Thread: [ARCHIVE] Custom ZHLT by vluzacn

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  1. #26
    Administrator AdamR's Avatar  
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    Re: custom version of ZHLT by vluzacn

    ^ having said that you need to set the Floating Point Model to precise and switch off Floating Point Exceptions. I recall amckern pointing out that having it on fast+on will generate bad lighting (holes in it and such).
    Adam "Adambean" Reece
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  2. #27
    QPU-aligned Silencer's Avatar  
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    Re: custom version of ZHLT by vluzacn

    Just checked and that appears to already be the case.
    Any bad lighting comes from the code and not the MSVC project compile settings.

  3. #28
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    Re: custom version of ZHLT by vluzacn

    64-bit tools give an about 20% faster compile on 64-bit machines/OS.
    We shall see.
    Last edited by Qwerty; 23-06-2010 at 10:41 AM.

  4. #29
    Registered User vluzacn's Avatar
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    Re: custom version of ZHLT by vluzacn

    Quote Originally Posted by AdamR View Post
    ^ having said that you need to set the Floating Point Model to precise and switch off Floating Point Exceptions. I recall amckern pointing out that having it on fast+on will generate bad lighting (holes in it and such).
    Is there any convincing evidence that indicates the difference in bsp between fast+on and precise+off ? Because I haven't install vc2005 yet.

  5. #30
    Administrator AdamR's Avatar  
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    Re: custom version of ZHLT by vluzacn

    How are you compiling ZHLT then? GCC?
    Adam "Adambean" Reece
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  6. #31
    Registered User vluzacn's Avatar
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    Re: custom version of ZHLT by vluzacn

    Quote Originally Posted by AdamR View Post
    How are you compiling ZHLT then? GCC?
    VC6. I thought you had seen my .dsp file .

  7. #32
    Ultimate Monster Mapper amckern's Avatar  
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    Re: custom version of ZHLT by vluzacn

    Don't ask me, vluzacn made that project, mine is called invalidprojectname

    With the floating point models, i was using buggy code from Anders (AKA Wof), it would randomly stick a hole in a hull for no reason (He attempted to reduce clip nodes by taking the default clip size to 40) - 3.3 and above use the code from cagey xp - so you can mess around with floating points if you want - just make sure you test ALL CSG & BSP flags in case it will break anything.
    Last edited by amckern; 24-06-2010 at 06:58 AM.
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  8. #33
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    Re: custom version of ZHLT by vluzacn

    Update:
    version 17
    Fixed a bug in plane type that causes problem with nodes such as invisible walls and holes and black faces.
    Fixed a bug that causes water brushes in entities which have more than one brushes to be weird.
    Fixed a bug in bounced light triangulation that causes lighting at face edges to be discontinuous.
    Attached Files Attached Files

  9. #34
    QPU-aligned Silencer's Avatar  
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    Re: custom version of ZHLT by vluzacn

    Quote Originally Posted by vluzacn View Post
    Fixed a bug in plane type that causes problem with nodes such as invisible walls and holes and black faces.
    TESTING.

  10. #35
    Registered User Dynamite's Avatar
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    Re: custom version of ZHLT by vluzacn

    Could that be what caused the hole in the spawn of svencoop1?

  11. #36
    QPU-aligned Silencer's Avatar  
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    Re: custom version of ZHLT by vluzacn

    VLUZACN! I WANT A BABY FROM YOU!

    You just revived ... let me count ... six huge mapping projects of mine by fixing this single bug!
    Afraid I have no idea of the math behind it. Can you explain what was wrong?

    That said, this is also the first of your changes I have implemented into SHLT.
    Is the debug stuff for debugging the map or your code? Let me know if it may be removed.

    @ Dynamite: Fucking exactly, though that is not half as tragic as how it turned half of my larger maps into void.

  12. #37
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    Re: custom version of ZHLT by vluzacn

    lulz it iz entertaning 2 c Silencerz reakshunz "D

    EDIT: So are the two projects merging? Am I going to continue to have to download both separately? :?

    You just revived ... let me count ... six huge mapping projects of mine by fixing this single bug!
    Must feel vunderful!

  13. #38
    Level Designer CryoKeen's Avatar
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    Re: custom version of ZHLT by vluzacn

    Yay mapping is saved!

