ZHLT 3.0 For Half Life 1 Tool set Managed by amckern amckern@yahoo.com News Updates can be found at http://ammahls.com Download the latest Version of ZHLT 3.0 at http://www.zhlt.tk View the Official ZHLT Docs at http://www.zhlt.info -------------------- BIG THANKS to Carl "XP-Cagey" Patrick, for helping us with code, to rectify the shadow code, and other support through the 3.0 betas, with out you ZHLT would not be where it is to day. -------------------- 3.2.1 Removed HINTSKIP, this texture has been a bug, and appares to not work. I even downloaded, and tested the new texture with the lattest build of GTK, and it wont work in its self. This feture has how ever been refred to the GTK Programers, and should be part of the next build. Sorry about the mess it has made. -------------------- 3.2 Fixed HINTSKIP showing up in the world (AKA Geting rendered, and not discarded as it should have been) Included the correct HLRAD.EXE Build -------------------- 3.1 Added hintskip texture for GTK. Simply apply it as a group texture - WARNING! I do not have GTK, so this build might be not work as planed - Thanks DeeTae for the idea Fixed Some more RAD -------------------- Final Fixed Primary Colour Bug, with light_env Fixed Infinite v bug in HLRAD, when using odd sided texture lights Fixed Black blotches, when Infinite v would spam Fixed Out Of World Errors in CSG, when the brushes where in-fact proper solids Officially Added Opt_entdata - To the Power Tools Folder Unofficially Added Hlfix, makewad, mapbackup and RESGen - To the Power Tools Folder Big Thanks to ts2do, for finding the small bit of code that has stoped Final from coming out for the past 6 months -------------------- Beta 4 Package Added ZHLT.wad This version fixes some issues when using a texture with capital letters 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 Opaque entities Added Faster Rad Code by Nem, Improves compile 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 -------------------- Beta 2 ALL TOOLS Updated Banner, with AJenbo's email address, for shared credits CSG Added AJenbo's CSG Code This Code changed the default subdivide to 240, to save on Clip nodes by about 1.2% -------------------- Beta 1 ALL TOOLS Made the Banner look clean, and updated the Credits Added an extra line, to the Bug Reports Banner, stating that if you have a mapping error, to ask at the modifications 'Nominated Mapping Help Forum', to help nub mapmakers Updated the compile error reference code to show Tommy14's Error Page that is much more comprehensive then the Standalone ZHLTProblems.html Tweaked Tool's Complier optimising Destroyed ALL errors at /w3 level compiles VIS Added faster Vis code, by Egir This code changed the VIS Code to a basic form of assembly Tested with AMD XP Chips, Not tested on Intel Chips or Older CPUs -------------------- The Developers behind ZHLT 3.0 would also like to Thank Torus Interactive, Razor Monkey Studios, Tommy14, Rae, Lego, Gugs, the Guys #countermap, James "Pongels1" Manfield, Unknown Worlds, Mum, Dad, EB Games Australia, The staff at Carmon Drive Takeaway, Chicko Foods Australia, P&N Beverages, Paul Payne