Thread: [ARCHIVE] Custom ZHLT by vluzacn

Page 3 of 33 FirstFirst 123456713 ... LastLast
Results 51 to 75 of 825
  1. #51
    Administrator AdamR's Avatar  
    Manager
    Join Date
    Mar 2004
    Location
    Cardiff, South Wales [uk]
    Posts
    8,466

    Re: custom version of ZHLT by vluzacn

    Sure,
    Warning 1 warning C4996: '_strlwr': This function or variable may be unsafe. Consider using _strlwr_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details. %UserProfile%\Documents\Visual Studio 2008\Projects\ZHLT\Vluzacn\common\cmdlib.cpp 97 hlbsp
    Warning 2 warning C4996: '_strlwr': This function or variable may be unsafe. Consider using _strlwr_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details. %UserProfile%\Documents\Visual Studio 2008\Projects\ZHLT\Vluzacn\common\cmdlib.cpp 97 hlcsg
    Warning 3 warning C4996: '_strlwr': This function or variable may be unsafe. Consider using _strlwr_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details. %UserProfile%\Documents\Visual Studio 2008\Projects\ZHLT\Vluzacn\common\cmdlib.cpp 97 hlvis
    Warning 4 warning C4996: '_strlwr': This function or variable may be unsafe. Consider using _strlwr_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details. %UserProfile%\Documents\Visual Studio 2008\Projects\ZHLT\Vluzacn\common\cmdlib.cpp 97 hlrad
    Warning 5 warning C4996: '_strlwr': This function or variable may be unsafe. Consider using _strlwr_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details. %UserProfile%\Documents\Visual Studio 2008\Projects\ZHLT\Vluzacn\common\cmdlib.cpp 97 ripent
    Warning 6 warning C4996: '_strlwr': This function or variable may be unsafe. Consider using _strlwr_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details. %UserProfile%\Documents\Visual Studio 2008\Projects\ZHLT\Vluzacn\common\cmdlib.cpp 100 ripent
    Warning 7 warning C4996: '_strlwr': This function or variable may be unsafe. Consider using _strlwr_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details. %UserProfile%\Documents\Visual Studio 2008\Projects\ZHLT\Vluzacn\common\cmdlib.cpp 100 hlvis
    Warning 8 warning C4996: '_strlwr': This function or variable may be unsafe. Consider using _strlwr_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details. %UserProfile%\Documents\Visual Studio 2008\Projects\ZHLT\Vluzacn\common\cmdlib.cpp 100 hlbsp
    Warning 9 warning C4996: '_strlwr': This function or variable may be unsafe. Consider using _strlwr_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details. %UserProfile%\Documents\Visual Studio 2008\Projects\ZHLT\Vluzacn\common\cmdlib.cpp 100 hlrad
    Warning 10 warning C4996: '_strlwr': This function or variable may be unsafe. Consider using _strlwr_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details. %UserProfile%\Documents\Visual Studio 2008\Projects\ZHLT\Vluzacn\common\cmdlib.cpp 100 hlcsg
    Error 11 error C2440: 'initializing' : cannot convert from 'const char *' to 'char *' %UserProfile%\Documents\Visual Studio 2008\Projects\ZHLT\Vluzacn\common\cmdlib.cpp 125 hlvis
    Error 12 error C2440: 'initializing' : cannot convert from 'const char *' to 'char *' %UserProfile%\Documents\Visual Studio 2008\Projects\ZHLT\Vluzacn\common\cmdlib.cpp 125 hlcsg
    Error 13 error C2440: 'initializing' : cannot convert from 'const char *' to 'char *' %UserProfile%\Documents\Visual Studio 2008\Projects\ZHLT\Vluzacn\common\cmdlib.cpp 125 hlbsp
    Error 14 error C2440: 'initializing' : cannot convert from 'const char *' to 'char *' %UserProfile%\Documents\Visual Studio 2008\Projects\ZHLT\Vluzacn\common\cmdlib.cpp 125 hlrad
    Error 15 error C2440: 'initializing' : cannot convert from 'const char *' to 'char *' %UserProfile%\Documents\Visual Studio 2008\Projects\ZHLT\Vluzacn\common\cmdlib.cpp 125 ripent
