Compiling large complex map Created 10 years ago2014-03-30 13:21:37 UTC by zeeba-G zeeba-G

Created 10 years ago2014-03-30 13:21:37 UTC by zeeba-G zeeba-G

Posted 10 years ago2014-03-30 13:21:37 UTC Post #318504
I'm trying to compile a large complex map with vis included. The compile ran over night in hammer 3.4 but still didn't finish.

I tried installing and using batch compiler but keep getting the error "error writing batch file C:Program Files(x86)Batch CompilerCompile.bat. I've used bc on a different computer and it worked fine. I checked nem's forums and other people reported the same error.

Anyone know a different compiler I can try or a solution?
Posted 10 years ago2014-03-30 14:55:44 UTC Post #318506
You can try Atoms Compilator link :)
Posted 10 years ago2014-03-30 15:30:34 UTC Post #318507
Changing the compiler frontend won't make it compile any faster afaik, though it will make it easier to select and tweak your compile options.

What tools are u using? Definitely give the latest VHLT and try to utilize it's func_details, if you aren't already.

If u like, PM me a link to the rmf, and I can give it a go on my rig.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-03-30 16:33:53 UTC Post #318509
It will run as long as it needs to, hammers output windows waits for the compilers to output something and even if hammer crashes the processes are still running although once one finishes another wont be started automatically. Worst case you can always type out the parameters in cmd and run it that way :)
rufee rufeeSledge fanboy
Posted 10 years ago2014-03-30 19:00:14 UTC Post #318516
Thanks for the help. I tried compilator but it crashes too.

I will consider sharing the rmf if I can't get it to work but would really like to compile myself as i'm porting the map for cz and cs1.6.

Captain do you have cz?

It's de_dust_thunder that i'm trying to compile with vis.

I also have another map i'd like to compile called de_aztec_temple for both 1.6 and cz.
Posted 10 years ago2014-03-30 19:15:16 UTC Post #318517
Yup i do. If you want me to play with it, please include all relevant info and material you can think of, including your preferred compile parameters.

Are you running -chart paramater? If yes, are you close to the limits on anything?

The main thing you can try to sort this yourself, is to simplify the work for VIS by changing anything besides cardinal shapes to func_wall/ func_illusionary/ func_detail(VHLT), but i'm sure you already know that ;)

Btw, i thought cz maps worked natively in cs 1.6, but apparently not eh? You should REALLY port your maps to CSGO when you get the time! =P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-03-30 19:19:11 UTC Post #318519
Yea I had removed the map because it wasn't compiled with vis. Yes that would be awesome to port it for csgo and cs source some day.

I wanted to make a new map for cz and 1.6 but didn't want to before uplading my previous work. Let me see if I can round up all the content needed for the maps. I'll just focus on de_dust_thunder for now.

Note, I used env_sprites as models so if you open the map in hammer it will crash unless you change your models folder to something like models1. Then when you want to play the map just change it back.

Also all but two of the models are included in cz so only the extra two are needed for cz but I think ten models are needed for cs1.6. I'll include them in the correct folders.

Btw I really appreciate it.
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