yeah your site is geting lot of links in mapping forums, more so becuase its the docs that are missing from some tools
Beta 4 is almost done, i'm going to complie 2bases2 tonight (my map) and see if it has any errors left over, from then it should be out, how ever would you be willing to do an update on the docs?
I hope beta 4 is the stable version, and the next one will be 3.0 final, from there I can start working on the source tools
The lattest Change log is normaly in the /beta folder, but i'll send you one via email when i update it as well
I did a little work on RipEnt today. The tool now operates like the other tools (in terms of output) and adds the following options: -chart, -noinfo, -lightdata and -parse. -chart, -noinfo and -lightdata are self explanatory (though I'm, not sure why -lightdata was not in RipEnt (is there a reason for this?)). -parse operates as follows:
On -export -parse parses the entity data and reformats it for easy reading in any text editor.
On -import -parse parses the entity data and removes all unnecessary white space. The parsing operation also works as a means to insure that the entity data is well formed, if it isn't an error message is printed to help track down the problem.
I've attached the new code and I'm pretty confident I haven't messed anything up. The new code is also well commented.
amckern: Yes of course I'll keep the docs up to date <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> and don't mind doing so whoever is doing the coding (oh, and good luck with your job application!). I'll try and keep it up to date with whatever updates happen with the tools. Actually, I'd appreciate if you can confirm which of the 'severe p15.5 problems' listed on the front page of zhlt.info are fixed in beta 4, and also which versions of the tools they were fixed in. actually, the more detailed the change log you can give me, really the better.
I'd consider making a 'beta4 testing thread' once beta4 is made, and ask people to test their maps with it. Perhaps worth posting on a few other forums (like countermap) linking to that thread, to keep track of how well it is going. I reckon a thread for each beta release (hopefully not many left before 3.0 gold) will help track any last bugs down.
Nem: Wow more excellent stuff! Keep up the good work! (and by the way, I love your tools as well <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->).
At the moment the alpha has the working rad, and vis, and the beta 2, csg, and bsp, it all works fine
how ever there are still some bugs that need to be fixed before the beta is out -and i thought i fixed them all, dam you 2bases2!
The main bugs holding beta 4 back are csg brush errors, and bsp showing leeks,or crashing
I also found the mapname.rad crash bug, how ever i belive that it its not where it is - part of the on screen print out log code?
NO 3.0 will not work with source (well have not been tested anyway), if people can complie cs:s maps with these tools, feel free to post, and tell the community
Can I just double check I understood that correctly? Did you mean the beta 4 vis and rad work fine, and the beta 2 csg and bsp work fine (and together can compile a map ok?), but the changes in csg/bsp for beta 4 aren't working yet?
Or am I getting all confused? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
Package Added ZHLT.wad This version fixes some issues when using a texture with capital letters HalfLife QuArK file (DataHL.qrk (Jan 2001)) lights.rad (Hammer 3.4) wad.cfg (1.7)
ALL TOOLS Started converting functions to assembly, in other words, making each bit of code, as fast as it can go, by making it as Simple as possible
CSG and BSP Cleaned up some tab spacing, so that built in command line options where displayed proper
RAD Fixed Crash bug when using Opaue entitys Added Faster Rad Code by Nem, Improves complie time by about 15-27%
Ripent Added New command line switch (-parse), by Nem that Pareses and reformats entity data stripping all non essential formatting, to cause less chance of a bug
--------------------
Beta 3
This version was a test, for including the MSVC.lib code, it did not work, so was removed after a small internal beta test with members of #mapcore, and #svencoop on Gamesurge IRC <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
@Reve
I will be starting a campaing soon, i'll send u an email (via the forums email thing) lets talk about it
Okay built 3 maps with beta 4....and it works great!
The modified ripent is useful - when i use opt_entdata it used to spit out the charts all the time.
