Help Compile Me ? Created 15 years ago2009-08-29 22:47:31 UTC by psilous psilous

Created 15 years ago2009-08-29 22:47:31 UTC by psilous psilous

Posted 15 years ago2009-08-29 22:47:31 UTC Post #272693
At the final stages of a map i've been working on since around febuary (on and off.. not like i litterally every day have been working on this for 6 months)

It's actually even compiling now as I post this (47% leaf thread, on an open end compiler) though it keeps periodically freezing and taking a GOD AWFUL AMOUNT OF TIME on this pent 2. I'm thinking it's taken nearly 6 hours now T-T

I'm not going to make it.. somebody please please PLEASE compile this for me?

download link:
http://www.megaupload.com/?d=KLJXTIAN

thank you thank you in advance..

(I did not know if this would be mour fitting in hl discussion, or maps and mods.. if i goofed up just smack me in the right direction)
Posted 15 years ago2009-08-29 23:04:39 UTC Post #272694
I have to confess, the name is intriguing :P
Posted 15 years ago2009-08-29 23:47:43 UTC Post #272697
yeah, its reaaarl classy
Posted 15 years ago2009-08-30 01:45:48 UTC Post #272698
Only 6 hours?
Posted 15 years ago2009-08-30 04:02:14 UTC Post #272700
No no no, the title is not correct. You were already compiled for aprox 9 months before birth.
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2009-08-30 05:46:36 UTC Post #272703
You don't know that.
Jessie JessieTrans Rights <3
Posted 15 years ago2009-08-30 07:25:43 UTC Post #272705
Posted 15 years ago2009-08-30 14:39:00 UTC Post #272714
that program sounds scary..

however it is now 2:30pm the next day and a WHOPPING 11% has been completed on the Leafthread

so i suppose i'm willing to try it
Posted 15 years ago2009-08-30 14:44:47 UTC Post #272715
It's not scary at all! You can use it to steal resources from your school, workplace, friends, and random people, if you can put it on their computers!
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-08-30 14:45:50 UTC Post #272716
Maybe its time to do some optimizing. Func_wall/illusionary brushes, combine similar brushes and increase the texture scale on large surface area's.
Posted 15 years ago2009-08-30 14:47:46 UTC Post #272717
http://users.telenet.be/history/TI83/dat_no
n_NETVIS.htm
This should help.
just a quick little question here.. i run the .exe that was in that .rar on the page..

and.. nothing happens

how do i use this thing?
Posted 15 years ago2009-08-30 16:01:54 UTC Post #272722
You need to run it from the DOS Prompt.
Click Start, Run and type cmd. From there you need to point to the directory where netvis is located and then you can run it.
Posted 15 years ago2009-08-30 17:44:10 UTC Post #272738
I guess people are starting to forget DOS.
Jessie JessieTrans Rights <3
Posted 15 years ago2009-08-30 18:22:24 UTC Post #272743
You mean Ms. Dos? She's off with Mr. Dos!
:lol:
Posted 15 years ago2009-08-31 01:13:10 UTC Post #272762
so then.. hour 32 nearly of compile..

86% leafthread on vis

strides, leaps, and bounds
Posted 15 years ago2009-08-31 01:32:55 UTC Post #272763
My compiles never took more than 4 hours, I can't but wonder what kind of huge ass universe did you make.
Posted 15 years ago2009-08-31 03:20:44 UTC Post #272768
You never had any complex brushwork I suppose.
Posted 15 years ago2009-08-31 11:07:07 UTC Post #272779
I awaken, no sign of map compiling, open end compiler is not running..

I attempt to run whatever .bsp is remaining of this baffled scenario..

..

