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Posted

There is a bug in the CSGO FGD:

@PointClass base(Targetname) sphere(radius) = point_hiding_spot:
 "Adds a hiding spot to the nav mesh at this location."
[
 

This class is not closed. I discovered this because WW can crash when parsing the FGD now.

The fix for WW users is to edit the FGD file to be like this:

@PointClass base(Targetname) sphere(radius) = point_hiding_spot:
 "Adds a hiding spot to the nav mesh at this location."
[
]

Since I almost never get any replies when emailing Valve, can someone with some good connections forward this info onward. 

Posted

Thanks. I've been dealing with several issues in the CSGO community in the last couple of weeks because of the updates. Not only this, but the fact that CSGO's studiomdl.exe suddenly get's mad about any activity weight that's set as a FLOAT. To my knowledge, sequence activity weights have always been floats (and this is what the VDC has said for years). Now to successfully compile models into CSGO, you much change QCs that may have been compiling perfectly in all mods for 10+ years. Information on this specific issue is located at http://www.wallworm.net/index.php/topic,1554.0.html if you want to forward that one too. I honestly expected that bug to get fixed almost immediately. I've patched WW to handle it automatically for staticprops... but for animations, I cannot presume the values should be integers when users already have the values as floats.

Posted

Could you formulate the issue here without relating to WW, then I will post it as an issue on github.

And I hope for you they fix it soon, I have waited around 10 years before they fixed the 3d shaded textured preview bug in hammer. If CSGO wasn't such a great game I would have moved to unity or unreal engine all ready. Sure the new hammer will be great, and SFM is a really nice application but if valve keeps not caring about fixing bugs then I keep not caring about the tools valve is producing.

Posted

This might be usefull information for you to read. @MagnarJ

Yeah, the VRAD issue is actually trivial because it's just adding a single line to level compiles. That is already set to happen automatically in my own projects/work (and both WW and Hammer let you set your own defaults easily).

But the bugs mentioned above are problematic for me because in order for my tools to work, the FGD must be well formed (have no TYPOS). The FGD bug is straightforward a typo in the FGD. Valve can spend 10 seconds and : Add a bracket and it's fixed... or I can spend a whole day trying to write a parser that detects/patches typos... then another day testing... then another week responding to emails from people who's projects break because I didn't test my changes on their specific FGD.... etc etc.

My advice right now is for WW users to edit their FGD files. But guess how exciting it is to deal with people who are frustrated with me because something they have suddenly stopped working... and all because of a typo in a file controlled by a third party? 

And the  Activity weight bug is problematic. If I change the default in WW to integer, who knows how that will affect someone's animation that is expecting a float value? I just don't have the time to test all possible mods/values, etc. If the VDC is wrong and activity weights are supposed to be integers after all, I can easily accommodate in WW.

Here is the problem with the activity weight:

A sequence can be written like this:

$sequence dosmomething "seq_dosmomething" activity ACT_RUN 1.0 fps 30.0 fadein 0.2 fadeout 0.2

That's been valid for as many years as I've been working in Source. And it works in all other games I've tested. And until this last update, it worked in CSGO.

But now it fails. Instead, it must be

$sequence dosmomething "seq_dosmomething" activity ACT_RUN 1 fps 30.0 fadein 0.2 fadeout 0.2

But assume you have a setup where the three activities have a weight of 1.5 1.5 and 1 because you want the first two to happen more than the first. While you can obviously change these values, it might mean that this sequence and dozens or hundreds of others need to be edited to be 15, 15 and 10 to get the same result. Now that's a lot of wasted time and effort.

 

  • 3 months later...
Posted

I can't post a theme .

Now(2016-7-6) the hammer compile will stuck in portalflow, why ? 

 

light_exe setting:

-textureshadows -StaticPropLighting -game $gamedir $path\$file

1.jpg

QQ图片20160706140906.png

Posted
4 hours ago, CGMentos said:

I can't post a theme .

Now(2016-7-6) the hammer compile will stuck in portalflow, why ? 

 

light_exe setting:

-textureshadows -StaticPropLighting -game $gamedir $path\$file

1.jpg

QQ图片20160706140906.png

Sounds like you maybe didn't optimise your map properly.

Did you func_detail stuff the way it should? Did you build a big hollow cube around your map to seal it?

Posted
7 hours ago, Squad said:

Sounds like you maybe didn't optimise your map properly.

Did you func_detail stuff the way it should? Did you build a big hollow cube around your map to seal it?

This is a GMOD map , and i  transplant to CSGO SDK and open success , i was compile once before, last month , since jun 28 update(marjo , add sticker things) , then the Compile will Occupancy much more CPU , stuck in there and become more BUGs...

Maybe next update will fix it , i think..

 

 

----->>>

 

Also rename the light can't work.

Like this:

3.jpg

3-1.jpg

when the ent light have a targetname , the map , light thing like broken .

But if the ent light delete targetname ...↓↓ 

Is normal , only in CSGO ...

In CS:S, GMOD SDK they can rename .

1-1.jpg

1.jpg

Posted
22 hours ago, Squad said:

Lights can not be named in CSGO, because that basically means they're switchable and it creates these lightmap errors. Gmod runs on a different version of the source engine, which does support this.

Thanks 

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