RAD has a habit of getting several million pagefaults if you use -customshadowwithbounce. This happens in p13 as well. This seems to occur during buildvisleafs. It's nonfatal but seems to slow RAD down a LOT - buildvisleafs runs merrily till about 40% on this particular map and slows. Giving all the pagefaults while its there.
Using low chops puts out a nice warning - fair enough. But it appears in a most odd way - on the start of the "hlrad v2.5.3 rel.." line. Which results in some ugly breaks. Meh.
One last thing then, could logging be put into ripent?
Good work guys keep it up!
*almost hits "Add Reply" Oh. Seems the weird shadow bug is around still. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> It's not as bad now...
Humm something is giving me weird red light thrown all over one map...
Warning: point (120.000 1063.460 80.000) infinite v (-1.#IO -1.#IO -1.#IO) Thats a new one.
Back to p13 RAD. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Again CSG, BSP, VIS are all fine and I'm really loving the modified ripent. Wooties @ Nem for that.
Hey, it all compiles fine now. Yay. Cept for netvis of course.
amckern - do you want me to put up the changes for the different beta 4 revisions (rev1 - rev3) on the version history? If you want, you can send me a breakdown, otherwise I can just put up what you've written as the change log (i.e. just the summary as the 'beta 4' version).
Well, despite some minor setbacks, it looks like you guys have made some great progress on these tools. 'Gold' can't be far off. Keep on hacking <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
well there has only been one beta 4 made public, the reason for the revisons on the source code is becuase there where major changes to the code at each revesion (Rev 2 was basicly fixing the rad), and rev 3 has nems new stuff
So no, just place the changes as beta 4
Thanks for the heads up on the light (is it just the one map?) and also can you please send me the map source (winrar solid archive best compresion) to amckern@yahoo.com, so i can use it as a test map
@mend - if i had a copy of bast, i would be able to test it the tools with it better then the others, as it seems to be that map has the most errors when useing 3.0
38.58s | 3.0 beta4 SSE 39.75s | 3.0 beta4 STD 36.92s | 3.0 beta2 STD 36.63s | 1.7p15 38.08s | 2.5.3 CB1.7 49.55s | 2.5.3 The beta4 SSE is a custom compiled version with SSE turned on - because I could <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Obviously these tests shouldn't be taken as a golden bar of vis performance, as they are quite short and I had a bunch of background processes going. But it *is* interesting how ZHLT 3 seems to have lost ground - particularly beta 4 to beta 2. It's not much but 8% is still 8%
I didn't change any settings in the compiles and all versions ran without trouble.
yeah beta 2 was built with lots of wacky opts turned on, when i built the tools, such as comdat folding, and other stuff
Beta 4 this time was built with some other functions, namely built for Pentuim pro and above, and desgined to be ran under win 98, though i'll have a look and see if i can switch some of these faster options back on
I also belive i found where the memory leak is in rad, as floting point is off (This means that each chunck of ram is not fully filed, before the next chunck is started) the downside is, if i enable floting point, rad will take alot longer, at the cost of less ram
I ask "Do you want a slower rad, over less memory useage?"
<!--QuoteBegin-amckern+Nov 16 2004, 02:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (amckern @ Nov 16 2004, 02:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I also belive i found where the memory leak is in rad, as floting point is off (This means that each chunck of ram is not fully filed, before the next chunck is started) the downside is, if i enable floting point, rad will take alot longer, at the cost of less ram
I ask "Do you want a slower rad, over less memory useage?"<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Are you talking about floating-point <b><i>consistency</i></b>? What switch do you think is causing the memory leak?
The people with the worst RAD performance are those who run out of physical memory and are stuck with a chugging hard drive. For those people, improving memory efficiency will improve speed.
I also don't like the idea of hurting program stability (which a memory leak can do over time) as a tradeoff for speed. There are better ways to optimize (algorithm changes have the most potential, followed by code optimizations like nem's recent work or FASTMATH) that don't bargain qualiity for performance.