Host Error: precache *1

I know i've said it befor..

kill... me..
Posted 15 years ago2009-08-31 11:11:14 UTC Post #272780
No, we will not.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-08-31 11:20:39 UTC Post #272781
Psilous, what is your processor?
Posted 15 years ago2009-08-31 11:21:03 UTC Post #272782
ok.... wow.. just wow. Had a look at the .map. And when i loaded it, and error message popped up saying could not load 8 solids due to errors in the map file. That could be a problem. Secondly, wow again.
Turn all your statues into func_walls, and please, for the love of god don't carve any more cylinders. The center of your map looks like a leak-fest and vis probably hates you... Not to mention you skyboxxed the map, and that generally leads to muchos problemos.
Mainly, longer compile times, and higher R-speeds due to the engine displaying the outside of the world... Please take a look at your complex architecture, and func wall it... or even better, func_illusionary it and then you can just make simple clip brushes to cover it up.. Get rid of the skytextures on the bottom of the map, and you should have an easier time compiling.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-08-31 17:05:15 UTC Post #272803
oh cool. thanx yo.

i'll try that if it bugs out on me again..

right now im in the middle of my 2nd compile attempt since i've started working on this again..
  • removed at least 1 of the solids you mentioned (it finally decided to prompt me on 'check errors' for it 0
  • removed some lights/ammo/spawns in attempt to solve the precache
  • remade sprites with double checked 'fresher' path names
and its moving signifigantly faster now (42% of leafthread in vis for a 2 hour compile)

still kind of worried about entity count.. i have nearly 80+ lights and track_path's each.. :/
yeah, i'm friggin mad with it or something

any usefull suggestion of a entity count to aim for.. besides under 0.05mb ??

(also, if it's doing what i think it is.. clipping type: simple, seems to clear up alot of those overly abused carvings)
Psilous, what is your processor?
intel celeron 1.4ghz, 1400mgz, 256mb ram (no vid v_v)
Posted 15 years ago2009-08-31 22:59:55 UTC Post #272821
80 point lights or 80 lights reported in the compiler? Either way, you don't need to worry about it as far as errors go, but more lights will increase RAD time.
Posted 15 years ago2009-09-01 01:23:56 UTC Post #272825
about 80 point..

and 4 light_spot
Posted 15 years ago2009-09-01 10:39:53 UTC Post #272836
If you using point lights just for lighting up your map (no dynamic lights, i.e: toggleble lights, flicker/strobe lights) then replace them with texture lights. It'll look much better that way. Texture lights are basically textures that emit light by themself.
Posted 15 years ago2009-09-02 14:34:08 UTC Post #272885
YAHOOHORRAY~!

After nearly 48 HOURS of compiling to the minute... I have a working version of 'psilos_lesbia' the sensation omag'e

See this screenshot?
User posted image
As you've probably noticed.. a few things HAVE GONE HORRIBLY WRONG, 1 being rad crashing half way through it's compile process.. v_v (i really need a better computer)

also a few other things that are bugging me..

maybe anyone of you can has help me understand what's going on when the log displays this? :

http://i2.photobucket.com/albums/y34/psilocyb3/de_neotokyoto_screenies/badvisshroom.jpg

and this.. :

http://i2.photobucket.com/albums/y34/psilocyb3/de_neotokyoto_screenies/badradshroom.jpg

Also I have the most pecuilure cacheing error at one of the higher points of the map.. here is screen shot:
User posted image
http://i2.photobucket.com/albums/y34/psilocyb3/de_neotokyoto_screenies/badcacheshroom.jpg
User posted image
http://i2.photobucket.com/albums/y34/psilocyb3/de_neotokyoto_screenies/badscreenshroom.jpg

As mentioned in the screen shot, it seems to only bug out when looking in a specific direction... any thoughts, suggestions?
Posted 15 years ago2009-09-02 14:35:55 UTC Post #272886
Compile Log of most recent Compile

[quote] hlcsg 3.6 x86 (32b) SSE1 ON (May 2 2009)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Raising of limits and improved format done by Silencer.
PHLT_Copy_Brush entity implemented by Protector.
Submit detailed bug reports to amckern@yahoo.com.
-----  BEGIN  hlcsg -----
Command line: hlcsg.exe -cliptype Smallest -wadinclude [psiwads]leszo.wad -chart -estimate -texdata 8192 "C:\Program Files\CSXX\HALFLIFEmapsANDmodels\psilos_lesbia\maps\lesbiaY7t.map"
Entering C:\Program Files\CSXX\HALFLIFEmapsANDmodels\psilos_lesbia\maps\lesbiaY7t.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ smallest ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
[[psiwads]leszo.wad]

