Leaks in cs_timeville

Counter-Strike CS
Leaks in cs_timeville by Throstur
Posted 18 years ago2006-03-25 20:54:28 UTC • Problems • Counter-Strike
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Name
Leaks in cs_timeville
By
Throstur Throstur
Type
Map
Engine
Goldsource
Game
Counter-Strike
Category
Problems
Included
RMF/VMF
Created
18 years ago2006-03-25 20:54:28 UTC
Updated
18 years ago2006-03-25 20:54:28 UTC
Views
3723
Downloads
862
Comments
8
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I was getting leaks when I closed areas off so, I skyboxed
Error Log:

hlcsg v3.2.1 rel 3.2.1 Final (Apr  3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

-----  BEGIN  hlcsg -----
Command line: "C:Program FilesHalf-Life EditingHL-CompiledHL1 ToolsZHLThlcsg.exe"-nowadtextures -wadautodetect "C:Program FilesValve Hammer EditormapsXXnonameyetXXcs_timeville"
Entering C:Program FilesValve Hammer EditormapsXXnonameyetXXcs_timeville.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 ]
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           [     off ] [      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
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
 (8.11 seconds)
SetModelCenters:
 (0.00 seconds)
CSGBrush:
 (4.59 seconds)

Using Wadfile: C:Program FilesValve Hammer Editorwadscstrike.wad
 - Contains 6 used textures, 3.49 percent of map (123 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadsliquids.wad
 - Contains 1 used texture, 0.58 percent of map (32 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadsxeno.wad
 - Contains 5 used textures, 2.91 percent of map (264 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadshalflife.wad
 - Contains 75 used textures, 43.60 percent of map (3116 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadscounter-strikechateau.wad
 - Contains 1 used texture, 0.58 percent of map (136 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadscounter-strikecs_747.wad
 - Contains 1 used texture, 0.58 percent of map (143 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadscounter-strikecs_assault.wad
 - Contains 4 used textures, 2.33 percent of map (22 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadscounter-strikecs_bdog.wad
 - Contains 6 used textures, 3.49 percent of map (132 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadscounter-strikecs_dust.wad
 - Contains 16 used textures, 9.30 percent of map (28 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadscounter-strikecs_havana.wad
 - Contains 1 used texture, 0.58 percent of map (122 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadscounter-strikecs_office.wad
 - Contains 8 used textures, 4.65 percent of map (102 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadscounter-strikede_airstrip.wad
 - Contains 1 used texture, 0.58 percent of map (69 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadscounter-strikede_aztec.wad
 - Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
 - Warning: Larger than expected texture (348972 bytes): 'THANKS'
 - Contains 10 used textures, 5.81 percent of map (24 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadscounter-strikede_piranesi.wad
 - Contains 1 used texture, 0.58 percent of map (160 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadscounter-strikede_vertigo.wad
 - Contains 2 used textures, 1.16 percent of map (19 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadscounter-strikeitsitaly.wad
 - Contains 18 used textures, 10.47 percent of map (99 textures in wad)
Using Wadfile: C:Program FilesValve Hammer Editorwadscounter-striken0th1ng.wad
 - Contains 3 used textures, 1.74 percent of map (8
Description length limit reached

8 Comments

Commented 18 years ago2006-03-26 19:03:08 UTC Comment #11359
You're usin WAY too many wads--THE ABSOLUTE MAXIMUM IS 8, And there is no reason to have that many!! Take the textures you need from each wad and place them in ONE, would be my advice.
Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
Your texture sizes shouldn't be any bigger than 256x256..
Commented 18 years ago2006-03-27 06:53:12 UTC Comment #11361
Technically - you CAN have 512x256 textures, although it's not recommended.
Agreed with Rowleybob. I bet, that most of the textures you used from the different wads could have been replaced with simmilar ones from cstrike/halflife.wad
Keep the textures that you REALLY need.
Commented 18 years ago2006-04-01 02:46:23 UTC Comment #11403
.< dont skybox
ill look at the .rmf see if i can see any leaks
Commented 18 years ago2006-04-01 02:50:15 UTC Comment #11404
well i found one problem already. Theres a func_water in the well. Its in the void. Bad. the skybox.. even worse.. drives your compile times through the roof. email me the textures and i'll see if i can help u at all.

btw try texture lighting.
browse the forums or check the tuts.
Commented 18 years ago2006-04-09 08:29:14 UTC Comment #11454
I dont give a fuck about compile times anymore it takes long even without it so I compile in the night.

BTW im fixing this alone since nobody wanted to help.
Commented 18 years ago2006-04-11 13:32:26 UTC Comment #11479
Didn't I give you some tips on this in a forum thread? I'm looking at the map again (with it's skybox now) and it's still no wonder it takes an awfull long time to compile.
Skyboxing isn't only going to drive compile times even higher but it's likely in-game performance will suffer as well.

Ah, here's that reply of mine:
http://twhl.co.za/forums.php?pgt=1&action=viewthread&id=11107&pg=1
Commented 18 years ago2006-04-12 09:46:02 UTC Comment #11488
Skyboxing should be against the law. And I think you can have more than eight wads, hlcsg just warns you. I know I've used more than eight before.
Commented 18 years ago2006-04-13 09:27:27 UTC Comment #11492
me too, but then i had like 20 and i reduced it to 8. One thing... I'll be fixing it myself, later.

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