 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.  
	 
		
		 Ok   
		#14778 posted by  Hrimfaxi on 2015/01/21 14:12:59  
		Avast it is! 8-)  
	 
		
		 Publish Checksums Of Your Binaries   
		#14779 posted by  Spirit on 2015/01/21 17:53:54  
		case solved  
	 
		
		 Trigger Clip Brushes   
		#14780 posted by  Rapowke on 2015/01/22 17:37:49  
		is it possible?  
	 
		
		 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?  
	 
		
		
		#14788 posted by  Rapowke on 2015/01/22 18:07:29  
		ne_q1sp with txqbsp  
	 
		
		 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.  
	 
		
		 Thanks Again   
		#14791 posted by  Rapowke on 2015/01/22 18:26:07  
		that did the job  
	 
		
		 Antivirus   
		#14792 posted by  RickyT33 on 2015/01/23 20:58:39  
		M.S.E.
  
  
  
  .  
	 
		
		
		#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.  
	 
		
		 I Stand Corrected   
		#14799 posted by  mfx on 2015/01/24 11:35:41  
		Same here, the splitting txqbsp_xt does seems to be more efficient than i thought. 
  
  And its faster, yes.  
	 
		
		 Gtk-based Editors   
		#14800 posted by Geoffrey Darcy on 2015/01/28 18:46:46 
		Hello, very quick question - what's the latest/best Radiant-derived editor to use for Quake (1) these days?  
	 
		
		 NetRadiant Imho   
		#14801 posted by  Zwiffle on 2015/01/28 19:35:20  
		I'm a fan of netradiant. It's not perfect, and I'm not even sure anyone is still working on it, but it feels very solid. I did have to remap all the hotkeys in the latest version though to get it how I like it.  
	 
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