Killing FPS Created 18 years ago2005-08-11 20:17:37 UTC by Rept!le Rept!le

Created 18 years ago2005-08-11 20:17:37 UTC by Rept!le Rept!le

Posted 18 years ago2005-08-11 20:17:37 UTC Post #127180
Well, i've map a map, and while testing it out my FPS dropped like crazy. I become laggy and slow. I dont know whats causing this. Please help. Thanx.
Posted 18 years ago2005-08-11 21:30:20 UTC Post #127184
Was it full bright? Then you got a leak! Care to post your log? And your pc specs.
Posted 18 years ago2005-08-11 22:13:45 UTC Post #127187
And your ms,wpoly,epoly counts! :)
Posted 18 years ago2005-08-11 23:09:14 UTC Post #127193
lmao. I have no clue what you guys are saying. no i dont have any leaks.
Posted 18 years ago2005-08-12 00:13:30 UTC Post #127194
did you run vis?
Posted 18 years ago2005-08-12 03:49:01 UTC Post #127201
Copy and paste all the text that shows up in the box after you start compiling the map. AKA, the compile log.
Posted 18 years ago2005-08-12 05:30:44 UTC Post #127221
hlcsg v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlcsg ---
Command line: hlcsg.exe -nowadtextures "C:Documents and Settingssek-C. AustinDesktopdm_duel_austin"
Entering C:Documents and Settingssek-C. AustinDesktopdm_duel_austin.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 [ off ] [ 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]

3 brushes (totalling 18 sides) discarded from clipping hulls
CreateBrush:
Error: Entity 0, Brush 118: outside world(+/-4096): (4190,-132,138)(-4126,108,154)
Error: brush outside world
Description: The map has a problem which must be fixed
Howto Fix: Check www.zhlt.info for a detailed explanation of this problem