    Error 16 error C2440: '=' : cannot convert from 'const char *' to 'char *' %UserProfile%\Documents\Visual Studio 2008\Projects\ZHLT\Vluzacn\common\cmdlib.cpp 131 hlrad
    Error 17 error C2440: '=' : cannot convert from 'const char *' to 'char *' %UserProfile%\Documents\Visual Studio 2008\Projects\ZHLT\Vluzacn\common\cmdlib.cpp 131 hlbsp
    Error 18 error C2440: '=' : cannot convert from 'const char *' to 'char *' %UserProfile%\Documents\Visual Studio 2008\Projects\ZHLT\Vluzacn\common\cmdlib.cpp 131 hlcsg
    Error 19 error C2440: '=' : cannot convert from 'const char *' to 'char *' %UserProfile%\Documents\Visual Studio 2008\Projects\ZHLT\Vluzacn\common\cmdlib.cpp 131 ripent
    Error 20 error C2440: '=' : cannot convert from 'const char *' to 'char *' %UserProfile%\Documents\Visual Studio 2008\Projects\ZHLT\Vluzacn\common\cmdlib.cpp 131 hlvis
    Warning 21 warning C4996: 'strcat': This function or variable may be unsafe. Consider using strcat_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details. %UserProfile%\Documents\Visual Studio 2008\Projects\ZHLT\Vluzacn\common\cmdlib.cpp 173 hlvis
    Warning 22 warning C4996: 'strcat': This function or variable may be unsafe. Consider using strcat_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details. %UserProfile%\Documents\Visual Studio 2008\Projects\ZHLT\Vluzacn\common\cmdlib.cpp 173 hlcsg
    Warning 23 warning C4996: 'strcat': This function or variable may be unsafe. Consider using strcat_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details. %UserProfile%\Documents\Visual Studio 2008\Projects\ZHLT\Vluzacn\common\cmdlib.cpp 173 hlbsp
    Warning 24 warning C4996: 'strcat': This function or variable may be unsafe. Consider using strcat_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details. %UserProfile%\Documents\Visual Studio 2008\Projects\ZHLT\Vluzacn\common\cmdlib.cpp 173 ripent
    Warning 25 warning C4996: 'strcat': This function or variable may be unsafe. Consider using strcat_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details. %UserProfile%\Documents\Visual Studio 2008\Projects\ZHLT\Vluzacn\common\cmdlib.cpp 173 hlrad
    Warning 26 warning C4018: '<' : signed/unsigned mismatch %UserProfile%\Documents\Visual Studio 2008\Projects\ZHLT\Vluzacn\hlrad\mathutil.cpp 11 hlrad
    Warning 27 warning C4018: '<' : signed/unsigned mismatch %UserProfile%\Documents\Visual Studio 2008\Projects\ZHLT\Vluzacn\hlrad\mathutil.cpp 38 hlrad
    Warning 28 warning C4018: '<' : signed/unsigned mismatch %UserProfile%\Documents\Visual Studio 2008\Projects\ZHLT\Vluzacn\hlrad\mathutil.cpp 69 hlrad
    Error 29 error C2666: 'pow' : 6 overloads have similar conversions %UserProfile%\Documents\Visual Studio 2008\Projects\ZHLT\Vluzacn\hlrad\mathutil.cpp 405 hlrad
    Error 30 error C2059: syntax error : 'constant' c:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\atlmfc\include\statreg.h 157 hlcsg
    Error 31 error C2238: unexpected token(s) preceding ';' c:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\atlmfc\include\statreg.h 157 hlcsg
    Warning 32 warning C4996: 'strcat': This function or variable may be unsafe. Consider using strcat_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details. %UserProfile%\Documents\Visual Studio 2008\Projects\ZHLT\Vluzacn\hlcsg\wadcfg.cpp 141 hlcsg
    The 2 about const char * can be fixed by putting a char * cast on the function.
    Adam "Adambean" Reece
    Sven Co-op team

    Also on: Steam | Facebook | Twitter | YouTube | Twitch
    Released AMXX plug-ins: Bind number slots | NextMap with Sven Co-op fix | Sven Co-op administrator icons

  2. #52
    Administrator AdamR's Avatar  
    Manager
    Join Date
    Mar 2004
    Location
    Cardiff, South Wales [uk]
    Posts
    8,466

