ZHLT 3.0 Changelog.txt 5.1 KB

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  1. ZHLT 3.0 For Half Life 1
  2. Tool set Managed by amckern
  3. [email protected]
  4. News Updates and downloads can be found at http://ammahls.com
  5. View the Official ZHLT Docs at http://www.zhlt.info
  6. If you are geting DLL Errors, you will need to install the Visual C++ 2005 Runtime Libraries Package Beta 2, found at http://www.microsoft.com/downloads/details.aspx?FamilyID=25ae0cd6-783b-4968-a841-38a2743307d9&DisplayLang=en
  7. --------------------
  8. BIG THANKS to Carl "XP-Cagey" Patrick, for helping us with code, to rectify the shadow code, and other support through the 3.0 beta stage, with out you ZHLT would not be where it is to day.
  9. --------------------
  10. 3.4 Final (25 Feb 2006)
  11. Testing is over, and no code changes have been made.
  12. The tools are now safe for use, with 32 Bit, and Windows 64.
  13. PLEASE, note that if you are going to run the 64 Bit tools, with a 32 Bit Operating System, you will get an error box telling you that you 'toolname.exe is not a valid Win32 Applaction'. - http://img517.imageshack.us/my.php?image=untitled1ty.png
  14. Testing: Solokiller, x64, Puchi, Other Members of #mapping on GameSurge IRC
  15. --------------------
  16. 3.4 Beta (10 Dec 2005)
  17. All Tools
  18. First Relase of 64 Bit Tools
  19. Added Cpt_Andrew - Env_Sky code for SOHL Based Levels
  20. --------------------
  21. 3.3 (9 Oct 2005)
  22. CSG
  23. Fixed
  24. Some long standing Bugs - CSG Will no longer crash, unless there is some strange reason
  25. RAD
  26. Fixed
  27. Some ZHLT Light Flag crashing - the ZHLT Flag Shadows are also slightly better
  28. Package
  29. Removed
  30. All non SDK Power tools - keeping the tools up to date was/will be a pain
  31. ALL TOOLS
  32. Corrected
  33. All .html page notes in the log file now point to www.zhlt.info.
  34. Thanks to Wraiyth For the help with the bug we sorted out over MSN, and Animis Immortal for the motavation to get the bug fixes done
  35. --------------------
  36. 3.2.1.1 (3 Apr 2005)
  37. ALL TOOLS
  38. I fixed some cosmetic changes up, such as giving the tools version 3.2.1
  39. Package
  40. Moved the .pl files for opt ENT data, to live in the power tools folder, as they should have! Sorry FragBait0
  41. --------------------
  42. 3.2.1 (14 March 2005)
  43. CSG
  44. Removed HINTSKIP, this texture has been a bug, and appears to not work.
  45. --------------------
  46. 3.2 (8 March 2005)
  47. CSG
  48. Fixed
  49. HINTSKIP showing up in the world (AKA Getting rendered, and not discarded as it should have been).
  50. RAD
  51. Included the correct HLRAD.EXE Build
  52. --------------------
  53. 3.1 (7 March 2005)
  54. CSG
  55. Added
  56. Hint skip 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.
  57. RAD
  58. Fixed
  59. Some more RAD functions in relation to ZHLT Light Flags.
  60. --------------------
  61. 3.0 Final (3 Feb 2005)
  62. CSG
  63. Fixed
  64. Out Of World Errors in CSG, when the brushes where in-fact proper solids
  65. RAD
  66. Fixed
  67. Primary Colour Bug, with light_env
  68. Infinite v bug in HLRAD, when using odd sided texture lights
  69. Black blotches, when Infinite v would spam
  70. Package
  71. Added
  72. Opt_entdata
  73. Hlfix
  74. Makewad
  75. Mapbackup
  76. RESGen
  77. Big Thanks to ts2do, for finding the small bit of code that has stoped Final from coming out for the past 6 months
  78. --------------------
  79. 3.0 Beta 4 (11 Nov 2004)
  80. Package
  81. Added
  82. ZHLT.wad This version fixes some issues when using a texture with capital letters
  83. Lights.rad (Hammer 3.4)
  84. Wad.cfg (1.7)
  85. ALL TOOLS
  86. 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
  87. CSG and BSP
  88. Cleaned up some tab spacing, so that built in command line options where displayed proper
  89. RAD
  90. Fixed
  91. Crash bug when using Opaque entities
  92. Added
  93. Faster Rad Code by Nem, Improves compile time by about 15-27%
  94. Ripent
  95. Added
  96. 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
  97. --------------------
  98. 3.0 Beta 3
  99. ALL TOOLS
  100. 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 Game surge IRC
  101. --------------------
  102. 3.0 Beta 2
  103. ALL TOOLS
  104. Updated Banner, with AJenbo's email address, for shared credits
  105. CSG
  106. Added AJenbo's CSG Code
  107. This Code changed the default subdivide to 240, to save on Clip nodes by about 1.2%
  108. --------------------
  109. 3.0 Beta 1
  110. ALL TOOLS
  111. Made the Banner look clean, and updated the Credits
  112. 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
  113. Tweaked Tool's Complier optimising
  114. Destroyed ALL errors at /w3 level compiles
  115. VIS
  116. Added faster Vis code, by Egir
  117. This code changed the VIS Code to a basic form of assembly
  118. Tested with AMD XP Chips, Not tested on Intel Chips or Older CPUs
  119. --------------------
  120. The Developers behind ZHLT 3.0 would also like to Thank
  121. 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, Chico Foods Australia, P&N Beverages, Paul Payne