Brushes discarded from clipping hulls: 289 (totalling 2452 sides)
CreateBrush:
(54.39 seconds)
SetModelCenters:
(0.03 seconds)
CSGBrush:
(12.25 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ----------------- ----------------- ------
models 0/512 0/32768 ( 0.0%)
planes 32334/32768 646680/655360 (98.7%)
vertexes 0/65535 0/786420 ( 0.0%)
nodes 0/32767 0/786408 ( 0.0%)
texinfos 3585/32767 143400/1310680 (10.9%)
faces 0/65535 0/1310700 ( 0.0%)
clipnodes 0/32767 0/262136 ( 0.0%)
leaves 0/32767 0/917476 ( 0.0%)
marksurfaces 0/65535 0/131070 ( 0.0%)
surfedges 0/1048575 0/4194300 ( 0.0%)
edges 0/524287 0/2097148 ( 0.0%)
texdata [variable] 0/33554432 ( 0.0%)
lightdata [variable] 0/33554432 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 0/16777215 ( 0.0%)

> Total BSP file data space used: 790080 bytes.

Textures referenced: 0

Checking Wadfiles:

Including Wadfile: \program files\csxx\halflifemapsandmodels\psilos_lesbia\[psiwads]leszo.wad:
Contains 196 used textures, 100.00 percent of map. (247 textures in wad)
Added 11 additional animating textures.

Texture usage is at 2.22 MB (of 32.00 MB max)
71.47 seconds elapsed [1m 11s]

--- END hlcsg ---
hlbsp 3.6 x86 (32b) SSE1 ON (May  2 2009)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Raising of limits and improved format done by Silencer.
PHLT_Copy_Brush entity implemented by Protector.
Submit detailed bug reports to amckern@yahoo.com.
-----  BEGIN  hlbsp -----
Command line: hlbsp.exe -chart -estimate -texdata 8192 "C:\Program Files\CSXX\HALFLIFEmapsANDmodels\psilos_lesbia\maps\lesbiaY7t.map"

Current hlbsp Settings
Name | Setting | Default
------------------|-------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...8655 (3.08 seconds)
BSP generation successful, writing portal file 'C:\Program Files\CSXX\HALFLIFEmapsANDmodels\psilos_lesbia\maps\lesbiaY7t.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...5849 (1.20 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...5622 (1.13 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...6517 (1.52 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ----------------- ----------------- ------
models 253/512 16192/32768 (49.4%)
planes 11764/32768 235280/655360 (35.9%)
vertexes 28824/65535 345888/786420 (44.0%)
nodes 14645/32767 351480/786408 (44.7%)
texinfos 3585/32767 143400/1310680 (10.9%)
faces 21237/65535 424740/1310700 (32.4%)
clipnodes 27341/32767 218728/262136 (83.4%)
leaves 10036/32767 281008/917476 (30.6%)
marksurfaces 27116/65535 54232/131070 (41.4%)
surfedges 98671/1048575 394684/4194300 ( 9.4%)
edges 52551/524287 210204/2097148 (10.0%)
texdata [variable] 2328936/33554432 ( 6.9%)
lightdata [variable] 0/33554432 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 83226/16777215 ( 0.5%)

> Total BSP file data space used: 5087998 bytes.