    Re: custom version of ZHLT by vluzacn

    Fixed your compiler and got a 64-bit binary. Would you like me to RAR the changes I've made? You absolute sod have managed to fix my lights though

    Pic related, it's your winrar light compile. Thanks very much
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	polar_rescue__22-08-10_18-57-39.jpg 
Views:	307 
Size:	79.7 KB 
ID:	14337  
    Adam "Adambean" Reece
    Sven Co-op team

    Also on: Steam | Facebook | Twitter | YouTube | Twitch
    Released AMXX plug-ins: Bind number slots | NextMap with Sven Co-op fix | Sven Co-op administrator icons

  3. #53
    QPU-aligned Silencer's Avatar  
    Contributor
    Join Date
    May 2006
    Posts
    6,074

    Re: custom version of ZHLT by vluzacn

    Hm. Vluzacn: Which #defines are related to lighting fixes? (not additions)
    Would want to port these next. =)

  4. #54
    Administrator AdamR's Avatar  
    Manager
    Join Date
    Mar 2004
    Location
    Cardiff, South Wales [uk]
    Posts
    8,466

    Re: custom version of ZHLT by vluzacn

    I see you guys still aren't working on the project together then?
    Adam "Adambean" Reece
    Sven Co-op team

    Also on: Steam | Facebook | Twitter | YouTube | Twitch
    Released AMXX plug-ins: Bind number slots | NextMap with Sven Co-op fix | Sven Co-op administrator icons

  5. #55
    QPU-aligned Silencer's Avatar  
    Contributor
    Join Date
    May 2006
    Posts
    6,074

    Re: custom version of ZHLT by vluzacn

    I am merging in changes, at least. However, I am most interested in fixes at first.

  6. #56
    Registered User
    Join Date
    Jul 2003
    Posts
    1,145

    Re: custom version of ZHLT by vluzacn

    Quote Originally Posted by AdamR View Post
    I see you guys still aren't working on the project together then?
    It's not always that easy to work together. Give them time, give them space...

  7. #57
    Registered User vluzacn's Avatar
    Join Date
    May 2010
    Location
    China
    Posts
    274

    Re: custom version of ZHLT by vluzacn

    Is it ok to raise MAX_LEAF_FACES?

  8. #58
    Administrator AdamR's Avatar  
    Manager
    Join Date
    Mar 2004
    Location
    Cardiff, South Wales [uk]
    Posts
    8,466

    Re: custom version of ZHLT by vluzacn

    Why do your compilers NOT embed textures in the BSP, when I specifically request to with the "-wadinclude" option?

    Here is my log file showing the WAD files are found, and there are textures used from them:
    Code:
    C:\Users\Adam Reece\Applications\HL1Dev\compile>compiler.bat SC\fail-mountain
    
    hlcsg v??? rel VL17 (Aug 22 2010)
    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 (vluzacn@163.com)
    -----  BEGIN  hlcsg -----
    Command line: zhlt\vhlt\x64\hlcsg.exe -chart -estimate -noinfo -dev 2 -low -texdata 16384 -lightdata 16384 -cliptype simple -wadautodetect -wadinclude ..\textures\AdamR\AdamR.wad -wadinclude ..\textures\AdamR\fail-mountain.wad ..\maps\SC\fail-mountain.map 
    Developer messages enabled : [Warning Error]
    Original Command line: zhlt\vhlt\x64\hlcsg.exe -chart -estimate -noinfo -dev 2 -low -texdata 16384 -lightdata 16384 -cliptype simple -wadautodetect -wadinclude ..\textures\AdamR\AdamR.wad -wadinclude ..\textures\AdamR\fail-mountain.wad ..\maps\SC\fail-mountain.map 
    Entering ..\maps\SC\fail-mountain.map
    Using mapfile wad configuration
    Wadfiles not in use by the map will be excluded
    Wadinclude list :
    [zhlt.wad]
    [..\textures\AdamR\AdamR.wad]
    [..\textures\AdamR\fail-mountain.wad]
    
    0 brushes (totalling 0 sides) discarded from clipping hulls
    CreateBrush:
     (1.22 seconds)
    SetModelCenters:
     (0.08 seconds)
    CSGBrush:
     (1.30 seconds)
    
