Can't find leak in Hammer Created 12 years ago2012-04-20 00:34:55 UTC by kingcole436 kingcole436

Created 12 years ago2012-04-20 00:34:55 UTC by kingcole436 kingcole436

Posted 12 years ago2012-04-20 00:38:16 UTC Post #305545
I have been constantly searching and searching, and I cannot find this "leak" and I am begginning to wonder if it is even a leak.

It generated a leakpoint file, which is empty...

Help appreciated! Thanks!
Posted 12 years ago2012-04-20 00:38:29 UTC Post #305546
Also, here is my Compile log:

** Executing...
** Command: Change Directory
** Parameters: C:Program Files (x86)Steamsteamappsmuckeroirishhalf-life

** Executing...
** Command: Copy File
** Parameters: "C:UsersColeDesktopHalf life StuffNPC_War.map" "C:Program Files (x86)Steamsteamappsmuckeroirishhalf-lifeSvenCoopmapsNPC_War.map"

** Executing...
** Command: C:UsersColeDesktopHALFLI~1HAMMER~1.1hlcsg.exe
** Parameters: "C:Program Files (x86)Steamsteamappsmuckeroirishhalf-lifeSvenCoopmapsNPC_War"

hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: C:UsersColeDesktopHALFLI~1HAMMER~1.1hlcsg.exe "C:Program Files (x86)Steamsteamappsmuckeroirishhalf-lifeSvenCoopmapsNPC_War"
Entering C:Program Files (x86)Steamsteamappsmuckeroirishhalf-lifeSvenCoopmapsNPC_War.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.08 seconds)

Including Wadfile: program files (x86)steamsteamappsmuckeroirishhalf-lifesvencoopzhlt.wad
  • Contains 0 used textures, 0.00 percent of map (9 textures in wad)
Using Wadfile: program files (x86)steamsteamappsmuckeroirishhalf-lifevalvetempdecal.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: userscoledesktophalf life stuffhammer-3.5halflife.wad
  • Contains 48 used textures, 100.00 percent of map (3116 textures in wad)
Including Wadfile: userscoledesktophalf life stuffhammer-3.5zhlt.wad
  • Contains 0 used textures, 0.00 percent of map (9 textures in wad)
Using Wadfile: userscoledesktophalf life stuffhammer-3.5gfx.wad
  • Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: userscoledesktophalf life stuffhammer-3.5fonts.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: userscoledesktophalf life stuffhammer-3.5cached.wad
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
added 6 additional animating textures.
Texture usage is at 0.48 mb (of 4.00 mb MAX)
0.13 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:UsersColeDesktopHALFLI~1HAMMER~1.1hlbsp.exe
** Parameters: "C:Program Files (x86)Steamsteamappsmuckeroirishhalf-lifeSvenCoopmapsNPC_War"

hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: C:UsersColeDesktopHALFLI~1HAMMER~1.1hlbsp.exe "C:Program Files (x86)Steamsteamappsmuckeroirishhalf-lifeSvenCoopmapsNPC_War"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
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...505 (0.03 seconds)
Warning: === LEAK in hull 0 ===
Entity multi_manager @ (-94006,-96168, 192)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 1] 402 (0.02 seconds)
Warning: === LEAK in hull 1 ===
Entity multi_manager @ (-94006,-96168, 192)
SolidBSP [hull 2] 413 (0.01 seconds)
Warning: === LEAK in hull 2 ===
Entity multi_manager @ (-94006,-96168, 192)
SolidBSP [hull 3] 485 (0.02 seconds)
Warning: === LEAK in hull 3 ===
Entity multi_manager @ (-94006,-96168, 192)
0.16 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:UsersColeDesktopHALFLI~1HAMMER~1.1hlvis.exe
** Parameters: "C:Program Files (x86)Steamsteamappsmuckeroirishhalf-lifeSvenCoopmapsNPC_War"

hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: C:UsersColeDesktopHALFLI~1HAMMER~1.1hlvis.exe "C:Program Files (x86)Steamsteamappsmuckeroirishhalf-lifeSvenCoopmapsNPC_War"
There was a problem compiling the map.
Check the file C:Program Files (x86)Steamsteamappsmuckeroirishhalf-lifeSvenCoopmapsNPC_War.log for the cause.
--- END hlvis ---

** Executing...
** Command: C:UsersColeDesktopHALFLI~1HAMMER~1.1hlrad.exe
** Parameters: "C:Program Files (x86)Steamsteamappsmuckeroirishhalf-lifeSvenCoopmapsNPC_War"

hlrad v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: C:UsersColeDesktopHALFLI~1HAMMER~1.1hlrad.exe "C:Program Files (x86)Steamsteamappsmuckeroirishhalf-lifeSvenCoopmapsNPC_War"
There was a problem compiling the map.
Check the file C:Program Files (x86)Steamsteamappsmuckeroirishhalf-lifeSvenCoopmapsNPC_War.log for the cause.
--- END hlrad ---
Posted 12 years ago2012-04-20 00:53:14 UTC Post #305547
upload the RMF to the problem maps vault so someone can take a look. There is a leak - compiles don't usually lie.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-20 06:44:54 UTC Post #305548
Cover half the map in solid sky and compile. If you still get leak it's in the uncovered half. Cover it and cut the sky in half again. Repeat this till it gets very small and you will find it easily.

EDIT: It means the leak is inside the sky brush.
Posted 12 years ago2012-04-20 12:45:02 UTC Post #305550
Upload it (The map). We could try to help you fix it. Is it for source?
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 12 years ago2012-04-21 18:05:17 UTC Post #305575
Seeing as I posted this in the Half-Life engine section, no, its not for source. And Ill head on over and upload it now.

EDIT: Alright I can't upload, I am trying to upload a RMF but it keeps saying that its an incorrect file type. I have it checked, a screenshot and all that.

And looking at the compile log, I think its something to do with multi_managers, but the cords for the entity are way outside the map boundaries and I can't even scroll to them.

Here is the part: Leak pointfile generated

SolidBSP [hull 1] 184 (0.00 seconds)
Warning: === LEAK in hull 1 ===
Entity multi_manager @ (-94006,-96168, 192)
SolidBSP [hull 2] 180 (0.00 seconds)
Warning: === LEAK in hull 2 ===
Entity multi_manager @ (-94006,-96168, 192)
SolidBSP [hull 3] 173 (0.02 seconds)
Warning: === LEAK in hull 3 ===
Entity multi_manager @ (-94006,-96168, 192)
0.08 seconds elapsed

--- END hlbsp ---
Posted 12 years ago2012-04-21 18:40:43 UTC Post #305576
the map vault requires .zip or .rar files.

Press alt + p and see if there are any reports of "empty" entities. It's not necessarily anything to do with those multimanagers - they're just the closest entity to the leak.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-21 20:24:07 UTC Post #305578
If it's a leak, do what bruce was saying, I just take a normal textured brush and cover a chunk of the map. Compile an dif you don't get the leak, the leak is somwhere your brush is covering. If not, move the brush somewhere else until it compiles fine. Then keep making the brush smaller until you pinpoint the location. Make sure entities aren't outside the map etc. Or brushes with weird textures on them like origin or something.
Posted 12 years ago2012-04-21 23:29:25 UTC Post #305583
Alright, I have the map uploaded and with the option to re-upload if someone finds the fix: http://twhl.info/vault.php?map=5774

IMPORTANT Note about the map: I am currently mapping for the mod Sven-Coop and some entity's (Mainly NPCS) use its FGD stuff. Don't think this will be a problem for finding a leak though.

Thanks for the help so far guys, appreciated. :)
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