Get The Latest Compile Tools

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  • CourtJesterGCourtJesterG USA, New York Join Date: 2004-06-30 Member: 29647Members
    Hi XP-Cagey big fan of your work;) I was just wondering now i download the newest version p15 but i don't see any BSP plane optimization tool that you wrote all that is in it are the regular hlvis, hlcsg, hlbsp, hlrad, ripent, the dll files and the docs! I don't see it in here and i wanted to use your tools in conjection with Nem's batch compile and use the specification file Zoners Custom Build Backup HLFix OptPlns.bcs!

    I am of course asumeing that the BSP plane optimization tool has this name OptPlns?

    Or is it in something thing us and isn't seperate from the other like hlvis and so forth?

    So the that means i does need to use nem's OptPlns.bcs spec file with the compiler?

    <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> So confused so many tools and everything to add to this compiler had to search for the hlfix one already! <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> Please help

    Ohh yeah did i say nice work you are doing or where me don't know i went to the ZHLT Compile GUI and it says youa ren't working on them no more.

    I think there should be one site for all the tools instead of this bounceing around and authors can submit and get credit and all news posted are right there! Wait wasn't the collective suppose to do somethign like that ohh but man concetration is on tuts. Get the tools section updated muahhhh <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo-->
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    The planes optimization is integrated with HLBSP now.
  • CourtJesterGCourtJesterG USA, New York Join Date: 2004-06-30 Member: 29647Members
    edited July 2004
    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> I was told there is a bug in p14 and still is in p15 for the hlrad, and that i should use p13 hlrad instead is this true? Just to clarify the statement with another option if it has been fixed yet!

    I now xp_cagey site says it has a hlrad fix, but i wonder if it is the bug they were talking about? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • AJenboAJenbo Join Date: 2004-06-14 Member: 29298Members
    yes thers a bug in hlrad p15 that makes it make wered shadows and be increadably slow, xp says hes gowing to thake the code to p15.5 and the release it for others to make p16 wher the will be huge optimizations to the hlrad time as weal as fewer bugs <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    @StingrayNZ
    hers a bcs i made especialy for xp-compiler
    <a href='http://cubed.dk/nobody/stuff/HlFix%20Zcp15%20opt_entdata%20RESGen%20backup%20hl%20steam.bcs' target='_blank'>http://cubed.dk/nobody/stuff/HlFix%20Zcp15...0hl%20steam.bcs</a>
  • PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
    When i try to start ne new batch compiler it says its missing the MSCOREE.dll

    oh, and where to get the p13 hlrad, for faster compiles?
  • FragBait0FragBait0 Join Date: 2003-12-16 Member: 24431Members
    <!--QuoteBegin-Pithlit+Aug 5 2004, 05:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pithlit @ Aug 5 2004, 05:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->oh, and where to get the p13 hlrad, for faster compiles?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Tried taking the p15 link and changing the 15 to 13?

    <a href='http://xp-cagey.com/downloads/zhlt_1.7p13.zip' target='_blank'>http://xp-cagey.com/downloads/zhlt_1.7p13.zip</a>

    Oh yeah xp-cagey's original post on 13 is on that page still anyway so if you bother to read you might have seen that too.... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • AJenboAJenbo Join Date: 2004-06-14 Member: 29298Members
    Pithlit
    you bc isnt starting because you do not have .net installed
    you will get it here
    <a href='http://v4.windowsupdate.microsoft.com/da/default.asp' target='_blank'>http://v4.windowsupdate.microsoft.com/da/default.asp</a>
    you should also take the other things it offers you maby except the drivers
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    Is the source code for this going to be released any time soon?
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    edited August 2004
    <!--QuoteBegin-moultano+Aug 6 2004, 07:19 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Aug 6 2004, 07:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Is the source code for this going to be released any time soon?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    How about <a href='http://www.xp-cagey.com/downloads/zhlt_p15.5_source.zip' target='_blank'>now</a>?

    Sorry for the delay -- I'm enjoying working at EALA, but it doesn't leave much time for anything else since we're currently in crunch getting MOHPA polished up. I just needed a kick in the pants to get this out <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->. I'm providing the old makefiles and my own .Net solution files. The download is 300K because I'm not providing the .Net .ncb database (which can rebuild itself on the fly as you work). There are two .Net solutions -- one with the traditional ZHLT, and one with 2 toy programs including opt_plns bundled under "Cagey".

    Some notes -- I haven't even tested the bounding box test in mathutil.cpp (which is a first step toward a band-aid solution to the p15 speed problems). Whoever picks up the code is going to need to work on that (and the bad shadow issues) first.