Error: Entity 0, Brush 118: outside world(+/-4096): (4206,-148,102)(-4110,124,190)
Error: Entity 0, Brush 118: outside world(+/-4096): (4222,-164,106)(-4094,140,186)
Error: Entity 0, Brush 118: outside world(+/-4096): (4206,-148,120)(-4110,124,172)
Error: Entity 0, Brush 119: outside world(+/-4096): (4430,-356,10)(-4414,668,26)
Error: Entity 0, Brush 119: outside world(+/-4096): (4446,-372,-26)(-4398,684,62)
Error: Entity 0, Brush 119: outside world(+/-4096): (4462,-388,-22)(-4382,700,58)
Error: Entity 0, Brush 119: outside world(+/-4096): (4446,-372,-8)(-4398,684,44)
Error: Entity 0, Brush 120: outside world(+/-4096): (4414,-372,-118)(-4286,-356,10)
Error: Entity 0, Brush 120: outside world(+/-4096): (4430,-388,-154)(-4270,-340,46)
Error: Entity 0, Brush 120: outside world(+/-4096): (4446,-404,-150)(-4254,-324,42)
Error: Entity 0, Brush 120: outside world(+/-4096): (4430,-388,-136)(-4270,-340,28)
Error: Entity 0, Brush 121: outside world(+/-4096): (4286,-740,-118)(-4270,-356,-6)
Error: Entity 0, Brush 121: outside world(+/-4096): (4302,-756,-154)(-4254,-340,30)
Error: Entity 0, Brush 121: outside world(+/-4096): (4318,-772,-150)(-4238,-324,26)
Error: Entity 0, Brush 121: outside world(+/-4096): (4302,-756,-136)(-4254,-340,12)
Error: Entity 0, Brush 122: outside world(+/-4096): (4414,-356,-134)(-4318,668,-118)
Error: Entity 0, Brush 122: outside world(+/-4096): (4430,-372,-170)(-4302,684,-82)
Error: Entity 0, Brush 122: outside world(+/-4096): (4446,-388,-166)(-4286,700,-86)
Error: Entity 0, Brush 122: outside world(+/-4096): (4430,-372,-152)(-4302,684,-100)
Error: Entity 0, Brush 123: outside world(+/-4096): (4430,-356,-118)(-4414,668,10)
Error: Entity 0, Brush 123: outside world(+/-4096): (4446,-372,-154)(-4398,684,46)
Error: Entity 0, Brush 123: outside world(+/-4096): (4462,-388,-150)(-4382,700,42)
Error: Entity 0, Brush 123: outside world(+/-4096): (4446,-372,-136)(-4398,684,28)
Error: Entity 0, Brush 124: outside world(+/-4096): (4190,-228,142)(-4126,-132,154)
Error: Entity 0, Brush 124: outside world(+/-4096): (4206,-244,106)(-4110,-116,190)
Error: Entity 0, Brush 124: outside world(+/-4096): (4222,-260,110)(-4094,-100,186)
Error: Entity 0, Brush 124: outside world(+/-4096): (4206,-244,124)(-4110,-116,172)
Error: Entity 0, Brush 125: outside world(+/-4096): (4190,108,142)(-4126,204,154)
Error: Entity 0, Brush 125: outside world(+/-4096): (4206,92,106)(-4110,220,190)
Error: Entity 0, Brush 125: outside world(+/-4096): (4222,76,110)(-4094,236,186)
Error: Entity 0, Brush 125: outside world(+/-4096): (4206,92,124)(-4110,220,172)
Error: Entity 0, Brush 126: outside world(+/-4096): (4190,444,142)(-4126,540,154)
Error: Entity 0, Brush 126: outside world(+/-4096): (4206,428,106)(-4110,556,190)
Error: Entity 0, Brush 126: outside world(+/-4096): (4222,412,110)(-4094,572,186)
Error: Entity 0, Brush 126: outside world(+/-4096): (4206,428,124)(-4110,556,172)
Error: Entity 0, Brush 127: outside world(+/-4096): (4414,-356,138)(-4190,668,154)
Error: Entity 0, Brush 127: outside world(+/-4096): (4430,-372,102)(-4174,684,190)
Error: Entity 0, Brush 127: outside world(+/-4096): (4446,-388,106)(-4158,700,186)
Error: Entity 0, Brush 127: outside world(+/-4096): (4430,-372,120)(-4174,684,172)
Error: Entity 0, Brush 128: outside world(+/-4096): (4190,-356,138)(-4126,-228,154)
Error: Entity 0, Brush 128: outside world(+/-4096): (4206,-372,102)(-4110,-212,190)
Error: Entity 0, Brush 128: outside world(+/-4096): (4222,-388,106)(-4094,-196,186)
Error: Entity 0, Brush 128: outside world(+/-4096): (4206,-372,120)(-4110,-212,172)
Error: Entity 0, Brush 129: outside world(+/-4096): (4190,540,138)(-4126,668,154)
Error: Entity 0, Brush 129: outside world(+/-4096): (4206,524,102)(-4110,684,190)
Error: Entity 0, Brush 129: outside world(+/-4096): (4222,508,106)(-4094,700,186)
Error: Entity 0, Brush 129: outside world(+/-4096): (4206,524,120)(-4110,684,172)
Error: Entity 0, Brush 130: outside world(+/-4096): (4190,204,138)(-4126,444,154)
Error: Entity 0, Brush 130: outside world(+/-4096): (4206,188,102)(-4110,460,190)
Error: Entity 0, Brush 130: outside world(+/-4096): (4222,172,106)(-4094,476,186)
Error: Entity 0, Brush 130: outside world(+/-4096): (4206,188,120)(-4110,460,172)
Error: Entity 0, Brush 131: outside world(+/-4096): (4430,-356,26)(-4414,668,138)
Error: Entity 0, Brush 131: outside world(+/-4096): (4446,-372,-10)(-4398,684,174)
Error: Entity 0, Brush 131: outside world(+/-4096): (4462,-388,-6)(-4382,700,170)
Error: Entity 0, Brush 131: outside world(+/-4096): (4446,-372,8)(-4398,684,156)
Error: Entity 0, Brush 132: outside world(+/-4096): (4414,547,20)(-4396,549,22)
Error: Entity 0, Brush 132: outside world(+/-4096): (4430,531,-16)(-4380,565,58)
Error: Entity 0, Brush 132: outside world(+/-4096): (4446,515,-12)(-4364,581,54)
Error: Entity 0, Brush 132: outside world(+/-4096): (4430,531,2)(-4380,565,40)
Error: Entity 0, Brush 133: outside world(+/-4096): (4414,547,9)(-4396,549,20)
Error: Entity 0, Brush 133: outside world(+/-4096): (4430,531,-27)(-4380,565,56)
Error: Entity 0, Brush 133: outside world(+/-4096): (4446,515,-23)(-4364,581,52)
Error: Entity 0, Brush 133: outside world(+/-4096): (4430,531,-9)(-4380,565,38)
Error: Entity 45, Brush 0: outside world(+/-4096): (4399,540,8)(-4380,556,25)
Error: Entity 45, Brush 0: outside world(+/-4096): (4415,524,-28)(-4364,572,61)
Error: Entity 45, Brush 0: outside world(+/-4096): (4431,508,-24)(-4348,588,57)
Error: Entity 45, Brush 0: outside world(+/-4096): (4415,524,-10)(-4364,572,43)
Error: Entity 46, Brush 0: outside world(+/-4096): (4366,-340,106)(-4350,-324,122)
Error: Entity 46, Brush 0: outside world(+/-4096): (4382,-356,70)(-4334,-308,158)
Error: Entity 46, Brush 0: outside world(+/-4096): (4398,-372,74)(-4318,-292,154)
Error: Entity 46, Brush 0: outside world(+/-4096): (4382,-356,88)(-4334,-308,140)
Error: Entity 47, Brush 0: outside world(+/-4096): (4398,-340,106)(-4382,-324,122)
Error: Entity 47, Brush 0: outside world(+/-4096): (4414,-356,70)(-4366,-308,158)
Error: Entity 47, Brush 0: outside world(+/-4096): (4430,-372,74)(-4350,-292,154)
Error: Entity 47, Brush 0: outside world(+/-4096): (4414,-356,88)(-4366,-308,140)
(2.80 seconds)