  14. #39
    Mapper Nih's Avatar  
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    Re: custom version of ZHLT by vluzacn

    Switching to these compile tools fixed a mysterious black patch that popped up in one of my maps. Thanks!

  15. #40
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    Re: custom version of ZHLT by vluzacn

    I have started merging in some changes. I will continue merging in bug fixes.
    As for features, I'd like to hear what you find really useful, so I know what has
    to be first on my list.

  16. #41
    Administrator AdamR's Avatar  
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    Re: custom version of ZHLT by vluzacn

    Sticking thread.
    Adam "Adambean" Reece
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  17. #42
    Administrator AdamR's Avatar  
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    Re: custom version of ZHLT by vluzacn

    "Error: ReadSurfs (line 1): 17215 > g_numplanes".

    What is this error about? Is VHLT using a lower default limit for the number of planes?
    Happens just before HLBSP is about to finish.
    Adam "Adambean" Reece
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  18. #43
    Registered User vluzacn's Avatar
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    Re: custom version of ZHLT by vluzacn

    Quote Originally Posted by AdamR View Post
    "Error: ReadSurfs (line 1): 17215 > g_numplanes".

    What is this error about? Is VHLT using a lower default limit for the number of planes?
    Happens just before HLBSP is about to finish.
    hlbsp can not be run twice for a map.

  19. #44
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    Re: custom version of ZHLT by vluzacn

    I don't think that's his problem, though. He is not compiling for the first time in his life.
    Shouldn't MAX_MAP_PLANES be 32767? And your tools do have XP Cagey's plane optimizations don't they?

  20. #45
    Level Designer CryoKeen's Avatar
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    Re: custom version of ZHLT by vluzacn

    Thank you vluzacn and Silencer!

    I used Silencer's most recent version which included some of vluzacn's fixes, and it completely fixed my "players moving through solid brush objects or being blocked by invisible non-existant clips" problem in my Sector E map! Thank you thank you thank you!

  21. #46
    Registered User vluzacn's Avatar
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    Re: custom version of ZHLT by vluzacn

    Quote Originally Posted by Silencer View Post
    I don't think that's his problem, though. He is not compiling for the first time in his life.
    Shouldn't MAX_MAP_PLANES be 32767? And your tools do have XP Cagey's plane optimizations don't they?
    There is a chance that he does bsp compile again after csg -onlyents. This error has nothing to do with MAX_MAP_PLANES and I'm sure it does not only occur in VHLT.
    I checked all parts of code concerning plane number and find the only possibility of this error is to run bsp again on a compiled map.

  22. #47
    Administrator AdamR's Avatar  
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    Re: custom version of ZHLT by vluzacn

    It is only occurring in VHLT.

    ZHLT 2.5.4, ZHLT 3.4, and SHLT 3.9 all work, though I had to up the MAX_ENGINE_ENTITIES and MAX_MAP_LEAFS or whatever in the older versions.

    Also the VHLT has a range of errors when I try to compile it :o will look at fixing those later.
    Last edited by AdamR; 18-08-2010 at 06:52 AM.
    Adam "Adambean" Reece
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  23. #48
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    Re: custom version of ZHLT by vluzacn

    Quote Originally Posted by vluzacn View Post
    There is a chance that he does bsp compile again after csg -onlyents. This error has nothing to do with MAX_MAP_PLANES and I'm sure it does not only occur in VHLT.
    I checked all parts of code concerning plane number and find the only possibility of this error is to run bsp again on a compiled map.
    I'm just curious: how would it be possible to do that if something like Batch Compiler or Valve Hammer Editor is sequencing the compiler tools for compile? :? Wouldn't they only run once?

  24. #49
    Administrator AdamR's Avatar  
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    Re: custom version of ZHLT by vluzacn

    I use my own batch file, and it doesn't run HLBSP with any other tools/maps I specify...
    Adam "Adambean" Reece
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  25. #50
    Registered User vluzacn's Avatar
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    Re: custom version of ZHLT by vluzacn

    Quote Originally Posted by AdamR View Post
    It is only occurring in VHLT.

    ZHLT 2.5.4, ZHLT 3.4, and SHLT 3.9 all work, though I had to up the MAX_ENGINE_ENTITIES and MAX_MAP_LEAFS or whatever in the older versions.

    Also the VHLT has a range of errors when I try to compile it :o will look at fixing those later.
    Can I have a look at the compile log?

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