    I'm including the source to opt_plns and count_ents -- you'll see just how tiny a change was required to write the optimizer, and probably wonder why it wasn't done earlier <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->. The built-in HLBSP optimizer I recently added uses a slightly different approach to checking for planes and is located in writebsp.cpp for those who are curious.

    The current code crashes when a map with over 64K planes has a leak; I didn't get a chance to check this out before I started at EALA. The last crash like this I saw was due to Valve assigning an array that was meant to hold plane information MAX_FACES available slots, which caused a crash due to array index out of bounds when the planes went over the 64K face limit.

    Finally, this code is ugly. It started out as pure ANSI C, and has C++ bolted onto it by a series of programmers who all had different coding practices. While I tried to use good programming practices where it didn't mean refactoring, I decided early on that I wasn't going to overhaul ZHLT when I could get a better codebase by working from scratch. Please don't think I always code the way you see here <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->.
  • AvitarAvitar Join Date: 2003-09-11 Member: 20760Members
    documentation shows wrong version... or latest version is not linked on first post in topic.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    your a god cagey!

    amckern
  • FragBait0FragBait0 Join Date: 2003-12-16 Member: 24431Members
    So who will be so leet as to step up and work on the compile tools now? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    Humm....I was looking for some CPP to....look at. Don't point at me though guys I barley know the language (well in fact i dont) and the math....bit much for a high school student scraping the standard level I think. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    Neverthless, I think it is important to say this now:

    Any of you who choose to work on ZHLT now... please don't all go your seperate ways.
    The *very last thing* we need is for 5 different devs to have their own modified version s of this running amok in the community. Make a dev thread (this is a good enough spot for now), a forum or something and work it together. As much of a pain in the **** it may be for some of you it is what is best for the community and ultimately, probably, you.

    Thanks for enduring my little speech /soapbox.

    Although Ill admit no huge flurry of people seems to have picked this up yet its just a "get in first" note for when they do.

    BTW. XP-Cagey: great job on the compile tools. The half-life community has endless thanks to you for this work and it is at the very least appriciated by me. Im sure a crapload of mappers all think the same though they won't be gooey enough to say it.

    <span style='font-size:14pt;line-height:100%'>Thanks to XP-Cagey from all the half-life community! We wub j00 <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo--> </span>
  • AJenboAJenbo Join Date: 2004-06-14 Member: 29298Members
    XP-Cagey we how are about to map salute you <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    i am taking a look in to the csg and bsp code to see if i can make the subdivision be 240 for both fitted and tiling textures.
  • AJenboAJenbo Join Date: 2004-06-14 Member: 29298Members
    OK i finished modifying hlbsp and tested to make sure that it works perfectly.
    i am thinking of just continuing using the p so this will be p16
    i don't mind manging the zhlt so if any one comes up with something just send it to me and i will include it in to p16.

    if you wnat the new hlbsp befor the lighting has been fixed you can get it seporatly --<a href='http://cubed.dk/nobody/stuff/hlbsp.exe' target='_blank'>here</a>--
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    Great, someone taking care of the tools!

    What are the changes to BSP?
  • FragBait0FragBait0 Join Date: 2003-12-16 Member: 24431Members
    Well he said he is thinking about it.... (lollol no pressure...DO IT!) <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Anyway I'm curious too: What did you actually do to it?
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    <!--QuoteBegin-XP-Cagey+Aug 7 2004, 09:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XP-Cagey @ Aug 7 2004, 09:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Finally, this code is ugly. It started out as pure ANSI C, and has C++ bolted onto it by a series of programmers who all had different coding practices. While I tried to use good programming practices where it didn't mean refactoring, I decided early on that I wasn't going to overhaul ZHLT when I could get a better codebase by working from scratch. Please don't think I always code the way you see here <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    wow, you weren't kidding. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->

    I've got an idea for a solution to the clipping hull generation problem that I would like to try out. Hopefully in the process I will get familiar enough with the code to fix some of the issues, although I'm not sure whether I'll have the time or the energy for it this semester. Even if I don't have the time to implement it, I'm planning on writing up a detailed description of the clipping hull business so that someone else can take a stab.