    Using Wadfile: \users\adam reece\applications\hl1dev\textures\game\halflife.wad
     - Contains 180 used textures, 57.51 percent of map (3116 textures in wad)
    Using Wadfile: \users\adam reece\applications\hl1dev\textures\game\liquids.wad
     - Contains 1 used texture, 0.32 percent of map (32 textures in wad)
    Using Wadfile: \users\adam reece\applications\hl1dev\textures\game\xeno.wad
     - Contains 1 used texture, 0.32 percent of map (264 textures in wad)
    Including Wadfile: \users\adam reece\applications\hl1dev\textures\game\zhlt.wad
     - Contains 3 used textures, 0.96 percent of map (9 textures in wad)
    Using Wadfile: \users\adam reece\applications\hl1dev\textures\adamr\adamr.wad
     - Warning: Larger than expected texture (348972 bytes): 'SHODAN'
     - Contains 105 used textures, 33.55 percent of map (234 textures in wad)
    Using Wadfile: \users\adam reece\applications\hl1dev\textures\adamr\fail-mountain.wad
     - Contains 23 used textures, 7.35 percent of map (23 textures in wad)
    
    added 62 additional animating textures.
    Texture usage is at 7.96 mb (of 16.00 mb MAX)
    
    Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------  ---------------  ---------------  --------
    models              0/400            0/25600    ( 0.0%)
    planes          28052/32768     561040/655360   (85.6%)
    vertexes            0/65535          0/786420   ( 0.0%)
    nodes               0/32767          0/786408   ( 0.0%)
    texinfos         1411/32767      56440/1310680  ( 4.3%)
    faces               0/65535          0/1310700  ( 0.0%)
    clipnodes           0/32767          0/262136   ( 0.0%)
    leaves              0/32767          0/917476   ( 0.0%)
    marksurfaces        0/65535          0/131070   ( 0.0%)
    surfedges           0/512000         0/2048000  ( 0.0%)
    edges               0/256000         0/1024000  ( 0.0%)
    texdata          [variable]      19840/16777216  ( 0.1%)
    lightdata        [variable]          0/16777216  ( 0.0%)
    visdata          [variable]          0/2097152  ( 0.0%)
    entdata          [variable]     211626/524288   (40.4%)
    375 textures referenced
    === Total BSP file data space used: 848946 bytes ===
    3.20 seconds elapsed
    
    -----   END   hlcsg -----
    However when I try to play the map I get an error about "adamr.wad" not being found. If I take these out the WAD line using Ripent, I just get all cusotm textures showing as purple/black checkered.

    The BSP only ends up at around 3.5MB (before visibility and lighting) even though there is around 6MB of textures in my 2 custom WAD's alone.


    Edit: Also what are these .tex and .wad files you're creating with my map? No other version of ZHLT has done that.
    Last edited by AdamR; 08-09-2010 at 03:16 PM.
    Adam "Adambean" Reece
    Sven Co-op team

    Also on: Steam | Facebook | Twitter | YouTube | Twitch
    Released AMXX plug-ins: Bind number slots | NextMap with Sven Co-op fix | Sven Co-op administrator icons

  9. #59
    QPU-aligned Silencer's Avatar  
    Contributor
    Join Date
    May 2006
    Posts
    6,074

    Re: custom version of ZHLT by vluzacn

    Quote Originally Posted by vluzacn View Post
    Is it ok to raise MAX_LEAF_FACES?
    Seeing how it is defined somewhere in the middle of code, I assume it is an arbitrary value,
    because they didn't want to dynamically alloc the size of some variable there.

