vvis error Created 19 years ago2005-09-11 16:40:14 UTC by Propaganda Propaganda

Created 19 years ago2005-09-11 16:40:14 UTC by Propaganda Propaganda

Posted 19 years ago2005-09-11 16:40:14 UTC Post #134074
I started a small map, on compile I had a leak, and got no errors other then that. I fixed the leak and now my compile takes 5 minutes, mostly on vvis, when it used to take 30 seconds. I get a windows error on vvis, the portals sections.
User posted image
anyone seen this or have any ideas?
Posted 19 years ago2005-09-11 17:18:31 UTC Post #134079
No info on your specific error. Sorry.

But the compile with the leak was quicker because vvis didn't run at all because of the leak error. I.e., this error wasn't encountered until you fixed your leak.
Posted 19 years ago2005-09-11 17:41:25 UTC Post #134087
Yeah but is this happen to everyone on vvis? It's a windows problem I am thinking, but I don't know why.
Posted 19 years ago2005-09-11 23:29:00 UTC Post #134120
It's something in your map, this is VALVe/HL2's way of saying something is wrong. Unfortunately, it's very obscure. Alt-P and look for any bad connections, faces, etc.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-09-12 01:26:28 UTC Post #134124
It's not even an application-handled error, it's a Microsoft Visual C++ error. You must have seen it before with Explorer, cash machines, etc. It's immensely obscure, and could be pretty much anything.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-09-12 11:44:27 UTC Post #134211
Nah it's Hammer alright and I believe I have had that error when I make the 'WORST' map in the world with no R_speed precautions and such and such...

I promise you if you try another map it will not show that message :aggrieved:
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-09-12 12:25:12 UTC Post #134236
Actually, SM is correct, habboi. That's not an error message that was built into Hammer. That's a stock error message that's part of Microsoft's dlls to handle processor faults.

I get it once in a while in MVC++ for weird stuff, like putting bracketed code in a header file and not following it with a semi-colon.
Posted 19 years ago2005-09-12 17:45:01 UTC Post #134315
Ive never seen it, but I get a similar error when I use hl2 too much (reload same map after changing it without exiting) but I just hit Enter and restart HL2
Posted 19 years ago2005-09-14 12:51:14 UTC Post #134680
i get that "oftern" with the levels you get to drive the buggy. (like every few min)
i seen it in an arcade on need for speed: underground too.
no idea what can be done about it however
Posted 19 years ago2005-09-15 19:18:46 UTC Post #134994
i have a problem like that too.. im making a cave section of a map and it goes smooth until .vvis. then it takes about 1/12 hours to compile the vis on a section that is only about 20ft. long. wth?? then i try to compile with fast vis. then i get this.

** Executing...
** Command: "d:program filesvalvesteamsteamapps808ratsourcesdkbinvbsp.exe"
** Parameters: -game "d:program filesvalvesteamsteamapps808ratcounter-strike sourcecstrike" "D:Program FilesValveSteamSteamApps808ratsourcesdk_contentcstrikemapsrcde_cave"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: d:program filesvalvesteamsteamapps808ratcounter-strike sourcecstrikematerials
Loading D:Program FilesValveSteamSteamApps808ratsourcesdk_contentcstrikemapsrcde_cave.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (2)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:Program FilesValveSteamSteamApps808ratsourcesdk_contentcstrikemapsrcde_cave.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (64953 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (141857 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing D:Program FilesValveSteamSteamApps808ratsourcesdk_contentcstrikemapsrcde_cave.bsp
5 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 3

** Executing...
** Command: "d:program filesvalvesteamsteamapps808ratsourcesdkbinvvis.exe"
** Parameters: -game "d:program filesvalvesteamsteamapps808ratcounter-strike sourcecstrike" -fast "D:Program FilesValveSteamSteamApps808ratsourcesdk_contentcstrikemapsrcde_cave"

Valve Software - vvis.exe (Dec 15 2004)
fastvis = true
1 threads
reading d:program filesvalvesteamsteamapps808ratsourcesdk_contentcstrikemapsrcde_cave.bsp
reading d:program filesvalvesteamsteamapps808ratsourcesdk_contentcstrikemapsrcde_cave.prt
664 portalclusters
2813 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (21)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 5988 visible clusters (0.00%)
Total clusters visible: 421155
Average clusters visible: 634
Building PAS...
Average clusters audible: 664
visdatasize:115500 compressed from 116864
writing d:program filesvalvesteamsteamapps808ratsourcesdk_contentcstrikemapsrcde_cave.bsp
22 seconds elapsed

