In game Crashing Error, and Max Faces Created 15 years ago2009-03-11 16:52:40 UTC by psilous psilous

Created 15 years ago2009-03-11 16:52:40 UTC by psilous psilous

Posted 15 years ago2009-03-11 16:52:40 UTC Post #264076
Hi, This is my first post to the forums, and unfortunately its a request for advice. :aggrieved:

So I've been working on a few maps over the past week or so, and they look pretty nice (imo) I've even managed to test the gameplay value on the killbox edit (an earlier rendition) and all and all they seem like decent picks to me.

However,

I'm getting a rather disturbing error in BOTH of the maps that i've NEVER experienced befor..

A working bsp compiles, and I am able to host a game and spawn on the map.. everything APPEARS seemingly fine (except for a horrific rendering of walls/entities due to the vis crashing) until about 20-30 seconds gametime when the program just crashes (no matter where on the map I happen to be, or activating) and windows gives me an error "Half-Life has suffered an unexpected error and must shut down"

I've compiled them a few different ways, and I've found that The killbox remake WON'T crash if the skybox is not visible in any situation, although when I run it where the sky can be seen (through a func_wall) it will indefinately crash eventually.

At first I had thought that maybe being that it is a custom sky texture, perhaps that was causing the problem.. But the usmcc (2nd map with same error) uses normal cl_desert sky and still has the same problem when sky is visible (also, thats the map where large chunks of the map become transparent when compiling crashes.. and on this pent 2, is FAR mour occasional than not)

Anyways, I was just hoping someone could assist me in this situation?

You would remain forever in my graditude.

here are download links for the files..
  • psilos_killbox_reduxedition
http://www.megaupload.com/?d=QOPBE3GM
  • umscc official clan map "dimple"
http://www.megaupload.com/?d=GBH2ZWMC

Also, on a totally unrelated side note (as far as i can tell)..

I had run into a MAX_FACES error on another map I had been making (thinking of finishing), Can anyone tell me the maximum number of aloted faces a map can contain?

(sry if my spelling sux)

Thanks Again,
psilous of romainus

<3
Posted 15 years ago2009-03-11 17:04:24 UTC Post #264077
Welcome to TWHL.
Half-Life has suffered an unexpected error and must shut down
What version are you runing? Is it Steam, or WON? If you have WON HL1, with no updates, that may be the source of the problem. I'm not to experienced with either of these problems, though, so I'll let someone more experienced take over.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-03-11 17:16:45 UTC Post #264081
Wow! You got like a million trains in there. My guess is that there's a problem with either a train, or a path_corner.
For example, this:

[path_corner]
name: path01
next stop target: path01

will crash the game when a train passes through that path_corner. You can't have the next stop target property the same as the name property. I think this is why you're map is crashing.
Posted 15 years ago2009-03-15 06:56:15 UTC Post #264141
That did not help..

I dont have any faults within the path_corner 's (and i've roughed it out to about 70 in counting.. lol)

damn me and my showmanship.

so anyways.. any other advice?

(mour specifically the max number of faces a map can have, for a totally unrelated map, but still important)
Posted 15 years ago2009-03-15 07:31:11 UTC Post #264142
This is the compile log for psilos kill box, as im getting it

hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: C:\PROGRA~1\VALVEH~1\hlcsg.exe c:\DOCUME~1\PSILOU~1\desktop\PSILOS~2\oldmap\pkbbravo
Entering c:\DOCUME~1\PSILOU~1\desktop\PSILOS~2\oldmap\pkbbravo.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 [ on ] [ 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
Wadinclude list :
[zhlt.wad]

34 brushes (totalling 204 sides) discarded from clipping hulls
CreateBrush:
(4.95 seconds)
SetModelCenters:
(0.05 seconds)
CSGBrush:
(2.25 seconds)

Using Wadfile: \documents and settings\psilous of romainus\desktop\psilos_killbox_reduxedition\[psiwads]againanagain.wad
  • Contains 134 used textures, 100.00 percent of map (213 textures in wad)
added 62 additional animating textures.
Texture usage is at 2.09 mb (of 4.00 mb MAX)
8.11 seconds elapsed

--- END hlcsg ---

hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: C:\PROGRA~1\VALVEH~1\hlbsp.exe c:\DOCUME~1\PSILOU~1\desktop\PSILOS~2\oldmap\pkbbravo

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 ]
noopt [ 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 8192)

SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3108 (0.41 seconds)
BSP generation successful, writing portal file 'c:\DOCUME~1\PSILOU~1\desktop\PSILOS~2\oldmap\pkbbravo.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4120 (0.66 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4063 (0.56 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4256 (0.70 seconds)
7.28 seconds elapsed

--- END hlbsp ---

hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: C:\PROGRA~1\VALVEH~1\hlrad.exe c:\DOCUME~1\PSILOU~1\desktop\PSILOS~2\oldmap\pkbbravo

= Current hlrad 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 ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'C:\PROGRA~1\VALVEH~1\lights.rad']
[59 texlights parsed from 'C:\PROGRA~1\VALVEH~1\lights.rad']

Warning: No vis information, direct lighting only.
6934 faces
Create Patches : 37630 base patches
0 opaque faces
2561599 square feet [368870336.00 square inches]
1109 direct lights

BuildFacelights:
(229.11 seconds)
FinalLightFace:
(0.31 seconds)
231.92 seconds elapsed [3m 51s]

--- END hlrad ---
Posted 15 years ago2009-03-15 08:40:48 UTC Post #264143
You forgot to run hlvis.
Posted 15 years ago2009-03-15 21:14:33 UTC Post #264149
Hlvis always crashes on my computer..

So i ran the rad first so the lights would compile.

maybe theres some means of preventing this?!

I run a super old Pentium 2, 258 mb, 40 gig, (no vid)
hammer 3.5 with zoners 256-b (or something i believe)

any particular compiler you can suggest?

also, a rough estimate about how many faces a map can have would be nice.. i heard it was somewhere between 50,000 and 100,000 or less? still can't lay any debate to rest on this though, the map in question (psilos_lesbia) had/has 19647 faces
Posted 15 years ago2009-03-16 08:11:02 UTC Post #264164
How are you compiling the map, from Hammer or by using a batch-file? You should compile with a batch-file, that way, Hammer doesn't need to run in background which will free up some RAM for the compile tools to use instead.
Posted 15 years ago2009-03-16 08:39:52 UTC Post #264165
any particular compiler you can suggest?
The Compilator
also, a rough estimate about how many faces a map can have would be nice
When you get the compilator running--doesn't take long, it's the easiest compiler out there to configure by a longshot--, under "shared optons" make sure the "-chart" command is checked. this way, it will tell you how much mapping resources you've used (and how much you have left) in percentages...
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-17 20:06:48 UTC Post #264228
When you get the compilator running--doesn't take long
ok so.. i started this compilator thing on a map i knew wouldnt work (the one with too many faces) about 6pm yesterday (its 8pm) and it has gotten to 50% on the leafthread portion (although it IS still running.. im certain it will take another day to compile it complete)

so.. far as any actual input.. guess i just felt like contridiciting you on the 'doesnt take long' aspect you mentioned

:rly:

i do however appreciate that it shows me to the number on what part of the compile its on.. looking forward to using it to complete other maps

also! is it wise (or for that matter even possible) to run multiple instances of compiloater?
Posted 15 years ago2009-03-17 20:35:43 UTC Post #264229
no no, you misunderstand. Compilator is a front end, Graphical user interface to utilize the compile tools--zhlt--to compile your map. It doesn't make your map compile faster! (well a little faster because you don't need Hammer process running in the background)

I meant it doesn't take long to CONFIGURE the compilator. Faster/easier than nem's, and most certainly faster/better than using Hammer to compile!

Poorly optimized maps are what cause your compile VIS and RAD to last an inordinately long time. Attributes of a poorly optimized map:

Huge wide open box with no visblockers--world brushes block vis, entity brushes don't-, where every part of the map is visible to every other part of the map.
-complex objects like cylinders are world brushes--make them func_illusionaries! (also saves you on clipnodes)
-texture scales. huge maps with huge expanses of textures scaled to 1.00 and below will DRASTICALLY increase your compile time. Uping the scale to 2 or above on textures will make your compile MUCH faster. Uping your scale too much will make the map and lighting look bad, so experiment to see what works. Some textures look better than others scaled up, and in general, stuff that is far away from the player can be scaled way up. Do a quick test map to see what i mean about texture scales:

1. make a big hollow box with a info_player_start and some lighting in it.
2. scale the x and y to 3 and compile--should compile almost immediately.
3. reopen the map and change the scale for everything to like .20 and marvel at how much longer the compile takes. (Keep in mind too, this is only an empty box. If you you have a entire map full of stuff scaled low, you can make the compile last a rediculous amount of time! = ) )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-18 01:22:11 UTC Post #264233
cool cool..

im a bit of a veteran myself with worldcraft (hammer editor) so i've got the scaleing thing down pretty decently.. I've actually found my problem with the lesbia map.. it froze during compiling the leafthread WITH compiolator.. so i forced closing/shut down on prog and copyed the log..

this is what i got from it
hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: hlcsg.exe -wadinclude [psiwads]leszo.wad -chart -estimate -texdata 8192 "C:\Documents and Settings\psilous of romainus\Desktop\psilos_lesbia\maps\pltest5.map"
Entering C:\Documents and Settings\psilous of romainus\Desktop\psilos_lesbia\maps\pltest5.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 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 [ on ] [ 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
Wadinclude list :
[zhlt.wad]
[[psiwads]leszo.wad]

172 brushes (totalling 1251 sides) discarded from clipping hulls
CreateBrush:
(72.11 seconds)
SetModelCenters:
(0.05 seconds)
CSGBrush:
(16.50 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 0/400 0/25600 ( 0.0%)
planes 36670/32768 733400/655360 (111.9%)
vertexes 0/65535 0/786420 ( 0.0%)
nodes 0/32767 0/786408 ( 0.0%)
texinfos 3448/32767 137920/1310680 (10.5%)
faces 0/65535 0/1310700 ( 0.0%)
clipnodes 0/32767 0/262136 ( 0.0%)
leaves 0/8192 0/229376 ( 0.0%)
marksurfaces 0/65535 0/131070 ( 0.0%)
surfedges 0/512000 0/2048000 ( 0.0%)
edges 0/256000 0/1024000 ( 0.0%)
texdata [variable] 0/8388608 ( 0.0%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 0/524288 ( 0.0%)
0 textures referenced

Total BSP file data space used: 871320 bytes

Including Wadfile: \documents and settings\psilous of romainus\desktop\psilos_lesbia\[psiwads]leszo.wad
  • Contains 199 used textures, 100.00 percent of map (247 textures in wad)
added 11 additional animating textures.
Texture usage is at 2.25 mb (of 8.00 mb MAX)
92.91 seconds elapsed [1m 32s]

--- END hlcsg ---

hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: hlvis.exe -chart -estimate -texdata 8192 "C:\Documents and Settings\psilous of romainus\Desktop\psilos_lesbia\maps\pltest5.map"
7384 portalleafs
28331 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
(1919.95 seconds)
LeafThread:

--- END hlvis ---

in the bsp section you can notice i had recieved the line:

planes 36670/32768 733400/655360 (111.9%)

so i believe that is my problem right there.. as long as i can manage to drop the places faces by about 4000 it should work out just fine as i assume..

which im planning on useing your suggestion about turning afew of the complexed faces into illusionary (should bring me down to about 2000 left) the rest i can just re construct without using a complicated carved shape

i believe.

unless you have other suggestions?
Posted 15 years ago2009-03-18 01:34:41 UTC Post #264234
try cliptype simple. Most people will tell you "precise" is better, but "simple" gives you more resource (i think it will free up planes for you but i'm not sure). Give it a try with your other methods if you want. = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-20 20:14:34 UTC Post #264360
AAAUAGGHGHGH~~!!~!~!

I'm losing my damn mind !

This compilator garbages is SUCK extrodinair.

I started compiling the psilos_killredux (final name of map)
everything was going FINE again until i get to the leafthread portion..
it ran along fine until about 60% then apparently froze, so i waited a moment and after about 4-6 hours it started moving again (slowly) but moving.. until it got to 96% (11779 of 12170, where it is now) and just stopped as far as i can assume. its been 24 hours AN ENTIRE DAY since its moved a point.. im afraid to close the compiler just because this 1 point has taken so long

any suggestions, because 3 days just seems a little long for a compile ?!?!(and this is a relatively small map, as far as most maps generally run)
Posted 15 years ago2009-03-21 03:24:17 UTC Post #264368
There is nothing wrong with the compilator! The problem(s) lie with your map that is causing the compile to last 3 days.... (and yeah 3 day is a damn rediculous amount of time)

Post your latest compile log and a link to your map and we'll take a look.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-21 06:30:58 UTC Post #264371
Have you fixed the map so it doesn't go over the "planes" limit? That's the first thing you need to do.

About the long compile time, since you're on an old Pentium with 256mb RAM it's going to take a long time. But make sure you're not compiling directly from the Compilator, you want as much free RAM-memory as possible. The Compilator has a "Save as batch file"-button I believe, save down the .bat file to the same folder where you got the compile tools. Then completely close down the Compilator and all other unnecessary programs and then run the .bat-file (double-click it).
Posted 15 years ago2009-03-21 10:13:29 UTC Post #264378
The problem is not the Compilator, its your map.

You got all kinds of SOLID WORLD brushes floating around in your map in mid air. Most if not all of those brushes have weird shapes. Both of these factors make HLVis choke.

The solution:

Turn each one of those floating brushes into func_walls. Do the same with other complex weird shaped geometry and groups of detail brushes. Groups of detail brushes are best turned into one entity. Don't func_wall to much, only complex shapes and groups of detail brushes. Thin and/or small brushes (think cables) are best turned into func_illusionaries.
Posted 15 years ago2009-03-21 15:11:31 UTC Post #264387
The map im talking about with the compiling error (taking 3 days, crashing, ect) isnt the same map as the one with too many face count.

This one actually has a rather low amount of faces in it.. like about 1/3 of the max i believe.. last time i checked log.

So anyways, this map is COMPLETELY finished, except i cannot get it to compile for the f*ck of me.. im not really sure how to describe it.

Here's a download link (for those asking for it)to the
finished yet improperly compiled version of the map:

http://www.megaupload.com/?d=1LJL3NEZ

and heres the latest compile log i've received from said map:
hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: hlcsg.exe -wadinclude [psiwads]againanagain.wad -chart -estimate -texdata 8192 "C:\Documents and Settings\psilous of romainus\Desktop\psilos_killbox_reduxedition\oldmap\psilos_killredux.map"
Entering C:\Documents and Settings\psilous of romainus\Desktop\psilos_killbox_reduxedition\oldmap\psilos_killredux.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 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 [ on ] [ 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
Wadinclude list :
[zhlt.wad]
[[psiwads]againanagain.wad]

34 brushes (totalling 204 sides) discarded from clipping hulls
CreateBrush:
(4.94 seconds)
SetModelCenters:
(0.03 seconds)
CSGBrush:
(2.38 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 0/400 0/25600 ( 0.0%)
planes 9892/32768 197840/655360 (30.2%)
vertexes 0/65535 0/786420 ( 0.0%)
nodes 0/32767 0/786408 ( 0.0%)
texinfos 1000/32767 40000/1310680 ( 3.1%)
faces 0/65535 0/1310700 ( 0.0%)
clipnodes 0/32767 0/262136 ( 0.0%)
leaves 0/8192 0/229376 ( 0.0%)
marksurfaces 0/65535 0/131070 ( 0.0%)
surfedges 0/512000 0/2048000 ( 0.0%)
edges 0/256000 0/1024000 ( 0.0%)
texdata [variable] 0/8388608 ( 0.0%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 0/524288 ( 0.0%)
0 textures referenced

Total BSP file data space used: 237840 bytes

Including Wadfile: \documents and settings\psilous of romainus\desktop\psilos_killbox_reduxedition\[psiwads]againanagain.wad
  • Contains 134 used textures, 100.00 percent of map (213 textures in wad)
added 62 additional animating textures.
Texture usage is at 2.09 mb (of 8.00 mb MAX)
8.64 seconds elapsed

--- END hlcsg ---

hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: hlbsp.exe -chart -estimate -texdata 8192 "C:\Documents and Settings\psilous of romainus\Desktop\psilos_killbox_reduxedition\oldmap\psilos_killredux.map"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ 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 8192)

SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3108 (0.41 seconds)
BSP generation successful, writing portal file 'C:\Documents and Settings\psilous of romainus\Desktop\psilos_killbox_reduxedition\oldmap\psilos_killredux.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4120 (0.64 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4063 (0.58 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4256 (0.70 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 279/400 17856/25600 (69.8%)
planes 4433/32768 88660/655360 (13.5%)
vertexes 9249/65535 110988/786420 (14.1%)
nodes 4705/32767 112920/786408 (14.4%)
texinfos 1000/32767 40000/1310680 ( 3.1%)
faces 6934/65535 138680/1310700 (10.6%)
clipnodes 17215/32767 137720/262136 (52.5%)
leaves 3438/8192 96264/229376 (42.0%)
marksurfaces 7949/65535 15898/131070 (12.1%)
surfedges 30630/512000 122520/2048000 ( 6.0%)
edges 16047/256000 64188/1024000 ( 6.3%)
texdata [variable] 2193140/8388608 (26.1%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 97438/524288 (18.6%)
196 textures referenced

Total BSP file data space used: 3236272 bytes

7.61 seconds elapsed

--- END hlbsp ---

hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: hlvis.exe -chart -estimate -texdata 8192 "C:\Documents and Settings\psilous of romainus\Desktop\psilos_killbox_reduxedition\oldmap\psilos_killredux.map"
1622 portalleafs
6085 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
(89.20 seconds)
LeafThread:

--- END hlvis ---
note that it always locks up for me around the time it prepares the leaf thread. (this was when i closed the program after waiting 3 days, 2 of which were the very slow moving leaf portion, until the final 8 hours when it did not move a single digit)

If you can help, PLEASE by all means do what you will (and feel free to add props for yourself into the map or .txt where ever you see fit)

thanks again
  • psi
Posted 15 years ago2009-03-21 16:32:41 UTC Post #264388
That is the map i was reffering too. You really need to tie those floating in mid air brushes into func_walls, like i said a couple posts up.

Holly shit!
No wonder VIS is choking:
User posted image
Posted 15 years ago2009-03-21 18:18:14 UTC Post #264392
Did you do an Alt+P? Those brushes don't look valid, You could also look into using Hl-FIX. The compilator supports it.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-03-21 18:23:41 UTC Post #264393
You are forgetting something... The current version of the Compilator currently available to the public does'nt support HLFix. The current version that is close to release does.
Posted 15 years ago2009-03-21 20:18:39 UTC Post #264394
LUL give him the beta test Muzz! = )
Turn each one of those floating brushes into func_walls. Do the same with other complex weird shaped geometry and groups of detail brushes.
Muzz is there anything wrong with changing the complex geometry as well to func_illusionaries, instead of func_walls?(reduces clipnodes, no?) I always change any weird geometry to func_illusionaries, and if the player can touch them, i place a simple, cube-shaped clip blocks under them, like you would with a cycler...

Is there any downside to changing tomany world brushes to func_illusionary?

psilous: I opened up your map and there are no errors i can find(this is some crazy-looking stuff!). I'm compiling your map now with:

csg: -cliptypesimple
vis: -full
rad -extra -bounce 1
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-21 21:39:09 UTC Post #264398
currently available to the public does'nt support HLFix
forgot about that
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-03-21 21:59:34 UTC Post #264399
Compiled for me fine, a little over an hour...

It's a crazy map, and a touch pornographicish... = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-22 01:20:33 UTC Post #264406
really?!? omg thats amazingly good news!!

maybe it is just my hardware thats always been the problem

hey!
can you send me a copy of the working compile to my email?

kichikubeihei@hotmail.com

thanks homie
your a great help

hmm, perhaps you would be willing to compile another map for me?
(when time permits me to get a finished beta together)

do you have msn?
Posted 15 years ago2009-03-22 01:38:20 UTC Post #264407
can you send me a copy of the working compile
i don't know what you mean, i just compiled your .rmf file... (did you download the bsp file from the link above?

msn: captain0terror@hotmail.com
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-22 07:54:59 UTC Post #264415
oh sry.. heh.. i was posting on a pstriple earlier, it didnt display the link in the text

im testing the map/adding you to msn now

^-^
Posted 15 years ago2009-03-22 08:01:20 UTC Post #264416
err.. fatal error: could not open rooms.wad

did you compile this with mour than the [psiwads] .wad ?!?!

:/

or am i missing something?
Posted 15 years ago2009-03-22 10:02:06 UTC Post #264418
CT, you forgot to wadinclude/remove rooms.wad.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-03-22 15:01:34 UTC Post #264430
Muzz is there anything wrong with changing the complex geometry as well to func_illusionaries, instead of func_walls?
Well, use func_illusionaries only where:
  • the player can never touch them
  • the player needs to able to shoot through (grating)
But if the player can touch it, its best to use func_walls instead OR by using CLIP brushes.

Note that func entities are drawn much quicker than world geometry. Have to many of them and you'll get the "Too many objects in visible packet list" error.

Maybe i should write a tutorial/article on when you would use func_wall and when you would use func_illusionaries...
Posted 15 years ago2009-03-22 18:28:43 UTC Post #264444
Heh, sounds good.

but hey, while i have your attention..

whats with this "bad cache size: 0 " error im getting (in this totally beta map i just threw together in an hour or two

its completely small and i dont even get the error everywhere...

just when i enter this certain spot on the map and i look up at the ceiling (about 6-7 char spaces away) or im in mid air in the same spot looking down a hallway (about 400m total down the hall, dunno how they meausre this.. about 30 char spaces)

i read up on this error here:
http://www.slackiller.com/tommy14/errors.htm

and they say its due to lack of memory or a perpendicular face, but hammer gives me no error on the face.. so im confused as to why such a small map would cause that kind of problem

heres some screenies --
User posted image
/editz

gawd, i'd totally get an A+ in female anatomy
Posted 15 years ago2009-03-22 20:29:07 UTC Post #264449
Possible causes are many, including too little RAM
Besides what it says in Tommy14's site i don't know what to tell you other than, i think we're seeing a recurring theme: YOUR COMPUTER IS FAIL!

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-22 21:34:52 UTC Post #264451
hahaha.. could have told you that one the moment i ever attempted anything concerning such a device

..hey, did you happen to get a .bsp together that only uses the wad i sent wit hte .rfm ?!

hrmmmm... ?!?! ^-^
Posted 15 years ago2009-03-22 23:10:45 UTC Post #264453
err.. fatal error: could not open rooms.wad"
oh crap how stupid of me, i'm sorry!

copy/paste any wad in your valve directory, rename it to rooms.wad, and you should be good to go... (there are no textures used in your map from the actual rooms.wad, i didn't change anything)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-23 03:49:22 UTC Post #264454
Hey, nice psychedelic trophy!
Posted 15 years ago2009-03-23 09:44:57 UTC Post #264455
lol, its a uterus!

mostly... mostly.
Posted 15 years ago2009-03-23 11:44:19 UTC Post #264457
Congrats, you're the first person I've seen to post screenies of a vagina map.
Posted 15 years ago2009-03-23 17:27:21 UTC Post #264476
NEW COMPO
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-23 21:11:40 UTC Post #264485
new compo?!?

DOOOD.. i got a problem with the map..

you say you dont have any problems running it at all? Did you test it thuroughly?! (sry, spelling is above me)

I can't get it to run on 1.6 (steam version) it locks up my comp everytime i try.. and when i run it in 1.04, the inside of hte map works perfectly (aside from 1 trigger_once break trigger, but thats acutally manageable to play with, so not incredibly disappointing). however, when you get into the room with the thrown, it will crash if i move/turn in any direction, or the camera changes for any apparent reason (i.e. going into 3rd person for death sequence or in console)

It won't crash immediately if i spawn in the thrown room, but any step beyond that and it just closes giving me a 'half life recieved an error'

as for the outside of the map, i havent gotten to test it, i havent received a spawn on the outside portion of it (cloesest to sky texture) in my 50 some attempts

do you have ANY idea as to why that would happen? do you think it could have something to do with the sprites? cause the sprites werent even visible (nor were the func_walls that are transparent to see to the sky)

it only crashes for me in that room (and theres really not that much crazy arcutecture apart from the thrown itself, which was visible at one spawn, but was not for the other crashes)

im at a complete loss homie... can you enlighten me? taking out the fire sprites wouldnt cause a difference would it?

i dunno.. its traumatizing
Posted 15 years ago2009-03-23 22:24:55 UTC Post #264490
Runs fine for me with no errors... I'm guessing it's your computer, but maybe someone else can play it and verify? Maybe if you tried adding more ram or increasing the size of your pagefile?

What are your computer specs, anyway?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-23 23:22:20 UTC Post #264492
lemme check..

ehh.. heh, uhm, something happen to my pent 2? omg! fucking computer theft! that may be why in the first place.. HAHAHAHA.. i feel so betrayed

anyways, specs are:
Intel(R) Celeron(TM) CPU
1400MHz
1.40GHz
256MB Ram

no vid (runs in software 450 x 500, whatever 2nd to lowest rees is)
on board sound
ALSO, I let my friend try to run it (the .bsp you hosted at file front)
and he got a ' ED_Alloc: No free Edicts '

which i am to understand means too many entities in the map?!?

i did not recieve that error when i went to run it.. and the portion it crashes on, does not have that many entites in it (*GASP.. i just thought, it does have a rather high number of light entites in specific spot i crash in the thrown room, maybe that IS the problem?)

It looks really good for me to start removing lights though.. GEEJ this is wrechid

maybe just drop a few of the middle lights at 255 255 255 200 (i believe there are 4 of them) that will still leave the ones highlighting hte pictures looking nice, fuck center room visibility

your thoughts?
Posted 15 years ago2009-03-24 00:35:36 UTC Post #264493
Yeah i dunno you could try going totally black and make the pictures texture lights with varying brighness/colors... might be cool. neway i'm willing to compile once in a while for you, but it's not very practicle to map with a computer that takes 3 days to compile and still doesn't finish.. you should honesty get a new computer!
STEALING IS AN OPTION

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-24 03:52:29 UTC Post #264495
lol.. no my friend, stealing is the ONLY option.

btw, on like a totally not so related note that probably wont become of anything down the road that im certain will not bite me in the ass for any alleged discussed or undicussed underlined obscured refrences..

..but where do the writters of family guy happen to reside? do you know?

.... HA!
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