Help again Created 18 years ago2005-08-25 16:26:50 UTC by 38_98 38_98

Created 18 years ago2005-08-25 16:26:50 UTC by 38_98 38_98

Posted 18 years ago2005-08-25 16:26:50 UTC Post #129732
I got this unusual compiling results that i only just saw after adding ambience into a room.

** Executing...
** Command: Change Directory
** Parameters: D:SierraHalf-Life

** Executing...
** Command: Copy File
** Parameters: "D:SierraHalf-Lifevalvemapsxen1aa.map" "D:SierraHalf-Lifevalvemapsxen1aa.map"

** Executing...
** Command: D:PREFABSQCSG.EXE
** Parameters: "D:SierraHalf-Lifevalvemapsxen1aa"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering D:SierraHalf-Lifevalvemapsxen1aa.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (2)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (3)
Using WAD File: sierrahalf-lifevalvehalflife.wad
Using WAD File: sierrahalf-lifevalvezhlt.wad
Using WAD File: sierrahalf-lifevalvedecals.wad
Using WAD File: sierrahalf-lifevalvexeno.wad
added 41 additional animating textures.
5 seconds elapsed
** Executing...
** Command: D:PREFABSQBSP2.EXE
** Parameters: "D:SierraHalf-Lifevalvemapsxen1aa"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
LEAK LEAK LEAK
5 seconds elapsed
** Executing...
** Command: D:PREFABSVIS.EXE
** Parameters: "D:SierraHalf-Lifevalvemapsxen1aa"

vis.exe v1.3 (Dec 30 1998)
-- vis --
1 thread(s)
LoadPortals: couldn't read D:SierraHalf-Lifevalvemapsxen1aa.prt
No vising performed.

** Executing...
** Command: D:PREFABSQRAD.EXE
** Parameters: "D:SierraHalf-Lifevalvemapsxen1aa"

qrad.exe v 1.5 (Apr 6 2000)
--- Radiosity --
1 threads
[Reading texlights from 'D:PREFABSlights.rad']
[1 texlights parsed from 'D:PREFABSlights.rad']

No vis information, direct lighting only.
2236 faces
33405 square feet [4810386.50 square inches]
4978 patches after subdivision
13 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (4)
FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (1)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 31/400 1984/25600 ( 7.8%)
planes 5602/32767 112040/655340 (17.1%)
vertexes 3219/65535 38628/786420 ( 4.9%)
nodes 1225/32767 29400/786408 ( 3.7%)
texinfos 1417/8192 56680/327680 (17.3%)
faces 2236/65535 44720/1310700 ( 3.4%)
clipnodes 2604/32767 20832/262136 ( 7.9%)
leaves 771/8192 21588/229376 ( 9.4%)
marksurfaces 2892/65535 5784/131070 ( 4.4%)
surfedges 10584/512000 42336/2048000 ( 2.1%)
edges 5680/256000 22720/1024000 ( 2.2%)
texdata [variable] 5020/2097152 ( 0.2%)
lightdata [variable] 176619/2097152 ( 8.4%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 10486/131072 ( 8.0%)

Total BSP file data space used: 588837 bytes

5 seconds elapsed
I noticed the LEAK LEAK LEAK alert and Vis being unable to run, there's no co-ordinates for the LEAK LEAK LEAK thing (although when i didnt fix the leak it never affected my maps) but more importantly is the Vis being unable to run, anyone know why?
38_98 38_98Lord
Posted 18 years ago2005-08-25 16:37:22 UTC Post #129735
Use Zoner Hl Compiling Tools they are much better! ;)
Posted 18 years ago2005-08-25 16:41:26 UTC Post #129737
Zoner's. Now.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-08-25 16:44:59 UTC Post #129739
2236 faces
4978 patches after subdivision...........
.....models 31/400 1984/25600 ( 7.8%)
planes 5602/32767 112040/655340 (17.1%)
vertexes 3219/65535 38628/786420 ( 4.9%)
nodes 1225/32767 29400/786408 ( 3.7%)
texinfos 1417/8192 56680/327680 (17.3%)
faces 2236/65535 44720/1310700 ( 3.4%)
clipnodes 2604/32767 20832/262136 ( 7.9%)
leaves 771/8192 21588/229376 ( 9.4%)
marksurfaces 2892/65535 5784/131070 ( 4.4%)
surfedges 10584/512000 42336/2048000 ( 2.1%)
edges 5680/256000 22720/1024000 ( 2.2%)
If you will fix the leak all these things will be decreased by half.(or more) :)
Posted 18 years ago2005-08-25 16:48:44 UTC Post #129740
vis is run after the basic "shapes" of the map are processed by csg. vis determines what can be seen from various points in the map. Since there's a hole in the map somewhere, that means that vis would see "forever" if it tried to determine what could be seen through the hole.