** Executing...
** Command: "d:program filesvalvesteamsteamapps808ratsourcesdkbinvrad.exe"
** Parameters: -game "d:program filesvalvesteamsteamapps808ratcounter-strike sourcecstrike" "D:Program FilesValveSteamSteamApps808ratsourcesdk_contentcstrikemapsrcde_cave"

Valve Software - vrad.exe (Mar 8 2005)
--- Radiosity Simulator --
1 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file d:program filesvalvesteamsteamapps808ratsourcesdkbinlights.rad.
Loading d:program filesvalvesteamsteamapps808ratsourcesdk_contentcstrikemapsrcde_cave.bsp
1317 faces
4 degenerate faces
6812 square feet [980997.50 square inches]
4 displacements
1510 square feet [217508.22 square inches]
1313 patches before subdivision
2615 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (13)
transfers 91190, max 133
transfer lists: 0.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(799, 752, 674)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(98, 80, 59)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(18, 13, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(4, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0051 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 1/1024 48/49152 ( 0.1%)
brushes 74/8192 888/98304 ( 0.9%)
brushsides 1032/65536 8256/524288 ( 1.6%)
planes 1566/65536 31320/1310720 ( 2.4%)
vertexes 2789/65536 33468/786432 ( 4.3%)
nodes 895/65536 28640/2097152 ( 1.4%)
texinfos 155/12288 11160/884736 ( 1.3%)
texdata 10/2048 320/65536 ( 0.5%)
dispinfos 4/0 704/0 ( 0.0%)
disp_verts 324/0 6480/0 ( 0.0%)
disp_tris 512/0 1024/0 ( 0.0%)
disp_lmsamples 16/0 16/0 ( 0.0%)
faces 1317/65536 73752/3670016 ( 2.0%)
origfaces 437/65536 24472/3670016 ( 0.7%)
leaves 897/65536 50232/3670016 ( 1.4%)
leaffaces 1607/65536 3214/131072 ( 2.5%)
leafbrushes 406/65536 812/131072 ( 0.6%)
surfedges 7902/512000 31608/2048000 ( 1.5%)
edges 4310/256000 17240/1024000 ( 1.7%)
worldlights 1/8192 88/720896 ( 0.0%)
waterstrips 188/32768 1880/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3432/65536 6864/131072 ( 5.2%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 49416/0 ( 0.0%)
visdata [variable] 115500/16777216 ( 0.7%)
entdata [variable] 428/393216 ( 0.1%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 20222/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 64953/4194304 ( 1.5%)

Total Win32 BSP file data space used: 583023 bytes

Linux Specific Data:
physicssurface [variable] 141857/6291456 ( 2.3%)

Total Linux BSP file data space used: 659927 bytes

Total triangle count: 3625
Writing d:program filesvalvesteamsteamapps808ratsourcesdk_contentcstrikemapsrcde_cave.bsp
16 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:Program FilesValveSteamSteamApps808ratsourcesdk_contentcstrikemapsrcde_cave.bsp" "d:program filesvalvesteamsteamapps808ratcounter-strike sourcecstrikemapsde_cave.bsp"

urlhttp://img215.imageshack.us/img215/9177/deecave016zp.jpg[/url
heres a screenshot of it in Hammer.
Posted 19 years ago2005-09-15 19:21:02 UTC Post #134995
Posted 19 years ago2005-09-15 19:26:14 UTC Post #134996
Those stalagmites are probably not func_detail, right? Turn them into func_details. Your problems will likely vanish.
Posted 19 years ago2005-09-15 22:47:54 UTC Post #135009
ill try that! hey long time no see Captain P.
Posted 19 years ago2005-09-16 03:41:03 UTC Post #135018
it worked! thanks captain P. :cool:
Posted 19 years ago2005-09-16 05:21:36 UTC Post #135037
No problem. :)

Next time, try to keep your base architecture simple. Anything that's somewhat complex or oddly rotated and isn't necessary for VIS blocking is best put into func_detail. Saves VIS a lot of work and it avoids most problems like these.

Nice idea, a cave defusal map. But that path looks very narrow. Might widen it a bit to leave room for more players... ;)
Posted 19 years ago2005-09-16 09:55:26 UTC Post #135096
Bj I knew that part but my point was that Hammer was telling it to do it ^^

Anyway good job Captain, you beat me this time!
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-09-16 11:27:37 UTC Post #135127
Actually, habboi, Hammer had nothing to do with the error.

It's a system message generated due to a fault while vvis was running.
Posted 19 years ago2005-09-17 07:49:47 UTC Post #135231
Gah fine but I get that error due to hammer and VVIS errors...
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-09-17 10:10:40 UTC Post #135241
Right, discussion's over now, right? :P
Seventh-Monkey Seventh-MonkeyPretty nifty
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