Will having this floating point turned off affect people building maps using <a href='http://dynamic.gamespy.com/~quark/' target='_blank'>QuArK</a>? The QuArK editor uses floating points throughout.
Do you have approximate statistics for the differences in cpu time required/ram required?
I'll update the <a href='http://www.zhlt.info/version-history.html' target='_blank'>ZHLT version history</a> tonight if I get the chance. Sorry have been a little busy.
@XP-Cagey - are you planning to revive xp-cagey.com?
FragBait0 - regarding your <a href='http://www.chatbear.com/board.plm?a=viewthread&t=52,1080647136,18491&b=590' target='_blank'>Entdata optimizing tool</a>, is it getting stable enough such that it could be included with ZHLT 3? Are there any large dependencies (runtimes, dlls) that would be too big to bundle?
amckern - I was thinking, this would be quite a nice addition to the 'shiny new ZHLT 3 tools' factor in releasing this. Assuming the tool is getting mature enough, and everyone involved doesn't mind. What do you (and FragBait0, and everyone else) think?
Perhaps all of the tools other than the csg/bsp/vis/rad (i.e. ripent, opt_plns, netvis if it's working, entdata tool, etc) should be stuck in a subfolder like 'Advanced tools', to help cut down on the confusion about what they all do.
I've updated the docs locally but my host appears down temporarily, so I'll have to wait till it's working again till I can upload the changes (and so everyone can see them).
Just to let you know, I've added a 'download zhlt' section linking to zhlt.tk and also to historical versions of the tools.
Work silly host, work! <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
On a different note, can someone here ask a mod to unsticky the old 'p series' thread and sticky this one in its place?
First of all, please edit your post to include new information rather than double, and triple posting.
Second, keep the p tool page stickied, these tools arent fully stable. And many people, including myself, prefer to use the old tools due to stability... oh, and lack of bugs.
<!--QuoteBegin-Reve+Nov 17 2004, 09:19 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reve @ Nov 17 2004, 09:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> FragBait0 - regarding your <a href='http://www.chatbear.com/board.plm?a=viewthread&t=52,1080647136,18491&b=590' target='_blank'>Entdata optimizing tool</a>, is it getting stable enough such that it could be included with ZHLT 3? Are there any large dependencies (runtimes, dlls) that would be too big to bundle?
amckern - I was thinking, this would be quite a nice addition to the 'shiny new ZHLT 3 tools' factor in releasing this. Assuming the tool is getting mature enough, and everyone involved doesn't mind. What do you (and FragBait0, and everyone else) think?
Perhaps all of the tools other than the csg/bsp/vis/rad (i.e. ripent, opt_plns, netvis if it's working, entdata tool, etc) should be stuck in a subfolder like 'Advanced tools', to help cut down on the confusion about what they all do.
I'll second the "advanced tools" folder. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I don't see why not.
It's not VERY large... 490kb uncompressed, 439kb RARed. It dosen't gain much because I use UPX on it.
And I'd be happy to see it with the tools. Might need to modify the doc though to fit in. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
amckern - I've just realised that you've included the DataHL.qrk file in the ZHLT distribution. This file is now bundled along with QuArK (along with many others), and so you don't need to include it. The one you are using (you say it's 2001) is also rather old, and so is probably worse than the one that you get when you download QuArK. Best to just remove it from the ZHLT toolset I think.
Any more feedback on the opt_entdata/Advanced tools folder idea?