--- END hlcsg ---

hlbsp v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlbsp ---
Command line: hlbsp.exe "C:Documents and Settingssek-C. AustinDesktopdm_duel_austin"
>> There was a problem compiling the map.
>> Check the file C:Documents and Settingssek-C. AustinDesktopdm_duel_austin.log for the cause.

--- END hlbsp ---

hlvis v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlvis ---
Command line: hlvis.exe "C:Documents and Settingssek-C. AustinDesktopdm_duel_austin"
>> There was a problem compiling the map.
>> Check the file C:Documents and Settingssek-C. AustinDesktopdm_duel_austin.log for the cause.

--- END hlvis ---
Posted 18 years ago2005-08-12 05:32:24 UTC Post #127223
Check for problems (Alt+P)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2005-08-12 06:09:49 UTC Post #127225
No, it's caused by invalid solids. Unless your entire map is off the grid :|
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2005-08-12 07:35:55 UTC Post #127237
Well, it turns out i had some peices way out in the middle of no where. I got rid of those because i didnt need them. So i go and test my map, and i should be getting 100FPS ingame but for some odd reason while testing i get about 20 and my attack botons dont work. (mouse 1/mouse 2). :cry:
Posted 18 years ago2005-08-12 08:05:01 UTC Post #127240
Is there any easier to fix leaks or to find where you have them?...

SolidBSP [hull 0] 500...1000...1375 (0.70 seconds)
Warning: === LEAK in hull 0 ===
Entity info_target @ (-1328, 237, -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] 500...1000...1310 (0.48 seconds)
SolidBSP [hull 2] 500...1000...1327 (0.56 seconds)
SolidBSP [hull 3] 500...1000...1323 (0.50 seconds)
7.61 seconds elapsed
Posted 18 years ago2005-08-12 09:30:35 UTC Post #127263
When it tells you about the leak it usually gives the coordinates (i.e. x y z) meaning 0 0 0 is the center of the map.
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2005-08-12 11:44:31 UTC Post #127280
http://developer.valvesoftware.com/wiki/Leaks_explained does a good job with techniques for finding leaks. If HL2 but applies equally to HL1.
Posted 18 years ago2005-08-12 16:59:23 UTC Post #127313
Well, i tried using that solution to find leaks, but i can't seem to find them. Here is my picture of the pointfile.

ftp://krashoveride:supras@www.magikworx.com/map.JPG

Someone please help. ^_^
Posted 18 years ago2005-08-12 17:07:25 UTC Post #127317
http://www.slackiller.com/tommy14/errors.htm -look in here you'll find the answers to both of your quastions in that site! ;)
Posted 18 years ago2005-08-12 17:18:38 UTC Post #127322
Can't tell from the jpg. It's a bit small.

However, with the layout you have, you could use the "big block" method. Surround everything but one room with a big brush of some obvious texture. It may take a couple of brushes. They shouldn't be hollow and they should completely surround a couple of rooms plus hallways, etc. By surrounding a room with a big brush, any leaks in that room will be temporarily eliminated.