  10. #60
    Administrator AdamR's Avatar  
    Manager
    Join Date
    Mar 2004
    Location
    Cardiff, South Wales [uk]
    Posts
    8,466

    Re: custom version of ZHLT by vluzacn

    Looks like SHLT is having the same problem. Log is as follows:
    Code:
             hlcsg 3.9 x64 (64b)         (Jul 29 2010)           
       Super Half-Life Compilation Tools -- Custom Build.        
       Based on code modifications by Sean 'Zoner' Cavanaugh.    
       Based on Valve's version, modified with permission.       
       Further development done by Silencer and Protector.       
       Submit detailed bug reports to amckern@yahoo.com.         
                      -----  BEGIN  hlcsg -----                  
    
    Command line: zhlt\shlt\x64\hlcsg.exe -chart -estimate -noinfo -dev 2 -low -texdata 16384 -lightdata 16384 -cliptype simple -wadautodetect -wadinclude ..\textures\AdamR\AdamR.wad -wadinclude ..\textures\AdamR\fail-mountain.wad ..\maps\SC\fail-mountain.map 
    Developer messages enabled : [Warning Error]
    Entering ..\maps\SC\fail-mountain.map
    Using mapfile wad configuration
    Wadfiles not in use by the map will be excluded
    Wadinclude list :
    [zhlt.wad]
    [..\textures\AdamR\AdamR.wad]
    [..\textures\AdamR\fail-mountain.wad]
    
    Brushes discarded from clipping hulls: 311 (totalling 2017 sides)
    CreateBrush:
     (1.08 seconds)
    SetModelCenters:
     (0.08 seconds)
    CSGBrush:
     (1.50 seconds)
    
    Object names    Objects/Maxobjs      Memory / Maxmem    Fullness
    ------------  -------------------  -------------------  --------
    models                0/512                0/32768      ( 0.0%)
    planes            26114/32767         522280/655340     (79.7%)
    vertexes              0/65535              0/786420     ( 0.0%)
    nodes                 0/32767              0/786408     ( 0.0%)
    texinfos           1411/32767          56440/1310680    ( 4.3%)
    faces                 0/65535              0/1310700    ( 0.0%)
    clipnodes             0/32767              0/262136     ( 0.0%)
    leaves                0/32767              0/917476     ( 0.0%)
    marksurfaces          0/65535              0/131070     ( 0.0%)
    surfedges             0/1048575            0/4194300    ( 0.0%)
    edges                 0/524287             0/2097148    ( 0.0%)
    texdata            [variable]              0/33554432   ( 0.0%)
    lightdata          [variable]              0/33554432   ( 0.0%)
    visdata            [variable]              0/16777216   ( 0.0%)
    entdata            [variable]              0/16777216   ( 0.0%)
    => Total BSP file data space used: 578720 bytes.
    Textures referenced: 0
    
    
    
    Checking Wadfiles (max. expected texture size is 196608 bytes):
    
      Using Wadfile: \users\adam reece\applications\hl1dev\textures\game\halflife.wad:
        Contains 180 used textures, 57.51 percent of map. (3116 textures in wad)
    
      Using Wadfile: \users\adam reece\applications\hl1dev\textures\game\liquids.wad:
        Contains 1 used texture, 0.32 percent of map. (32 textures in wad)
    
      Using Wadfile: \users\adam reece\applications\hl1dev\textures\game\xeno.wad:
        Contains 1 used texture, 0.32 percent of map. (264 textures in wad)
    
      Including Wadfile: \users\adam reece\applications\hl1dev\textures\game\zhlt.wad:
        Contains 3 used textures, 0.96 percent of map. (9 textures in wad)
    
      Using Wadfile: \users\adam reece\applications\hl1dev\textures\adamr\adamr.wad:
        Warning: Larger than expected texture (348972 bytes): 'SHODAN'
        Contains 105 used textures, 33.55 percent of map. (234 textures in wad)
    
      Using Wadfile: \users\adam reece\applications\hl1dev\textures\adamr\fail-mountain.wad:
        Contains 23 used textures, 7.35 percent of map. (23 textures in wad)
    
    
    Added 62 additional animating textures.
    
    Texture usage is at 7.96 MB (of 32.00 MB max)
    3.24 seconds elapsed
    
    -----   END   hlcsg -----
    
    hlbsp 3.9 x64 (64b)         (Jul 29 2010)           
       Super Half-Life Compilation Tools -- Custom Build.        
       Based on code modifications by Sean 'Zoner' Cavanaugh.    
       Based on Valve's version, modified with permission.       
       Further development done by Silencer and Protector.       
       Submit detailed bug reports to amckern@yahoo.com.         
                      -----  BEGIN  hlbsp -----                  
    