I am still learning cpp, and as such I understand the princables, but cant implemnt the changes very well
<!--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--> floating-point consistency <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yes thats what I mean
Netvis wont be complied with a new timestamp, but the next version will have the 1.7 netvis, i forgot about adding it back
I have also reserected the Primary color bug, that was in p12 (the blue light bug) This time it comes in 3 flavors, and any map can see any or all of these, red, blue, and green colors coming from a sky brush
If you are to use a brush based entity though the light will be the right color, i belive that this bug is becuase of the code changes in the opaue crash bug
Reve - Please update the main page, the rad is now faster, due to the updated shadow code, and the new code by nem, also Nem is not on the credits page under Ryan Greeg, or Nemissis (Typo? )
Ok I've updated the docs with those notes. I've also added name anchors to the command reference, so if someone wants to link to a particular reference (e.g. hlrad -full), just link to the anchor #full <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Reve, you brought up including <a href='http://www.chatbear.com/board.plm?a=viewthread&t=52,1080647136,18491&id=634830&b=590&v=flatold&s=0' target='_blank'>opt_entdata</a> with ZHLT3....
I just thought I'd mention I've updated it - now it's a fair bit smaller so including it won't make the final package too big. I hope <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
EDIT: And I don't know what the softlight hack is sposed to be exactly either <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Also, I think that this is a little...confusing: <!--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-->To customise this shadow, add this key. The value represents how opaque the brush based entity should be treated in hlrad, on a scale from 1.0 to 0.0 (where 1.0 is fully opaque, casting no shadow, and 0.0 being fully transparent, casting a full shadow)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> If the entity is casting a shadow wouldn't that mean that, at least to RAD, it's opaque?
Comments
Beta 4 is almost done, i'm going to complie 2bases2 tonight (my map) and see if it has any errors left over, from then it should be out, how ever would you be willing to do an update on the docs?
I hope beta 4 is the stable version, and the next one will be 3.0 final, from there I can start working on the source tools
The lattest Change log is normaly in the /beta folder, but i'll send you one via email when i update it as well
Adam
On -export -parse parses the entity data and reformats it for easy reading in any text editor.
On -import -parse parses the entity data and removes all unnecessary white space. The parsing operation also works as a means to insure that the entity data is well formed, if it isn't an error message is printed to help track down the problem.
I've attached the new code and I'm pretty confident I haven't messed anything up. The new code is also well commented.
Nem
Will this all work with the HL2 SDK?
I'd consider making a 'beta4 testing thread' once beta4 is made, and ask people to test their maps with it. Perhaps worth posting on a few other forums (like countermap) linking to that thread, to keep track of how well it is going. I reckon a thread for each beta release (hopefully not many left before 3.0 gold) will help track any last bugs down.
Nem: Wow more excellent stuff! Keep up the good work! (and by the way, I love your tools as well <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->).
At the moment the alpha has the working rad, and vis, and the beta 2, csg, and bsp, it all works fine
how ever there are still some bugs that need to be fixed before the beta is out -and i thought i fixed them all, dam you 2bases2!
The main bugs holding beta 4 back are csg brush errors, and bsp showing leeks,or crashing
I also found the mapname.rad crash bug, how ever i belive that it its not where it is - part of the on screen print out log code?
NO 3.0 will not work with source (well have not been tested anyway), if people can complie cs:s maps with these tools, feel free to post, and tell the community
Adam
Or am I getting all confused? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
The new tools will be up on the web soon, and the revesion 3 beta 4 source code
Adam
-----------------
Beta 4 is now out, download dirrect from www.zhlt.tk
Changelog @ <a href='http://downloads.ammahls.com/zhlt/beta/changelog.txt' target='_blank'>http://downloads.ammahls.com/zhlt/beta/changelog.txt</a>
<!--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-->
Beta 4
Package
Added
ZHLT.wad This version fixes some issues when using a texture with capital letters
HalfLife QuArK file (DataHL.qrk (Jan 2001))
lights.rad (Hammer 3.4)
wad.cfg (1.7)
ALL TOOLS
Started converting functions to assembly, in other words, making each bit of code, as fast as it can go, by making it as Simple as possible
CSG and BSP
Cleaned up some tab spacing, so that built in command line options where displayed proper
RAD
Fixed
Crash bug when using Opaue entitys
Added
Faster Rad Code by Nem, Improves complie time by about 15-27%
Ripent
Added
New command line switch (-parse), by Nem that Pareses and reformats entity data stripping all non essential formatting, to cause less chance of a bug
--------------------
Beta 3
This version was a test, for including the MSVC.lib code, it did not work, so was removed after a small internal beta test with members of #mapcore, and #svencoop on Gamesurge IRC
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
@Reve
I will be starting a campaing soon, i'll send u an email (via the forums email thing) lets talk about it
Adam
The modified ripent is useful - when i use opt_entdata it used to spit out the charts all the time.