The compilers "protect" one another from errors of that type. If csg finds a hole, vis doesn't run. If it did, it would find an error anyway.
Posted 18 years ago2005-08-25 16:53:09 UTC Post #129741
thanks BJ, i'll check for holes, the map at its current stage isnt huge. It should'nt be too hard :) (its just i wasnt too sure seeing it wasn't posted any links but nevermind)

Use Zoners!? What are you NUTS!?!?! Remember the last time i posted a 'compile error' thread? I had zoners doing completely wierd error's which i could'nt end up solving? Well the errors are still there on every map. I'd rather go with the maps current state then full bright and completely 100% Messed up, Zoners may be good but they suck in comparison to this situation and my compile logs. :
38_98 38_98Lord
Posted 18 years ago2005-08-25 16:58:00 UTC Post #129743
Use Zoner's... they're never worse :|.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-08-25 16:59:58 UTC Post #129744
hahahahahha quake compile tools. man you live in stoneage.
Posted 18 years ago2005-08-25 17:03:28 UTC Post #129746
Don't blame Zoners, 38_98. If the errors are there "on every map," it's probably due to a bad habit you've gotten into.

In the long run, learning to build error-free maps is a great time savings. The time you're spending posting logs and being frustrated could be spent expanding your map, etc.

Patience, grasshopper. ;)
Posted 18 years ago2005-08-25 17:07:22 UTC Post #129749
Heres the results of Zoner's compile (i've fixed the leak, this compile was done after that)

[quote]

ZONERS:

** Executing...
** Command: Change Directory
** Parameters: D:SierraHalf-Life

** Executing...
** Command: Copy File
** Parameters: "D:SierraHalf-Lifevalvemapsxen1aa.map" "D:SierraHalf-Lifevalvemapsxen1aa.map"

** Executing...
** Command: D:PREFABSHLCSG.EXE
** Parameters: "D:SierraHalf-Lifevalvemapsxen1aa"
  • Could not execute the command:
D:PREFABSHLCSG.EXE "D:SierraHalf-Lifevalvemapsxen1aa"
  • Windows gave the error message:
"The operation completed successfully."

** Executing...
** Command: D:PREFABSHLBSP.EXE
** Parameters: "D:SierraHalf-Lifevalvemapsxen1aa"
  • Could not execute the command:
D:PREFABSHLBSP.EXE "D:SierraHalf-Lifevalvemapsxen1aa"
  • Windows gave the error message:
"The operation completed successfully."

** Executing...
** Command: D:PREFABSHLVIS.EXE
** Parameters: "D:SierraHalf-Lifevalvemapsxen1aa"
  • Could not execute the command:
D:PREFABSHLVIS.EXE "D:SierraHalf-Lifevalvemapsxen1aa"
  • Windows gave the error message:
"The operation completed successfully."

** Executing...
** Command: D:PREFABSHLRAD.EXE
** Parameters: "D:SierraHalf-Lifevalvemapsxen1aa"
  • Could not execute the command:
D:PREFABSHLRAD.EXE "D:SierraHalf-Lifevalvemapsxen1aa"
  • Windows gave the error message:
"The operation completed successfully."
[/quote]
This is a copy of the compile above (now fixed)
[quote]

STANDARD:

** Executing...
** Command: Change Directory
** Parameters: D:SierraHalf-Life

** Executing...
** Command: Copy File
** Parameters: "D:SierraHalf-Lifevalvemapsxen1aa.map" "D:SierraHalf-Lifevalvemapsxen1aa.map"

** Executing...
** Command: D:PREFABSQCSG.EXE
** Parameters: "D:SierraHalf-Lifevalvemapsxen1aa"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering D:SierraHalf-Lifevalvemapsxen1aa.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (2)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (2)
Using WAD File: sierrahalf-lifevalvehalflife.wad
Using WAD File: sierrahalf-lifevalvezhlt.wad
Using WAD File: sierrahalf-lifevalvedecals.wad
Using WAD File: sierrahalf-lifevalvexeno.wad
added 41 additional animating textures.
6 seconds elapsed
** Executing...
** Command: D:PREFABSQBSP2.EXE
** Parameters: "D:SierraHalf-Lifevalvemapsxen1aa"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
LEAK LEAK LEAK
4 seconds elapsed
** Executing...
** Command: D:PREFABSVIS.EXE
** Parameters: "D:SierraHalf-Lifevalvemapsxen1aa"

vis.exe v1.3 (Dec 30 1998)
-- vis --
1 thread(s)
LoadPortals: couldn't read D:SierraHalf-Lifevalvemapsxen1aa.prt
No vising performed.

