[QUOTE=Loadingue;52286463]Alas, I found out the bypassed overlay limit doesn't work. Beyond 512 overlays, it refuses to compile further than VVIS :([/QUOTE]
Yes, there are several limits there are and are not raised in Garrysmod.
However, these compilers are not restricted to Garrysmod. Go into your own Source SDK 2013 project, and if you want to raise the limits (and have these fixes), there you go!
[QUOTE=Kemerd;52287582]Yes, there are several limits there are and are not raised in Garrysmod.
However, these compilers are not restricted to Garrysmod. Go into your own Source SDK 2013 project, and if you want to raise the limits (and have these fixes), there you go![/QUOTE]
I'm sorry but I don't understand what you mean by that.
[editline]29th May 2017[/editline]
Actually I tried using these compilers with Source SDK 2013, it doesn't work either.
[QUOTE=Loadingue;52287670]I'm sorry but I don't understand what you mean by that.
[editline]29th May 2017[/editline]
Actually I tried using these compilers with Source SDK 2013, it doesn't work either.[/QUOTE]
To clarify;
There are several engine-based limits defined IN code when creating a project based on Source SDK.
Garry has raised SOME of those, but not all of them.
If you would like to go into your OWN Source SDK project, and change the code YOURSELF in the engine, these compilers would be useful to use in conjunction with that.
Is their a way you could implement parallax corrected cubemaps? ([url]https://www.youtube.com/watch?v=ZH6s1hbwoQQ[/url]) This is something I really need but I can't compromise your vbsp because of it's amazing perks.
[QUOTE=_Commander_;52299322]Is their a way you could implement parallax corrected cubemaps? ([url]https://www.youtube.com/watch?v=ZH6s1hbwoQQ[/url]) This is something I really need but I can't compromise your vbsp because of it's amazing perks.[/QUOTE]
Pretty sure that requires it's own shader. Which is an engine feature, not solely VBSP.
Is this compiler broken? It compiles fine but when the game starts up the game crashes, only seems to happen with this compiler.
[QUOTE=AGoose;52628436]Is this compiler broken? It compiles fine but when the game starts up the game crashes, only seems to happen with this compiler.[/QUOTE]
What are your compile settings?
[QUOTE=arow1234;52628693]What are your compile settings?[/QUOTE]
Just the default normal settings with compile pal
Happened to me as well in 2013 and 2009 SDKs. Didn't see any compile errors so I assumed it was a different problem and restored my game backup.
I'd like to request a feature:
These compilers don't take into account content mounted using garrysmods mount.cfg while garrysmods default compilers do.
Could you add this functionality so they can be normally used with garrysmods version of the SDK and its file structure?
Someone has managed to use the custom compile line options with CompilePal? Seems it is not possible.
If anyone is curios. The new displacement limit means you can have 64 x 64 displacements. Assuming they are Power 2 and 512x512 HUs and my math doesnt suck that means you can cover the entire map with displacements while keeping them detailed enough for average terrain. That also means ofc you won't be able to add any more displacements and sealing that map would probably be impossible. BUT you can fill out the entire map with displacements!!! :v:
[QUOTE=AGoose;52628883]Just the default normal settings with compile pal[/QUOTE]
[QUOTE=TurtleeyFP;52629558]Happened to me as well in 2013 and 2009 SDKs. Didn't see any compile errors so I assumed it was a different problem and restored my game backup.[/QUOTE]
you are using Source 2013 MP? That's what these were built for.
[QUOTE=Grenade Man;52629913]I'd like to request a feature:
These compilers don't take into account content mounted using garrysmods mount.cfg while garrysmods default compilers do.
Could you add this functionality so they can be normally used with garrysmods version of the SDK and its file structure?[/QUOTE]
I am not sure if I am capable of doing something like that, if the GMod Source code or atleast the Developer Tools for GMod were available I would probably be able to do that and more.
[QUOTE=arow1234;52633577]you are using Source 2013 MP? That's what these were built for.
I am not sure if I am capable of doing something like that, if the GMod Source code or atleast the Developer Tools for GMod were available I would probably be able to do that and more.[/QUOTE]
I'm sure you could contact robotboy and work stuff out
If possible could you remove the vvis functionality of splitting leaves every 1024 units, it's just stupid.
Instead of dropbox you could upload the compiled files to [url]https://github.com/THE-HAVOK/source-sdk-2013/releases[/url] to prevent future link rot.
Slight bump because I ran into the same issue:
[QUOTE=Grenade Man;52629913]These compilers don't take into account content mounted using garrysmods mount.cfg while garrysmods default compilers do.
Could you add this functionality so they can be normally used with garrysmods version of the SDK and its file structure?[/QUOTE]
[QUOTE=arow1234;52633577]I am not sure if I am capable of doing something like that, if the GMod Source code or atleast the Developer Tools for GMod were available I would probably be able to do that and more.[/QUOTE]
As a workaround, you can still add the absolute VPK paths to GMod's gameinfo.txt, as that file is used by the compilers too. For example, this is what mine looks like now. All I added were the ep1_pak and ep2_pak lines (remember not to include _dir in the filenames). Not sure if this is the best ordering or if there are any in-game side effects, but it seems to work fine.