RAD has a habit of getting several million pagefaults if you use -customshadowwithbounce. This happens in p13 as well.
This seems to occur during buildvisleafs.
It's nonfatal but seems to slow RAD down a LOT - buildvisleafs runs merrily till about 40% on this particular map and slows. Giving all the pagefaults while its there.
Using low chops puts out a nice warning - fair enough.
But it appears in a most odd way - on the start of the "hlrad v2.5.3 rel.." line.
Which results in some ugly breaks. Meh.
One last thing then, could logging be put into ripent?
Good work guys keep it up!
*almost hits "Add Reply"
Oh. Seems the weird shadow bug is around still. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
It's not as bad now...
a) Old versions of HLRAD didn't give any problem
b) Check for problems shows nothing
>_>
<_<
Am I ever gona be able to get a final out?
Well, this will be the last version before Source is public, but i will work on the tools a little bit more
I also thought that i had fixed the inverse shadow code, but it must just be my cube map, was a little bit to small
At least the major issues, of Beta 2 Have been fixed, and tested as fixed
Also, you might ask why are there beta 2 csg, and bsp?
Well the complier broke the beta 4 ones, (For some reason), and the beta 4 tools, did not get any code changes from beta 2
source code updated - <a href='http://ammahls.com/zhlt/zhlt30_beta4_rev3-src.rar' target='_blank'>http://ammahls.com/zhlt/zhlt30_beta4_rev3-src.rar</a> (184kb)
Adam
Warning: point (120.000 1063.460 80.000) infinite v (-1.#IO -1.#IO -1.#IO)
Thats a new one.
Back to p13 RAD. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Again CSG, BSP, VIS are all fine and I'm really loving the modified ripent.
Wooties @ Nem for that.
Hey, it all compiles fine now. Yay.
Cept for netvis of course.
Well, despite some minor setbacks, it looks like you guys have made some great progress on these tools. 'Gold' can't be far off. Keep on hacking <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
So no, just place the changes as beta 4
Thanks for the heads up on the light (is it just the one map?) and also can you please send me the map source (winrar solid archive best compresion) to amckern@yahoo.com, so i can use it as a test map
@mend - if i had a copy of bast, i would be able to test it the tools with it better then the others, as it seems to be that map has the most errors when useing 3.0
Adam
I did some small tests with VIS tonight:
38.58s | 3.0 beta4 SSE
39.75s | 3.0 beta4 STD
36.92s | 3.0 beta2 STD
36.63s | 1.7p15
38.08s | 2.5.3 CB1.7
49.55s | 2.5.3
The beta4 SSE is a custom compiled version with SSE turned on - because I could <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Obviously these tests shouldn't be taken as a golden bar of vis performance, as they are quite short and I had a bunch of background processes going.
But it *is* interesting how ZHLT 3 seems to have lost ground - particularly beta 4 to beta 2.
It's not much but 8% is still 8%
I didn't change any settings in the compiles and all versions ran without trouble.
EDIT: formatting of times better
Beta 4 this time was built with some other functions, namely built for Pentuim pro and above, and desgined to be ran under win 98, though i'll have a look and see if i can switch some of these faster options back on
I also belive i found where the memory leak is in rad, as floting point is off (This means that each chunck of ram is not fully filed, before the next chunck is started) the downside is, if i enable floting point, rad will take alot longer, at the cost of less ram
I ask
"Do you want a slower rad, over less memory useage?"