    Command line: zhlt\shlt\x64\hlbsp.exe -chart -estimate -noinfo -dev 2 -low -texdata 16384 -lightdata 16384 ..\maps\SC\fail-mountain.map 
    Developer messages enabled : [Warning Error]
    SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...9000...9500...10000...10039 (0.23 seconds)
    BSP generation successful, writing portal file '..\maps\SC\fail-mountain.prt'
    SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...9000...9500...9554 (2.50 seconds)
    SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...9000...9162 (0.17 seconds)
    SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...9000...9500...10000...10021 (0.23 seconds)
    
    Object names    Objects/Maxobjs      Memory / Maxmem    Fullness
    ------------  -------------------  -------------------  --------
    models              371/512            23744/32768      (72.5%)
    planes             8912/32767         178240/655340     (27.2%)
    vertexes          27598/65535         331176/786420     (42.1%)
    nodes             12369/32767         296856/786408     (37.7%)
    texinfos           1411/32767          56440/1310680    ( 4.3%)
    faces             21377/65535         427540/1310700    (32.6%)
    clipnodes         28140/32767         225120/262136     (85.9%)
    leaves             8341/32767         233548/917476     (25.5%)
    marksurfaces      26532/65535          53064/131070     (40.5%)
    surfedges         99645/1048575       398580/4194300    ( 9.5%)
    edges             50356/524287        201424/2097148    ( 9.6%)
    texdata            [variable]          19840/33554432   ( 0.1%)
    lightdata          [variable]              0/33554432   ( 0.0%)
    visdata            [variable]              0/16777216   ( 0.0%)
    entdata            [variable]         211594/16777216   ( 1.3%)
    => Total BSP file data space used: 2657166 bytes.
    
    Warning: Surpassed 8192 leafs, which is the old maximum.
             If you encounter problems when running your map,
             consider this the most likely cause. There exist no
             records about this ever causing problems, though.
    
    Textures referenced: 375
    
    5.98 seconds elapsed
    
    -----   END   hlbsp -----
    Both compilers seem to be putting only 19840 bytes of texture data in the BSP, yet both detect nearly 8 MB worth during the CSG stage.
    Adam "Adambean" Reece
    Sven Co-op team

    Also on: Steam | Facebook | Twitter | YouTube | Twitch
    Released AMXX plug-ins: Bind number slots | NextMap with Sven Co-op fix | Sven Co-op administrator icons

  11. #61
    QPU-aligned Silencer's Avatar  
    Contributor
    Join Date
    May 2006
    Posts
    6,074

    Re: custom version of ZHLT by vluzacn

    Spaces and capital letters in file path. You're such a dare-devil.

    Just kidding. The map file has a "wad"-string with all texture-paths relative to the drive where hammer was when you saved the map.
    Just reference your wad's name directly instead of a relative path, and it will find it right where the map says it'd be.
    Last edited by Silencer; 08-09-2010 at 03:38 PM.

  12. #62
    Administrator AdamR's Avatar  
    Manager
    Join Date
    Mar 2004
    Location
    Cardiff, South Wales [uk]
    Posts
    8,466

    Re: custom version of ZHLT by vluzacn

    <@Silencer[]> try -wadinclude adamr.wad -wadinclude fail-mountain.wad
    <@Silencer[]> without any slashes and paths
    Odd method, but this fixed it VHLT too.

    Thank you sir
    Adam "Adambean" Reece
    Sven Co-op team

    Also on: Steam | Facebook | Twitter | YouTube | Twitch
    Released AMXX plug-ins: Bind number slots | NextMap with Sven Co-op fix | Sven Co-op administrator icons

  13. #63
    QPU-aligned Silencer's Avatar  
    Contributor
    Join Date
    May 2006
    Posts
    6,074

    Re: custom version of ZHLT by vluzacn

    Virtual cookies are a sad creature, but thanks anyway. *VIRTUALNOM*

  14. #64
    Administrator AdamR's Avatar  
    Manager
    Join Date
    Mar 2004
    Location
    Cardiff, South Wales [uk]
    Posts
    8,466

    Re: custom version of ZHLT by vluzacn

    Code change request:

    When writing the WAD line to the worldspawn entity, any chance the path could be stripped out of the data? It does nothing.