    For anyone else who is looking to work on the code, I propose we use this thread as a primitive source control system. I don't think the code is modular enough (at first glance) to check out pieces on a per file basis, but we could definately do it from tool to tool. If you are going to start modifying one of the tools, post in this thread saying that you have "checked it out". When your modifications are in a solid functional form, post a link to the code in this thread and "check it in". Its preferable to have no two people working on the same blocks at the same time cause source merging really sucks.
  • FragBait0FragBait0 Join Date: 2003-12-16 Member: 24431Members
    Sounds good to me. Maybe I could try putting my entdata optimiser in there. Ableit only safe non-mod-specific stuff. The light removal is preobably one of these.
    *shrug

    Have we found out what this modified hlbsp is yet?? Maybe I missed a post..
  • AJenboAJenbo Join Date: 2004-06-14 Member: 29298Members
    you probably did <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
    i changed it to do the same sub dived for bout tiling and non tiling textures, it makes about 1,5% less wpolys, ATM i am trying to figure out how to remove the back facing and duple face sky and maby also make even less polys in the sky, this is probably mainly a save to the bsp data but what the heck.
  • ReveReve Join Date: 2003-09-23 Member: 21142Members
    So who is going to un-break hlrad for us? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    By the way, I am the guy who wrote the new document set for p14. I don't mind helping maintain the docs if people want that.

    If I can get some hosting somewhere, I might keep an up-to-date copy available on the net too.

    Reve
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    edited September 2004
    i'll look into fixing rad, i find it a pain, when i complie my own maps, for sven coop, etc

    i'll also google, and see what might be worth while puting in the tools, for a p16, or the next custom version - such as what the community would like to see

    IF YOU DONT HAVE THE RIGHT VERSION OF VISUAL STUDIO, OPEN THE VCPROJ FILE WITH NOTEPAD, AND CHANGE THE VERSION NUMBER

    amckern
  • FragBait0FragBait0 Join Date: 2003-12-16 Member: 24431Members
    <!--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-->So who is going to un-break hlrad for us?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    <!--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-->i'll look into fixing rad<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Sounds like fun.

    <!--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-->it makes about 1,5%<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Does that mean 1.5% or 15%?
    Nice trick anyway.

    Interesting...im supposed to be getting e-mail notification and I don't. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->

    What I think the community wants is something that is stable and reliable.
    Unfortunatly the p series has exposed a lot of issues in RAD so people fear the p tools even though MHLT/ZHLT has them too. Also the slowness of p15 RAD is a major issue.
  • AJenboAJenbo Join Date: 2004-06-14 Member: 29298Members
    Sorry it's only 1.5%.
    In denmark we use , instead of . for decimal number.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    ahh ok

    p15 rad has lots of fixes, that where taken out from the orignal 1.7, when rad got beef, should we realy take it back to p14?

    this is what i belive cagey was trying to do, return the tools, to there raw 1.7, and keep the beef

    amckern
  • AJenboAJenbo Join Date: 2004-06-14 Member: 29298Members
    he told me he was working on adding bounding boxes to the opauq entitys to speed up rad, so i guess he was trying to fix it rather then reverting, but what the hell as long as theres still beef <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> then add the speed optimizasion later
  • ReveReve Join Date: 2003-09-23 Member: 21142Members
    Yes, I think the main objective right now is to fix what's broken (messed up shadows and slow RAD) to get a stable release rather than adding new features, unless the features are not complex or are optimisations.

    I'm thinking about starting some sort of site to keep up to date docs, at some point. Perhaps I can also include all the updates you guys provide.

    Reve
  • ReveReve Join Date: 2003-09-23 Member: 21142Members
    No I'm not getting e-mail notifications either <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->

    Reve
  • ReveReve Join Date: 2003-09-23 Member: 21142Members
    Sorry for the monologue I'm doing here <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    From what I can see, the p14 tools were somewhat broken, and p15/15.5 are mostly fixes. However, there's also quite a bit of good stuff in there (like the planes optimisation being part of the process now so not requiring an extra opt_plns etc). So I agree with XP-Cagey et al with the most important target being fixing the current best codebase, and I don't think that jumping back 2 (well 2.5 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->) versions is the best way to use all this new code..

    Cagey, if I do go ahead with a documentation/tools site, do you mind me linking to the files on your site, or would you prefer them mirrored locally? If I can link, I may be able to persuade some friends to give me hosting, but if there's files I may have to go with a free host.

    Thanks

    Reve

    ps: I'd like to add a somewhat late congrats to XP-Cagey on his new job. A big thanks from all of us for all the work you've put into these tools.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    sorry, to get people confused, but i was missinformed

    <b>i also was not saying to revert the code</b>, but was insted quiting the infomation that i had been passed through other forums, and not looking at the p15.5 source

    amckern
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-Reve+Sep 9 2004, 07:26 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reve @ Sep 9 2004, 07:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Cagey, if I do go ahead with a documentation/tools site, do you mind me linking to the files on your site, or would you prefer them mirrored locally? If I can link, I may be able to persuade some friends to give me hosting, but if there's files I may have to go with a free host. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I haven't come close to hitting my bandwidth cap on my latest host, so I have no problem with your linking to the copies of the files on my site. Hopefully they won't be the newest/best version of ZHLT much longer anyway <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->.
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