Post
Adam
I ask
"Do you want a slower rad, over less memory useage?"<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Are you talking about floating-point <b><i>consistency</i></b>? What switch do you think is causing the memory leak?
The people with the worst RAD performance are those who run out of physical memory and are stuck with a chugging hard drive. For those people, improving memory efficiency will improve speed.
I also don't like the idea of hurting program stability (which a memory leak can do over time) as a tradeoff for speed. There are better ways to optimize (algorithm changes have the most potential, followed by code optimizations like nem's recent work or FASTMATH) that don't bargain qualiity for performance.
Do you have approximate statistics for the differences in cpu time required/ram required?
I'll update the <a href='http://www.zhlt.info/version-history.html' target='_blank'>ZHLT version history</a> tonight if I get the chance. Sorry have been a little busy.
@XP-Cagey - are you planning to revive xp-cagey.com?
amckern - I was thinking, this would be quite a nice addition to the 'shiny new ZHLT 3 tools' factor in releasing this. Assuming the tool is getting mature enough, and everyone involved doesn't mind. What do you (and FragBait0, and everyone else) think?
Perhaps all of the tools other than the csg/bsp/vis/rad (i.e. ripent, opt_plns, netvis if it's working, entdata tool, etc) should be stuck in a subfolder like 'Advanced tools', to help cut down on the confusion about what they all do.
I've updated the docs locally but my host appears down temporarily, so I'll have to wait till it's working again till I can upload the changes (and so everyone can see them).
Just to let you know, I've added a 'download zhlt' section linking to zhlt.tk and also to historical versions of the tools.
Work silly host, work! <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
On a different note, can someone here ask a mod to unsticky the old 'p series' thread and sticky this one in its place?
Second, keep the p tool page stickied, these tools arent fully stable. And many people, including myself, prefer to use the old tools due to stability... oh, and lack of bugs.
amckern - I was thinking, this would be quite a nice addition to the 'shiny new ZHLT 3 tools' factor in releasing this. Assuming the tool is getting mature enough, and everyone involved doesn't mind. What do you (and FragBait0, and everyone else) think?
Perhaps all of the tools other than the csg/bsp/vis/rad (i.e. ripent, opt_plns, netvis if it's working, entdata tool, etc) should be stuck in a subfolder like 'Advanced tools', to help cut down on the confusion about what they all do.
I'll second the "advanced tools" folder. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I don't see why not.
It's not VERY large...
490kb uncompressed, 439kb RARed. It dosen't gain much because I use UPX on it.
And I'd be happy to see it with the tools. Might need to modify the doc though to fit in. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Any more feedback on the opt_entdata/Advanced tools folder idea?
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I am still learning cpp, and as such I understand the princables, but cant implemnt the changes very well
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floating-point consistency
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Yes thats what I mean
Netvis wont be complied with a new timestamp, but the next version will have the 1.7 netvis, i forgot about adding it back
I have also reserected the Primary color bug, that was in p12 (the blue light bug) This time it comes in 3 flavors, and any map can see any or all of these, red, blue, and green colors coming from a sky brush
If you are to use a brush based entity though the light will be the right color, i belive that this bug is becuase of the code changes in the opaue crash bug
Reve - Please update the main page, the rad is now faster, due to the updated shadow code, and the new code by nem, also Nem is not on the credits page under Ryan Greeg, or Nemissis (Typo? )
Adam
I just thought I'd mention I've updated it - now it's a fair bit smaller so including it won't make the final package too big. I hope <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
EDIT: And I don't know what the softlight hack is sposed to be exactly either <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Also, I think that this is a little...confusing:
<!--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-->To customise this shadow, add this key. The value represents how opaque the brush based entity should be treated in hlrad, on a scale from 1.0 to 0.0 (where 1.0 is fully opaque, casting no shadow, and 0.0 being fully transparent, casting a full shadow)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
If the entity is casting a shadow wouldn't that mean that, at least to RAD, it's opaque?