Make sure your player_start is not embedded in a block!

To save time, compile without vis or rad, just csg and bsp. Just look for the bsp result. If it says you have a leak, keep surrounding parts of what's left with big brushes until you don't have a leak.

Then make one of the big brushes a little smaller until the leak appears again. The leak is in the area you uncovered last. Look carefully in the area for the leak. Or load the point file which, with everything pretty much blocked off, should be easier to follow.

Fix the leak and compile again without changing your blocks to make sure you stopped the leak and to ensure there aren't multiple leaks (which you may very well have).

Keep reducing the size of blocks (or delete them) until you have all the leaks fixed.

Suggestion: Compile often! Say after adding just a few brushes. If you turn off vis and rad for those "quick" compiles, they'll go very quickly. With a map the size of yours, I would've compiled dozens of times. Taking 15 seconds to do a quick compile a dozen times is only a few minutes, a much shorter time than you're spending now finding a leak (or multiple leaks).
Posted 18 years ago2005-08-12 18:34:46 UTC Post #127334
Another good method would be to click the word 'camera' in the 3d view and from the drop-down menu select '3d flat'... press 'z' while your mouse pointer is in the 3d view and move around your map (from inside the rooms)... look for anything in black (the void) - that would be a leak. If anything black can be seen while your inside the rooms then it's a leak
Posted 18 years ago2005-08-12 18:39:30 UTC Post #127335
nasty grid...
Posted 18 years ago2005-08-12 19:29:21 UTC Post #127336
Well, i've tried just about everything and i still have a leak. :cry: If i give someone the .rmf would you be able to help me out? thanx.
Posted 18 years ago2005-08-12 19:29:36 UTC Post #127337
I had a similar problem, except it involved the water entity, whenever I got in it, the game got real choppoy and slow, and there would be a 3 second delay on movement. Had it checked wrong in the FX render mode I think.
Posted 18 years ago2005-08-12 22:37:08 UTC Post #127347
Posted 18 years ago2005-08-12 22:49:44 UTC Post #127351
I trie deverything in that tutorial. And i still have a leak. What i don't get is in the point file method i see crazy red lines but i have no clue where to start and how to trace them. The red lines don't show up in the 3d view so i have no way of checking to see where they start/finish.
Posted 18 years ago2005-08-12 22:54:29 UTC Post #127352
Use hammer 3.5 and the line will show up or view that point file through the game! ;) Do you have that help file that comes with worldcraft 2.1/3x/hammer 3.4 cause there is a tutorial in there about it? :|
Posted 18 years ago2005-08-13 10:01:31 UTC Post #127413
The "Leaks Explained" article url'd above explains how to find a place to start after loading a point file.
Posted 18 years ago2005-08-13 19:49:05 UTC Post #127519
Ok, so i resized my WHOLE map. : And i get 400 wpolly and about 2000 epolly. Any way to lower that #?
Posted 18 years ago2005-08-14 00:43:27 UTC Post #127529
400 wpolies is nothing! :lol: I got like 1000 in one of my maps!! :nuts: And as for epolies I got in my compo entery like 10556!! :o
Posted 18 years ago2005-08-14 06:18:01 UTC Post #127548
Well, i lowered some of the pollies. But i still lag. Is there any way to fix the lag? :furious:
Posted 18 years ago2005-08-14 06:21:38 UTC Post #127550
Post the whole compiling log you forgot the RAD! ;) And chack for problems! :glad:
Posted 18 years ago2005-08-14 06:36:24 UTC Post #127555
hlcsg v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlcsg ---
Command line: hlcsg.exe -nowadtextures "C:Documents and Settingsduel_dm_austin"
Entering C:Documents and Settingsduel_dm_austin.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 [ off ] [ 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]

3 brushes (totalling 18 sides) discarded from clipping hulls
CreateBrush:
(0.58 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.19 seconds)

