two posts up are your best points of contact.

    There's a link from <a href='http://www.zhlt.info' target='_blank'>http://www.zhlt.info</a> to <a href='http://www.zhlt.tk' target='_blank'>http://www.zhlt.tk</a>, which appears to have a newer version than the one you have above.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    Cagey's p15 tools rool. Cagey you should just carry on with brushing up your tools from p15, You know you want to.

    These new tool's from zhlt.tk (Im sorry to say, I know you/you guy's try) are very very bad so far, They dont work.

    I compiled same map with 3.2.1 tools and then with p15 tools.
    The p15 tools first of all finnish the map with no problems at all and light the map's correctly, 3.2.1 tools light the map badly, even wrong color's, Example, i got a red sklight and when you walk into the red light or put something init, You or it is PURPLE!!!??. p15 does not do this. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members
    edited March 2005
    in fact im already using the latest tools from zhlt.tk.. should i mail this to amckern@yahoo.com?? my problem is no compile error, hlrad.exe crashes (red sign, runtimerror at 0X358314798+allthefunnyaxbxcx). Since my map shows no compile errors the tool must have a problem. I'm a bit confused where to ask for help..

    btw, im gonna try cageys p15 tools now...
  • Electric_GerbilElectric_Gerbil Join Date: 2002-11-07 Member: 7605Members
    Is there anywhere I can get the latest compile tools from? I tried the link on the first page of the topic, and I was told that the page doesn't exist.

    Cheers.

    -EG
  • ReveReve Join Date: 2003-09-23 Member: 21142Members
    The official download site is <a href='http://www.zhlt.tk' target='_blank'>www.zhlt.tk</a>

    The official documentation site (which I maintain) is <a href='http://www.zhlt.info' target='_blank'>www.zhlt.info</a> - there are also links to older versions of the tools on this site.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-Electric Gerbil+Jun 1 2005, 08:49 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Electric Gerbil @ Jun 1 2005, 08:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Is there anywhere I can get the latest compile tools from? I tried the link on the first page of the topic, and I was told that the page doesn't exist.

    Cheers.

    -EG <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I just fixed the download links on page 1, so if you want to get p13 or p15 again (or the 15.5 source) you can.

    zhlt.tk / zhlt.info is still the official source for the latest versions.
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    I'm having a problem with Nem's Batch Compiler - the dos window disappears almost immediately
    <!--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 1.7 (Dec  9 2002)
    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 (merlinis@bigpond.net.au)
    -----  BEGIN  hlbsp -----
    Command line: "C:\Program Files\hammer\tools\hlbsp.exe"-chart "C:\Program Files\hammer\co_jaguars_b3"
    Error: Can't open C:\Program Files\hammer\co_jaguars_b3.p0

    -----  END  hlbsp -----<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I installed the dll mentioned in the thread - same issue.
    I had to delete net.framework as a user (winxp) but the proggy's still installed - could <b>THIS</b> be an issue?
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    CSG should create that file, so check if there are any errors under the CSG part in the compile log.
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    edited August 2005
    I'll head on over to the Troubleshooting Forum, thx.
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    edited November 2007
    I've hosted Cagey's p13 and p15 if anyone still wants them... although older, I still think they're powerful.

    <a href="http://www.shentrax.net/forum/" target="_blank">ShenTraX.Net Forum Downloads</a>
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Even though they are powerfull, I used to compile with them. But in a quest to try and fix some clip hull problems in the more complex areas of my map I used zhlt3.4 as well.

    The problems in the complex areas are fixed now, due to actually fixing the areas in the editor <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> But somehow in two very simple hallways, which were working perfectly before the complex areas were fixed. p13/14 and 15 all fail to create working clip hulls there. zhlt3.4 doesn't have problems in this simple area :/
Sign In or Register to comment.