slow.. Created 17 years ago2006-09-05 19:46:41 UTC by LCP LCP

Created 17 years ago2006-09-05 19:46:41 UTC by LCP LCP

Posted 17 years ago2006-09-05 19:46:41 UTC Post #195739
i have a problem and i am a noob before anyone critizizes about my mapping i made this map and it slows down the game so much even windows ecurses at me! any ideas why? its not like i cant remake the map its just started but if i get the proiblem further on what should i do?
Posted 17 years ago2006-09-05 21:08:31 UTC Post #195741
How slow does it get? Like 5 fames per second or less?
Is the map fullbright(everything is completely light, no shadows)? Is there a huge open space in the map? Post your compile log there's alot we can find from the log.
Posted 17 years ago2006-09-06 15:44:38 UTC Post #195794
everything is completely bright and there is a large open space migth that be the problem? :nervous:
Posted 17 years ago2006-09-06 15:50:15 UTC Post #195795
you may have a leak if everything is completely bright. post your compile log
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-09-06 15:54:04 UTC Post #195796
** Executing...
** Command: Change Directory
** Parameters:

** Executing...
** Command: Copy File
** Parameters: "C:My Documentszhltasdf!.map" "C:My Documentszhltasdf!.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1HLCSG.EXE
** Parameters: "C:My Documentszhltasdf!"

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~1HLCSG.EXE "C:My Documentszhltasdf!"
Entering C:My Documentszhltasdf!.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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
50%...60%...70%...80%...90%... (0.17 seconds)
SetModelCenters:
20%...40%...60%...80%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%... (0.22 seconds)

Including Wadfile: program filesvalve hammer editorzhlt.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: program filessteamsteamappslcpuchehalf-lifebrainbreadbrainbread.wad
  • Contains 0 used textures, 0.00 percent of map (176 textures in wad)
Using Wadfile: program filessteamsteamappslcpuchehalf-lifehalflife.wad
  • Contains 10 used textures, 100.00 percent of map (3116 textures in wad)
added 8 additional animating textures.
Texture usage is at 0.14 mb (of 4.00 mb MAX)
0.49 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1HLBSP.EXE
** Parameters: "C:My Documentszhltasdf!"

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~1HLBSP.EXE "C:My Documentszhltasdf!"

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)

BSP generation successful, writing portal file 'C:My Documentszhltasdf!.prt'
0.27 seconds elapsed

--- END hlbsp ---

just out of this what exactly is a leak?
Posted 17 years ago2006-09-06 16:04:39 UTC Post #195798
why aren't you running VIS or RAD?

Make sure they're set to 'normal' when you compile.
If that doesnt fix it, get back to me.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-09-06 16:39:04 UTC Post #195801
Ok I know whats going on here. You are pretty much breaking the compile and the game with this map. The map is either full of bugs or your big open space is way too big for the game to render, resulting in pretty much the game torturing itself. You're going to need to make this big open space smaller, or cut it up with walls and stuff, and run a full compile with vis and rad included.

A leak is what happens when an entity is in the void. Basicaly its an opennig between inside an enclosed space and the void, hence the name "leak" because it "leaks" entities into the void. Don't close the entire map in a box, just close off what you need to because anything facing the void won't be rendered and won't need to be rendered(plus you might get the really-slow-game-breaking thing that you have right now).
Posted 17 years ago2006-09-06 19:08:20 UTC Post #195815
ok i will try thank you all :biggrin:
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