    Also, could a boolean be in place to stop writing the "classname" "worldspawn" line twice?
    Adam "Adambean" Reece
    Sven Co-op team

    Also on: Steam | Facebook | Twitter | YouTube | Twitch
    Released AMXX plug-ins: Bind number slots | NextMap with Sven Co-op fix | Sven Co-op administrator icons

  15. #65
    Registered User vluzacn's Avatar
    Join Date
    May 2010
    Location
    China
    Posts
    274

    Re: custom version of ZHLT by vluzacn

    Quote Originally Posted by AdamR View Post
    Code change request:

    When writing the WAD line to the worldspawn entity, any chance the path could be stripped out of the data? It does nothing.

    Also, could a boolean be in place to stop writing the "classname" "worldspawn" line twice?
    Thanks.
    Will remove wad pathes and extensions.
    Will remove any reduplicate keys.

  16. #66
    Administrator AdamR's Avatar  
    Manager
    Join Date
    Mar 2004
    Location
    Cardiff, South Wales [uk]
    Posts
    8,466

    Re: custom version of ZHLT by vluzacn

    I think the .wad extension is needed for the wads, just not the path before it.
    Adam "Adambean" Reece
    Sven Co-op team

    Also on: Steam | Facebook | Twitter | YouTube | Twitch
    Released AMXX plug-ins: Bind number slots | NextMap with Sven Co-op fix | Sven Co-op administrator icons

  17. #67
    Registered User
    Join Date
    Apr 2003
    Location
    Missouri, US
    Posts
    6,344

    Re: custom version of ZHLT by vluzacn

    It might need the path. When I benchmarked maps, it was crucial to have the correct path. I would first start a compile, then end it, and look at the logs to see which paths CSG was trying to use (because Batch Compiler has a "WAD Root" configuration), then I made sure said-WADs actually existed in the folder CSG was trying to hit in order to load said-WADs. Then I started the benchmark.

  18. #68
    Administrator AdamR's Avatar  
    Manager
    Join Date
    Mar 2004
    Location
    Cardiff, South Wales [uk]
    Posts
    8,466

    Re: custom version of ZHLT by vluzacn

    We're referring to the WAD line within the BSP, not what is in the RMF and MAP source files. The WAD line in the BSP is only read by the game.
    Adam "Adambean" Reece
    Sven Co-op team

    Also on: Steam | Facebook | Twitter | YouTube | Twitch
    Released AMXX plug-ins: Bind number slots | NextMap with Sven Co-op fix | Sven Co-op administrator icons

  19. #69
    QPU-aligned Silencer's Avatar  
    Contributor
    Join Date
    May 2006
    Posts
    6,074

    Re: custom version of ZHLT by vluzacn

    I am getting a memory allocation failure in SHLT at some late point in MakeScales. I get correct console output informing me about the error. However, in the log it looks EXACTLY as follows:
    Code:
    BuildFacelights:
     (240.66 seconds)
    Obsolete light entities removed: 20
    BuildVisLeafs:
     (411.36 seconds)
    Visibility matrix: 127.2 MB
    MakeScales:
    Error: Memory allocation failure
    Description: The program failed toE rarollocr: Maemteo ary bl aollck ocaof memtioory.n 
    faHowtiluro Feix:
    D Likescreliyption cau: Tshese p aroreg (ramin  ordfaielr ed of ltoi kelialloncesates)  : ta block he paof memortition hry.old
    ing thHowto Fix: Likely ce swaapfuses are (in order of likeliness) : theile  ispar ftuitll; ion swaholpfile size iding ths e ssmallewapfilr te ihan res fullq; suirewdapfile size is smaller than require; medm;o memory frry agmfragmeentatintaon;tion; hea heap p ccororruptiruptionon
    
    
    
    
    
    -----   END   hlrad -----
    What the hell is broken? I compiled with your tools and there was no problem. Please let me know if you have crucial fixes dealing with stuff like that.

  20. #70
    Registered User vluzacn's Avatar
    Join Date
    May 2010
    Location
    China
    Posts
    274

    Re: custom version of ZHLT by vluzacn

    Quote Originally Posted by Silencer View Post
    I am getting a memory allocation failure in SHLT at some late point in MakeScales. I get correct console output informing me about the error. However, in the log it looks EXACTLY as follows:


    What the hell is broken? I compiled with your tools and there was no problem. Please let me know if you have crucial fixes dealing with stuff like that.
    You had probably run out of memory during MakeScales. VHLT has an improvement concerning memory optimization.