Warning: Surpassed 8192 leafs, which is the old maximum.
If you encounter problems when running your map,
consider this the most likely cause. There exist no
records about this ever causing problems, though.
Textures referenced: 207

34.39 seconds elapsed

--- END hlbsp ---
hlvis 3.6 x86 (32b) SSE1 ON (May  2 2009)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Raising of limits and improved format done by Silencer.
PHLT_Copy_Brush entity implemented by Protector.
Submit detailed bug reports to amckern@yahoo.com.
-----  BEGIN  hlvis -----
Command line: hlvis.exe -full -chart -estimate -texdata 8192 "C:\Program Files\CSXX\HALFLIFEmapsANDmodels\psilos_lesbia\maps\lesbiaY7t.map"
Portalleafs: 5241
Numportals: 18785

= Current hlvis Settings =
Name | Setting | Default
------------------|-------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ on ] [ off ]

BasePortalVis:
(852.28 seconds)
LeafThread:
(169198.28 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 491 and 492:
   (2748.000 -266.000 159.500)
(2747.000 -265.000 160.000)
(2746.000 -264.000 160.000)
(2746.000 -264.000 74.000)
(2748.000 -266.000 74.000)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 3734 and 3731:
   (2396.000 -2750.000 -82.000)
(2398.000 -2750.000 -84.000)
(2398.000 -2738.000 -84.000)
(2398.000 -2738.000 -84.000)
(2396.000 -2740.000 -82.000)
Average leafs visible: 632
g_visdatasize: 1055916 compressed from 3438096

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ----------------- ----------------- ------
models 253/512 16192/32768 (49.4%)
planes 11764/32768 235280/655360 (35.9%)
vertexes 28824/65535 345888/786420 (44.0%)
nodes 14645/32767 351480/786408 (44.7%)
texinfos 3585/32767 143400/1310680 (10.9%)
faces 21237/65535 424740/1310700 (32.4%)
clipnodes 27341/32767 218728/262136 (83.4%)
leaves 10036/32767 281008/917476 (30.6%)
marksurfaces 27116/65535 54232/131070 (41.4%)
surfedges 98671/1048575 394684/4194300 ( 9.4%)
edges 52551/524287 210204/2097148 (10.0%)
texdata [variable] 2328936/33554432 ( 6.9%)
lightdata [variable] 0/33554432 ( 0.0%)
visdata [variable] 1055916/16777216 ( 6.3%)
entdata [variable] 83226/16777215 ( 0.5%)

> Total BSP file data space used: 6143914 bytes.

Warning: Surpassed 8192 leafs, which is the old maximum.
If you encounter problems when running your map,
consider this the most likely cause. There exist no
records about this ever causing problems, though.
Textures referenced: 207

170055.19 seconds elapsed [1d 23h 14m 15s]

--- END hlvis ---

[/quote]
Posted 15 years ago2009-09-02 14:57:07 UTC Post #272887
Holy cow, what a mess.

Looks like you're running in software mode. That's fine, but Half-Life can't render more than 800 polies at the same time. If you exceed that numbers, things start to dissapear. So switch to OpenGL mode.

And vis is probably having a hard time due to the fact that most of your (complex) brushwork are made with normal solid world brushes like that table and umbrella for example.

Optimize man.
Posted 15 years ago2009-09-02 15:17:07 UTC Post #272888
MY EYES, THEY BURN
Posted 15 years ago2009-09-02 15:59:26 UTC Post #272893
Jesus, what a mess. You've got some great brushwork in there, but your texturing is just god awful.
Don't use such bright textures with bright colors. Even with proper lighting, those bright green and blue textures will be like staring into a spotlight. A spotlight that makes me rage and gouge my eyes out. And there's certainly no need to be stretching out some of the textures the way that you are.
User posted image
The rim of that table looks awful because it's stretched so much. And the floor is just a big blur.

And as already said, don't run the game in software mode. Use openGL or Direct 3D instead.
SORRY, YOU WANTED ANSWERS TO YOUR ERRORS
Well as for RAD crashing, your second error is this:
http://www.slackiller.com/tommy14/errors.htm#malformed
And from looking at those screenshots, it's really not such a surprise. If the rest of the map looks like that, then you'd better just select the whole map and align everything back to "world" then align what needs aligning later.
But I've never seen that "surpassed 8192 leafs" error before.
Hope this helps.
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