Tried All
#14774 posted by
Cocerello on 2015/01/21 11:20:20
and all give that report.
Yeah
#14775 posted by
Hrimfaxi on 2015/01/21 13:16:41
I got the same yesterday!
Which Scanner Are You Guys Using ?
#14776 posted by
rebb on 2015/01/21 13:26:51
I have Avira Antivir active, i scan the Archives before uploading with both Avira and Malwarebytes.
I just did so again, as well as uploading the files to Jotti / Virustotal / VirScan.org.
All come up clean.
If you guys are using Avast, theres a few reports about this :
https://forum.filezilla-project.org/viewtopic.php?t=33818
Yes, It Is Avast
#14777 posted by
Cocerello on 2015/01/21 13:32:23
But i found so many websites contradicting each other (some say like that one that it is a false positive, others that it is a virus that slowdown your computer and some others even tell you how to delete it) that i preferred to play it safe and report it.
But if Hrimfaxi uses Avast too, i suppose it can be an only-Avast issue.
Publish Checksums Of Your Binaries
#14779 posted by
Spirit on 2015/01/21 17:53:54
case solved
Yes
#14781 posted by anonymous user on 2015/01/22 17:41:32
Use func_walls with skip texture.
Careful Though
Since that will block projectiles and break the monsters' line of sight.
Errr
#14783 posted by
Kinn on 2015/01/22 18:00:11
I thought Tyrann's tools handled brush models made with clip brushes?
#14784 posted by
metlslime on 2015/01/22 18:02:38
one way to improve it is to make a func_wall where the main body is a clip brush, but that has small skip brushes at 2 opposite corners.
This works around a bug in qbsp where clip brushes don't contribute to the physics bounding box of the model, which means you can pass through them if you don't contact the too-small bounding box.
By adding the skip brushes at opposite corners, those brushes ensure the bounding box is correct. And the middle clip brush will work then.
#14785 posted by
Kinn on 2015/01/22 18:04:26
This works around a bug in qbsp where clip brushes don't contribute to the physics bounding box of the model
Fixed in TyrUtils apparently.
Awesome Thanks
#14786 posted by
Rapowke on 2015/01/22 18:04:39
but now they show up ingame with the skip texture, how do i prevent that?
#14787 posted by
Kinn on 2015/01/22 18:06:05
What compiler are you using?
Txqbsp
#14789 posted by
Kinn on 2015/01/22 18:11:26
I have no idea if that supports skip brushes. Try Tyrann's tools first. They are the most up-to-date, and most fully-featured.
#14790 posted by
metlslime on 2015/01/22 18:12:27
you can also run newskip.exe after running any version of qbsp, to hide the skip brushes. But there are qbsp versions that do it automatically.
#14793 posted by anonymous user on 2015/01/24 03:16:01
Tyranns tools are pretty old compared to he newest tx_qbspxt versions.
Not to mention they are some dimensions slower.
Dimensions?
#14794 posted by
mfx on 2015/01/24 04:49:58
What are you talking about?
Both are fast, as to say they both take only seconds even on a map with 12000 brushes.
Seconds May Be A Bit Too Optimistic
#14795 posted by
negke on 2015/01/24 09:46:41
Just wanted to do a back to back test on bbin1. XT takes about two minutes iirc; tyrqbsp crashes...
#14796 posted by
JneeraZ on 2015/01/24 11:06:28
Yeah, The Hell That's Coming was a few minutes worth of QBSP time ... all those portal errors add up. :)
Is It Bsp2 Or Bsp?
#14797 posted by
Spirit on 2015/01/24 11:19:01
8m30s for tyr vs 1m14s for txqbsp_xt.exe in wine.
Huh!
#14798 posted by
Spirit on 2015/01/24 11:21:41
and tyr's used more of everything in the WriteBSP table. Up to 30% more clipnodes and 10% more vertices, marksurfaces.