  21. #71
    QPU-aligned Silencer's Avatar  
    Contributor
    Join Date
    May 2006
    Posts
    6,074

    Re: custom version of ZHLT by vluzacn

    Quote Originally Posted by vluzacn View Post
    You had probably run out of memory during MakeScales. VHLT has an improvement concerning memory optimization.
    Thank you. I will port that. But notice the corrupt log and how is that possible with 4 Gigs of RAM and 32 GB of page file? I monitored in task manager it gets the error before it uses even 2 whole gigs. But yes, your tools hardly went over 500 MB, while mine gets the error shortly after going over 1000 MB. Even so, is there an arbitrary limit that is set to too low a value, maybe?

    EDIT: Your compression code works fine. Thanks. I need to fix rare issues with light being wrong, too.
    Last edited by Silencer; 12-09-2010 at 03:12 PM.

  22. #72
    Administrator AdamR's Avatar  
    Manager
    Join Date
    Mar 2004
    Location
    Cardiff, South Wales [uk]
    Posts
    8,466

    Re: custom version of ZHLT by vluzacn

    Just noticed that the counter for "too many direct light styles on a face" warnings gets doubled rather than incremented on each occurrence.
    Code:
    BuildFacelights:
      2370 / 30183Warning: Too many direct light styles on a face(1600.000000,767.500000,-138.666672)
    Warning:  total 1 warnings for too many styles
      2372 / 30183Warning: Too many direct light styles on a face(1600.000000,767.500000,-144.000000)
    Warning:  total 2 warnings for too many styles
    Warning: Too many direct light styles on a face(1600.000000,767.500000,-154.666672)
    Warning:  total 4 warnings for too many styles
      2373 / 30183Warning: Too many direct light styles on a face(1616.000000,767.500000,-160.000000)
    Warning:  total 8 warnings for too many styles
      4802 / 30183Warning: Too many direct light styles on a face(1552.000000,330.666656,-639.500000)
    Warning:  total 16 warnings for too many styles
      4816 / 30183Warning: Too many direct light styles on a face(1637.333374,330.666656,-639.500000)
      4817 / 30183Warning:  total 32 warnings for too many styles
      4827 / 30183Warning: Too many direct light styles on a face(1589.333374,314.666656,-639.500000)
      4828 / 30183Warning:  total 64 warnings for too many styles
      4836 / 30183Warning: Too many direct light styles on a face(1578.666626,298.666656,-639.500000)
      4837 / 30183Warning:  total 128 warnings for too many styles
      4844 / 30183Warning: Too many direct light styles on a face(1589.333374,277.333344,-639.500000)
    Warning:  total 256 warnings for too many styles
     17216 / 30183Warning: Too many direct light styles on a face(-549.333313,-165.333328,-127.500000)
    Warning:  total 512 warnings for too many styles
     (41.08 seconds)
    Adam "Adambean" Reece
    Sven Co-op team

    Also on: Steam | Facebook | Twitter | YouTube | Twitch
    Released AMXX plug-ins: Bind number slots | NextMap with Sven Co-op fix | Sven Co-op administrator icons

  23. #73
    Registered User vluzacn's Avatar
    Join Date
    May 2010
    Location
    China
    Posts
    274

    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.
    Answer found:
    The number of leafs of that map exceeded MAX_MAP_LEAFS, and leaf data broke plane data.
    Last edited by vluzacn; 17-10-2010 at 10:04 AM.

  24. #74
    From Serbia, with love Stojke's Avatar
    Join Date
    Sep 2010
    Location
    Serbia
    Posts
    22

    Re: custom version of ZHLT by vluzacn

    Just to say, ive been compiling with VHLT for a few weeks, my friend too, and we haven't got any errors yet.

  25. #75
    Registered User kyle6513's Avatar
    Join Date
    Aug 2010
    Location
    Australia, Mate.
    Posts
    154

    Re: custom version of ZHLT by vluzacn

    Then you havent been pushing far enough

Page 3 of 33 FirstFirst 123456713 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •