Compile log mentions leaks but there are Created 7 years ago2016-12-31 22:59:59 UTC by NintyFan290 NintyFan290

Created 7 years ago2016-12-31 22:59:59 UTC by NintyFan290 NintyFan290

Posted 7 years ago2016-12-31 22:59:59 UTC Post #332927
So I complied my map and the compile log mentions leaks:

** Executing...
** Command: Change Directory
** Parameters: C:\Program Files (x86)\Steam\steamapps\common\Half-Life

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\cshift\maps\a1a0.map" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\cshift\maps\a1a0.map"

** Executing...
** Command: C:\PROGRA~2\Steam\STEAMA~1\common\HALF-L~2\VALVEH~1\compile\ZHLT34~1\hlcsg.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\cshift\maps\a1a0"

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~2\Steam\STEAMA~1\common\HALF-L~2\VALVEH~1\compile\ZHLT34~1\hlcsg.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\cshift\maps\a1a0"
Entering C:\Program Files (x86)\Steam\steamapps\common\Half-Life\cshift\maps\a1a0.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 4 ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds)
SetModelCenters:
10%...50%...60%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.09 seconds)

Including Wadfile: \program files (x86)\steam\steamapps\common\half-life sdk\valve hammer editor\zhlt.wad
  • Contains 1 used texture, 2.00 percent of map (22 textures in wad)
Using Wadfile: \program files (x86)\steam\steamapps\common\half-life\gearbox\opfor.wad
  • Contains 2 used textures, 4.00 percent of map (332 textures in wad)
Using Wadfile: \program files (x86)\steam\steamapps\common\half-life\valve\halflife.wad
  • Contains 45 used textures, 90.00 percent of map (3116 textures in wad)
Using Wadfile: \program files (x86)\steam\steamapps\common\half-life\valve\decals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \program files (x86)\steam\steamapps\common\half-life\valve\liquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \program files (x86)\steam\steamapps\common\half-life\decay\decay.wad
  • Contains 2 used textures, 4.00 percent of map (208 textures in wad)
added 2 additional animating textures.
Texture usage is at 0.29 mb (of 4.00 mb MAX)
0.22 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:\PROGRA~2\Steam\STEAMA~1\common\HALF-L~2\VALVEH~1\compile\ZHLT34~1\hlbsp.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\cshift\maps\a1a0"

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~2\Steam\STEAMA~1\common\HALF-L~2\VALVEH~1\compile\ZHLT34~1\hlbsp.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\cshift\maps\a1a0"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 4 ] [ 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] 417 (0.03 seconds)
Warning: === LEAK in hull 0 ===
Entity light @ ( 183, 579, 54)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 1] 337 (0.02 seconds)
SolidBSP [hull 2] 335 (0.02 seconds)
SolidBSP [hull 3] 358 (0.02 seconds)
0.22 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:\PROGRA~2\Steam\STEAMA~1\common\HALF-L~2\VALVEH~1\compile\ZHLT34~1\hlvis.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\cshift\maps\a1a0"

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: C:\PROGRA~2\Steam\STEAMA~1\common\HALF-L~2\VALVEH~1\compile\ZHLT34~1\hlvis.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\cshift\maps\a1a0"
There was a problem compiling the map.
Check the file C:\Program Files (x86)\Steam\steamapps\common\Half-Life\cshift\maps\a1a0.log for the cause.
--- END hlvis ---

** Executing...
** Command: C:\PROGRA~2\Steam\STEAMA~1\common\HALF-L~2\VALVEH~1\compile\ZHLT34~1\hlrad.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\cshift\maps\a1a0"

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~2\Steam\STEAMA~1\common\HALF-L~2\VALVEH~1\compile\ZHLT34~1\hlrad.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\cshift\maps\a1a0"
There was a problem compiling the map.
Check the file C:\Program Files (x86)\Steam\steamapps\common\Half-Life\cshift\maps\a1a0.log for the cause.
--- END hlrad ---

I looked all around my map (it's not that big) both in HL and in Hammer itself but there are no leaks at all. I've also checked for entities in the void but there are none and I haven't enclosed the map using a brush entity. Help would be appreciated.
NintyFan290 NintyFan290Trans rights!!
Posted 7 years ago2017-01-01 01:14:25 UTC Post #332928
Have you opened up the pointfile in Hammer? The compile automatically generates a pointfile. With the map open click on "Map" then go down to "Load Pointfile". It will draw a big red line around the map that will lead to where the leak is.
Posted 7 years ago2017-01-01 11:56:42 UTC Post #332932
Tried the pointfile but it keeps branching off and pointing to random places in the void.
NintyFan290 NintyFan290Trans rights!!
Posted 7 years ago2017-01-01 15:22:28 UTC Post #332933
It's useless in Hammer. Load it in-game. Noclip and follow it. It will go all over the place, but eventually, it will go right through your leak.
Posted 7 years ago2017-01-01 15:53:30 UTC Post #332936
Wait, you can load pointfiles ingame?
How have I not learned this after 9 years?

I always just load the .lin instead of the (default) .pts. Wraps around forever as well, but it's colour coded so it's easier to follow. Just look for the red.
Notewell NotewellGIASFELFEBREHBER
Posted 7 years ago2017-01-01 16:33:41 UTC Post #332937
^ yeah i didn't know that either Jeff :)

Make sue the origin x of none of your point/brush entities lies outside the void, and also make sure you didn't accidentally tie a brush that seals the world to entity.(entity report, filter by brush-based, select all and hide, and check to see if your world is still sealed)

Another helpful way to isolate leaks--especially on big maps--, is the "big-block" method, using large world blocks to mask off parts of your map, compile, check for leak(s), while reducing the size of the block each time narrow down where they are coming from.

Last but not least, be sure to Alt-P(check for problems) before each compile, because some errors can cause leaks, e.g., a really brush really messed up by VM, or a moving entity without a proper origin will place the origin at the center of the world, and if that area is exposed you may get a leak.

All else fails upload to Problem Maps? life is too short to agonize over leak hunting :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 7 years ago2017-01-01 17:00:49 UTC Post #332938
I didn't know you could load it in game either.

However, the few times I've had to use it, it did help me find the leak in Hammer. I guess results must vary though.
Posted 7 years ago2017-01-01 17:53:39 UTC Post #332939
Thanks for the recommendations guys, I tried one or two of them before but nothing. I can't try the rest right now though.
NintyFan290 NintyFan290Trans rights!!
Posted 7 years ago2017-01-01 18:00:25 UTC Post #332940
Upload the .rmf to the problem map vaults and one of us might be able to help find it for you.
Posted 7 years ago2017-01-01 20:14:18 UTC Post #332942
It's been forever since I did it but if my memory serves me right, you copy the pointfile along with the bsp to maps and in the game you use "loadpointfile" in the console.

I'm surprised many of you didn't know this. I'm pretty sure I learned it here.
Posted 7 years ago2017-01-01 20:48:05 UTC Post #332943
That may be why copy pointfile to map directory is enabled by default in the expert compile settings (if it's in Hammer for GoldSource or Source I don't remember).
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2017-01-01 23:59:08 UTC Post #332946
+1 didn't know you could load a pointfile ingame.

But yeah, I find using the .lin in Hammer to be most effective. It can be time consuming to follow it on huge maps, but on a relatively small map, you'll find the red end-point with ease.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2017-01-02 10:28:05 UTC Post #332947
Ok, I uploaded it to problem maps: http://twhl.info/vault.php?map=6146
NintyFan290 NintyFan290Trans rights!!
Posted 7 years ago2017-01-02 22:04:13 UTC Post #332951
Never tried loading the .lin at all - is it better than the pts?

And you used to have to load the pointfile in game back in the day before you could load it in-editor - but it only worked in software mode. I was glad they finally added that ability to Hammer.
Posted 7 years ago2017-01-02 22:05:32 UTC Post #332952
LIN files give you one line whereas PTS would give you multiple ones.
Posted 7 years ago2017-01-02 23:25:09 UTC Post #332954
Ok, although I've never seen multiple lines when I've loaded the pts.
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