Using Wadfile: documents and settingssek-c. austindesktopall.wad
  • Contains 38 used textures, 86.36 percent of map (4000 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsacousticage@hotmail.comhalf-lifetsts_ph.wad
  • Contains 2 used textures, 4.55 percent of map (126 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsacousticage@hotmail.comhalf-lifetscached.wad
  • Warning: Larger than expected texture (307980 bytes): 'CONBACK'
  • Warning: Larger than expected texture (307980 bytes): 'LOADING'
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsacousticage@hotmail.comhalf-lifetsdecals.wad
  • Contains 0 used textures, 0.00 percent of map (239 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsacousticage@hotmail.comhalf-lifetsfonts.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsacousticage@hotmail.comhalf-lifetspldecal.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsacousticage@hotmail.comhalf-lifetsspecialists.wad
  • Contains 0 used textures, 0.00 percent of map (116 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsacousticage@hotmail.comhalf-lifetstempdecal.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: program filesvalvesteamsteamappsacousticage@hotmail.comhalf-lifetstm_harbor.wad
  • Contains 4 used textures, 9.09 percent of map (125 textures in wad)
Warning: More than 8 wadfiles are in use. (9)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.

added 3 additional animating textures.
Texture usage is at 0.89 mb (of 4.00 mb MAX)
2.53 seconds elapsed

--- END hlcsg ---

hlbsp v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlbsp ---
Command line: hlbsp.exe "C:Documents and Settingsduel_dm_austin"

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...896 (0.14 seconds)
Warning: === LEAK in hull 0 ===
Entity info_player_deathmatch @ ( 25, 16,-178)
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] 500...821 (0.19 seconds)
SolidBSP [hull 2] 500...812 (0.16 seconds)
SolidBSP [hull 3] 500...849 (0.17 seconds)
2.67 seconds elapsed

--- END hlbsp ---

hlvis v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlvis ---
Command line: hlvis.exe "C:Documents and Settingsduel_dm_austin"
>> There was a problem compiling the map.
>> Check the file C:Documents and Settingsduel_dm_austin.log for the cause.

--- END hlvis ---
Posted 18 years ago2005-08-14 06:38:27 UTC Post #127556
I've tried everything to fix/find the leak. I think there isnt any hope. :cry:
Posted 18 years ago2005-08-14 06:52:11 UTC Post #127560
Warning: More than 8 wadfiles are in use. (9)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.
Try removing some wads that you don't use! I removed fonts.wad for I never used it!! ;)
SolidBSP [hull 0] 500...896 (0.14 seconds)
Warning: === LEAK in hull 0 ===
Entity info_player_deathmatch @ ( 25, 16,-178)
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
You still have a leak and thats the problem that causes the lag!! :lol: It says they is an origin brush(a brush textured with the origin texture and tied to a rotating object) outside your level!! It can be cause of a leak or that one of your origin brushes is actually outside(or only a part of it)! Look near all the orgin brushes in your level and chack if they are inside the level! ;) Try searching for it and if you faild after long searchs(at list an hour) and you got really tired of searching then post the map in the problem map vault maybe someone will find it for you! :tired: (only if you want to) And remember don't close your map with entities for they don't stop leaks! :|
Posted 18 years ago2005-08-14 06:55:46 UTC Post #127565
Mail me the .rmf, I could try to fix it for ya
gman666@gmail.com
And btw, you may wanna reduce the wadfiles you're using... keep them below 9...
Posted 18 years ago2005-08-14 16:11:16 UTC Post #127671
Ok cool. Thanx well i sent ya my .rmf file. Hope everything goes smoothly. :biggrin:
Posted 18 years ago2005-08-14 23:06:09 UTC Post #127687
Well Gman, i havent heard from you or anything, is everything ok?
Posted 18 years ago2005-08-15 00:14:31 UTC Post #127689
Wait a while longer, like a day or two
Posted 18 years ago2005-08-15 17:53:43 UTC Post #127823
I'm downloading it now.
EDIT: Half of your map is full of half unit leaks.... you rotated parts of the floor and you somehow managed to get them off grid.... Try not to use the 1 unit grid all the time, and if you're going to rotate anything at least hold down Shift. I just started looking for leaks about 5 minutes ago and I already found 4. But there's obviously still more...
Edit #2: Well I seemed to have fixed the first section of leaks... (about a dozen)
It's giving me some new choordinates, I'll continue working on it some time tomorrow...
Posted 18 years ago2005-08-16 05:53:51 UTC Post #127881
Thanks alot Gman. I really Appreciate it.
Posted 18 years ago2005-08-18 00:35:49 UTC Post #128192
Hey Gman is everything going alright? XD
Posted 18 years ago2005-08-18 01:42:11 UTC Post #128194
You know, we do have a private messaging system...
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-08-18 03:37:02 UTC Post #128199
And an edit button so you don't have to doble post! :biggrin:
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