ultimate leak Created 20 years ago2003-11-17 14:21:21 UTC by high_voltage high_voltage

Created 20 years ago2003-11-17 14:21:21 UTC by high_voltage high_voltage

Posted 20 years ago2003-11-17 14:21:21 UTC Post #4975
I've got an ultimate leak that I just can't find......having spent days using gl_clear 1 and noclip etc all the usual methods.......
so can some-one just list every single type of leak possible because its killing me
aaaaarghhh
:nuts:
Posted 20 years ago2003-11-17 14:35:16 UTC Post #4978
Make a giant block around the entire level. Run only csg and bsp and begin shrinking the box. Reduce the box a little and rund csg and bsp very frequently.
Posted 20 years ago2003-11-17 20:01:00 UTC Post #4990
Look also for entities outside the world or for brush entities connected to the void, that is, closing the world.
Posted 20 years ago2003-11-19 12:49:09 UTC Post #5090
and... if yoru brushes are too close together and if there is too many brushes in one area you want to have the brushes somewhat away from eachother
Posted 20 years ago2003-11-19 13:45:57 UTC Post #5102
check for entities outside and put "pointfile" into the console. follow the line and it will go through the leak. also try downloading the leakfinder and setting everything up. if it works a red block will appear where the leak is.
Posted 20 years ago2003-11-20 13:05:39 UTC Post #5162
hmmm where can i find this leakfinder
i had a quick glance through google but there are a million and one programs called leakfinder
Posted 20 years ago2003-11-20 14:07:06 UTC Post #5173
In yer inbox :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-11-20 15:34:19 UTC Post #5183
thanks :cool: but...............................

it does nae work..........it selects the entity that starts the pointfile, not the leak.
i tried ministeves method but even that doesnt work!!!!!!
wtf is happening!!!!!!!!!
although 1 thing i have noticed, whislt noclipping, is that a couple of world brushes i have copied have copied again, but miles below the lowest point in the level. these dont show up in hammer....weird
Posted 20 years ago2003-11-20 15:35:29 UTC Post #5184
sorry steinin's block shrinking block method
Posted 20 years ago2003-11-20 15:48:24 UTC Post #5185
Post it in Problem Maps?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-11-20 16:07:45 UTC Post #5190
make sure that no entities are outside the level, - brush and point based,
also make sure that no origin brushes are outside
Posted 20 years ago2003-11-21 17:34:36 UTC Post #5268
ok, I'll try posting it........what do i need to do for that?
btw if you can find a way to make the headcrabs jump it would help me a lot

Oh yes, i know it's well meaning, but will people PLEASE stop saying "check for entities outside the level"
i've been doing that for weeks
Posted 20 years ago2003-11-21 18:54:19 UTC Post #5274
...check for entites outside the level.

about the leakfinder, set it up by selecting all the stuuf (it has a setup guide with it) like pts. file, .map. then click find leak and itll but a box around it.
Posted 20 years ago2003-11-21 23:53:31 UTC Post #5291
Start up the game via compiling in Hammer, and add the following to the additional game parameters:

-particles 50000

Ingame, bring the console up and type:

pointfile

Now goto the entity causing the problem (If its a path entity, MAKE SURE IT ISN'T TRIGGERED, or half life will crash when it gets activated. Same forother entities (Which I don't have a list of yet)

Follow the line, it bounces everywhere, and where is appears to go through the wall is where th leak is occouring.

Leaks are very common when you carve in, or with non cubed objects, or when you make a room open up into a cylinder. Also remember that any brushes that are entities don't exist is a sense. Treat it as if they aren't there, and it they connect the inside to the outside (A func_door with no hallway on the otherside), place a bloc bigger than the door in the widdle of it. Same goes for glass.
Posted 20 years ago2003-11-22 18:46:38 UTC Post #5395
may I just reiterate a few points:
-I HAVE USED THE POINTFILE!
-THERE ARE NO ENTITIES OUTSIDE THE LEVEL OR TOUCHING THE VOID! NONE!
-I AM NOT STUPID!

now, if anyone has any more advanced help, I would like to hear it.
The thing about cylinders could be the culprit, I'll look into that.
Also, could s.o. tell me about posting it in case i can't find a solution.
Posted 20 years ago2003-11-22 19:16:21 UTC Post #5400
Could be an invalid brush?
That's happened to me before.

So, you say the big-block method failed? Really? If so, this isn't a normal leak, so it's almost certainly an invalid brush... right?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-11-22 19:26:20 UTC Post #5404
** Executing...
** Command: Change Directory
** Parameters: C:SierraHalf-Life

** Executing...
** Command: Copy File
** Parameters: "C:SierraHalf-Lifevalvetherooms.map" "C:SierraHalf-Lifevalvemapstherooms.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1TOOLSHLCSG.EXE
** Parameters: "C:SierraHalf-Lifevalvemapstherooms"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1VALVEH~1TOOLSHLCSG.EXE C:SierraHalf-Lifevalvemapstherooms
Entering C:SierraHalf-Lifevalvemapstherooms.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ 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 ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

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

19 brushes (totalling 142 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.32 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.64 seconds)

Using Wadfile: sierrahalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 104 used textures, 97.20 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 1 used texture, 0.93 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvexeno.wad
  • Contains 2 used textures, 1.87 percent of map (264 textures in wad)
Using Wadfile: sierrahalf-lifevalvetom.wad
  • Contains 0 used textures, 0.00 percent of map (7 textures in wad)
added 34 additional animating textures.
Texture usage is at 1.94 mb (of 4.00 mb MAX)
5.00 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1TOOLSHLBSP.EXE
** Parameters: "C:SierraHalf-Lifevalvemapstherooms"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1TOOLSHLBSP.EXE C:SierraHalf-Lifevalvemapstherooms

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ 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 ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

Warning: === LEAK in hull 0 ===
Entity weapon_crowbar @ (1250,-600,-720)
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

4.34 seconds elapsed

what can be made out of that (and the crowbar is just the start of the p
pointfile i've confirmed)
Posted 20 years ago2003-11-22 21:20:31 UTC Post #5408
k, zip the rmf and post it in the vault. then we find the problem. is there a pointfile? if so then the leak is a hole. if not then its an entity.
Posted 20 years ago2003-11-23 09:54:33 UTC Post #5443
sure thing. its under the name ultimate leak
Posted 20 years ago2003-11-23 10:03:46 UTC Post #5445
I'll look rightaway :)
Seventh-Monkey Seventh-MonkeyPretty nifty
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