** Executing...
** Command: D:PREFABSQRAD.EXE
** Parameters: "D:SierraHalf-Lifevalvemapsxen1aa"

qrad.exe v 1.5 (Apr 6 2000)
--- Radiosity --
1 threads
[Reading texlights from 'D:PREFABSlights.rad']
[1 texlights parsed from 'D:PREFABSlights.rad']

No vis information, direct lighting only.
2238 faces
33399 square feet [4809523.50 square inches]
4983 patches after subdivision
13 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (4)
FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (1)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 31/400 1984/25600 ( 7.8%)
planes 5602/32767 112040/655340 (17.1%)
vertexes 3225/65535 38700/786420 ( 4.9%)
nodes 1227/32767 29448/786408 ( 3.7%)
texinfos 1416/8192 56640/327680 (17.3%)
faces 2238/65535 44760/1310700 ( 3.4%)
clipnodes 2602/32767 20816/262136 ( 7.9%)
leaves 770/8192 21560/229376 ( 9.4%)
marksurfaces 2894/65535 5788/131070 ( 4.4%)
surfedges 10596/512000 42384/2048000 ( 2.1%)
edges 5686/256000 22744/1024000 ( 2.2%)
texdata [variable] 5020/2097152 ( 0.2%)
lightdata [variable] 176505/2097152 ( 8.4%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 10486/131072 ( 8.0%)

Total BSP file data space used: 588875 bytes

5 seconds elapsed
[/quote]

So you can clearly see that the standard tools have operated much more efficiently than the Zoners, for one they dont cause fullbrightness (making it easier to spot leaks ingame)

Habit? Oh trust me, my first maps were leak-o-rama. I try to check for leaks at every point..Maybe something else?

If i expand, i could gain more errors and forget the first one. I've learned that you need to check for errors at every level and so thats what im doing. Thats all... :)
38_98 38_98Lord
Posted 18 years ago2005-08-25 22:04:00 UTC Post #129817
LEAK LEAK LEAK
..from your "standard" compile. Is that the leak you fixed? It isn't clear from your post if the standard compile is before or after you fixed the leak. If it's after, you still have a leak.

Also, it appears your setup is faulty when using zoners as files aren't being found, or the tools aren't being found. Recheck your setup, if you're not done with zoners altogether. You're not making a valid comparison of the two compiler tools because you're not running zoners at all!

Part of what's going on here is that the old tools do behave differently than zoners. You're asking what may be going wrong with your compile. Presumably you're assuming that others here may have more experience solving compile problems. Part of our experience is that zoners solves some compile problems that the quake tools exhibit.

It's certainly your choice to ignore advice you've asked for. But you may not get a lot of help diagnosing the problem if you insist what you're doing is better! ;)
Posted 18 years ago2005-08-26 05:58:08 UTC Post #129873
Just out of curiosity, move the compile tools out of the Prefab folder and give them their own folder (something like "D:/Zoners/". I doubt it'll do anything, but it can't hurt to try. Your compile tools are in a strange place though.
AJ AJGlorious Overlord
Posted 18 years ago2005-08-26 06:37:40 UTC Post #129881
I've fixed the leak, it seemeds i made one of my solids in a doorframe to short and when i noclipped around the map and noticed light leeking through the hole.

The strange thing is whereever i play Zoners they still dont work, i've put them in so many places, i've put them with the Q tools, in their original folder, in Hammers directory folder...Just about everywhere i could think of.

Thanks ant, i'll try to make a folder for them and see if that
works :)
You're not making a valid comparison of the two compiler tools because you're not running zoners at all!
maybe thats because Zoner's refuses to run? Did you ignore my last post?
38_98 38_98Lord
Posted 18 years ago2005-08-26 09:50:00 UTC Post #129928
I didn't ignore your last post, I examined it closely.

What I saw was that you didn't run the zoners tools. They didn't "refuse" to run, 38_98. There's no output. Your command line is incorrect. Somehow. Some way.

The zoners tools work. They will work on your machine. They will work better than the quake tools.

When you decide you will let yourself be helped, things will start to improve.
Posted 18 years ago2005-08-26 12:05:41 UTC Post #129953
Put zoners in the same directory as quake's tools. :
Posted 18 years ago2005-08-26 13:35:14 UTC Post #129987
They already are according to that, Elon.

BJ's perfectly right, 38. They're not running at all. You can't compare them when Hammer/you aren't getting them running.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-08-26 14:02:27 UTC Post #130003
When you decide you will let yourself be helped, things will start to improve.
But i hve tried all your solutions before, i've asked for help, receivedit and used it. Yet they still don't work. I've even ended up reconfiguring the whole of hammer and reinstalled is twice, yet it still doesn't work. I've checked my maps for everything, i've done problem checks right down too leaks. So to say that isn't very helpful ;)

If im not getting them to run isn't that enough comparison that one set of tool's actually work...

If there are other solution's then why not display them instead of pointing fingers at me?
38_98 38_98Lord
Posted 18 years ago2005-08-26 14:09:14 UTC Post #130004
We don't have your PC to hand, or we'd get it working, I'm sure.

I suggest you install everything to a different drive, and in a more sensible arrangement (compile tools -> Hammertools, etc.).
Seventh-Monkey Seventh-MonkeyPretty nifty
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