[code]"GameInfo"
{
game "Garry's Mod"
title ""
title2 ""
type multiplayer_only
"developer" "Facepunch Studios"
"developer_url" "http://www.garrysmod.com/"
"manual" "http://wiki.garrysmod.com/"
FileSystem
{
SteamAppId 4000
ToolsAppId 211
SearchPaths
{
// None of this matters really
// Game content mounting is controlled by cfg/mount.cfg, and not here!
game+mod garrysmod/addons/*
game+mod garrysmod/garrysmod.vpk
game "C:\Steam\steamapps\common\Half-Life 2\ep2\ep2_pak.vpk"
game "C:\Steam\steamapps\common\Half-Life 2\episodic\ep1_pak.vpk"
game |all_source_engine_paths|sourceengine/hl2_textures.vpk
game |all_source_engine_paths|sourceengine/hl2_sound_vo_english.vpk
game |all_source_engine_paths|sourceengine/hl2_sound_misc.vpk
game |all_source_engine_paths|sourceengine/hl2_misc.vpk
platform |all_source_engine_paths|platform/platform_misc.vpk
mod+mod_write+default_write_path |gameinfo_path|.
game+game_write garrysmod
gamebin garrysmod/bin
game |all_source_engine_paths|sourceengine
platform |all_source_engine_paths|platform
game+download garrysmod/download
}
}
}[/code]
For what it's worth, I took a look at FileSystem_LoadSearchPaths() in filesystem_init.cpp and I think it should be relatively easy to make it read and use GMod's mount.cfg. I don't have much time to do it myself, but maybe Havok can look into it.
Havok, How do you compile this Custom VBSP?, I Mean, I Try to Compile for my self but i get errors during the linking (PostBuildStep of wherever is called)
I hate the new facepunch and dont understand it because now I have 2 facepunch accounts and cant edit this post because idk how to login to the other account but...
I've got an update for my compilers. I implemented a VRad multicore speedup, fixed afew vrad dx90 prop support bugs, and fixed some VBsp detail prop bugs and some other VBsp limits. Download at bottom.
=VBSP=
fixed detail prop detail overflow past 64K?
increased max detail props to 512K
increased brush limits
=VVIS=
no changes besides LAA
=VRAD=
removed "AllowDX90VTX", VRAD now defaults to dx90 and falls back to dx80
implemented multi threaded optimizations
HCC2.0
I'm developing a map for Garry's Mod and am considering using this compiler. Having read that the overlay limit is incompatible with Garry's Mod's overlay limit, are there any other incompatibilities between the two that I should know of?
Havok is around? Cool. Seems you know what you doing. Can i request features!?!
Remove texture lights from the dlights and move all their lighting into ambient cubes.only. (area lights).
Make 3d skybox objects cast nice shadows in the ambient cube lighting.( i'm not sure in which version i had that broken)
i am pretty sure gmod can handle 512+ overlays, if you are referring to the post below then it wouldn't go past vvis is beacuse the vvis used was not compiled with the overlay limit bumped, I think that hcc2.0 should pass all 3 compiles. weather or not gmod crashes on mapload tho, idk. ive tried to clamp all the limits to what gmod maxes out on.
I can try looking into dlight modding but im pretty sure that 3dsky reflection related things would be a rendering engine problem not a compiler problem.
I absolutely love you, HAVOK. You have made without the shadow of a doubt the greatest compilers, those that can change the face of Source mapping.
I can't wait to be back home to see the new possibilities that you've opened, thank you so much again!
Fantastic to see you're still active, have a pretty big question.
Is it possible to fix how vrad loads alphatest materials? Currently, they're MASSIVELY broken.
Basically, when vrad loads the map, it finds all $alphatest materials assigned to brush faces, it uses those to calculate transparency shadows.
HOWEVER
Due to the nature of translucent / alphatest objects, the interiors of the brushes are technically textured with nodraw, when light rays enter the brush through alpha materials, they hit the nodraw face on the other side, blocking all light; rendering this feature totally broken and useless.
It works for $nocull faces, since they render the texture on the interior too, and model faces, since they're usually flat planes.
Another thing is enabling textureshadows for ALL transparent textures on models, rather than having to assign them in the lights.rad.
Since vrad is an insane beast, and I'm not sure if you want to go beyond just bugfixes, but would adding area shadows to point/spot lights be a possibility for you? You could do it basically the same way as the sun, where afaik, it just does the calculations at different angles. Should be possible with just the vrad source code.
I thought that increased brush limits crashed the engine? It would be interesting if this could be done for other games as well, such as Team Fortress 2
Not entirely sure but since TF2 grossly uses the same branch of the Source engine, this might directly work with it as well.
@The_HAVOK
Your compilers have been invaluable to me. But there's one very last thing that sometimes prevents me from porting just any map... The T-Junction limit. Could you possibly raise that? I'd be forever thankful, and I'd owe you a solid.
Okay maybe the brushside limit as well... I'm being greedy, I know.
cant you just compile with -notjunc?
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