leak in info_player_start
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Re: leak in info_player_start
Posted by zed_katarn on Sat Sep 6th at 2:52pm 2003


OK, this is the second map that this has happened on. basically when i try to compile the map it gives me this:

"Warning: === LEAK in hull 1 ===
Entity info_player_start @ ( 192,-512,-256)
Warning: === LEAK in hull 2 ===
Entity info_player_start @ ( 192,-512,-256)
Warning: === LEAK in hull 3 ===
Entity info_player_start @ ( 192,-512,-256)
2.08 seconds elapsed"

The info_player start is in the map not outside the sealed area, with the other map where this happened i had several player starts (it was for cs) and as i deleted the problem entities the leak just jumped into a different one.

 

help would be great, thanks.

 





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Re: leak in info_player_start
Posted by UltimateRugal on Sat Sep 6th at 2:54pm 2003


You have a leak near that entity, find the cordinates and search. Or the info_player_start is in the void somewhere. [addsig]



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Re: leak in info_player_start
Posted by zed_katarn on Sat Sep 6th at 2:55pm 2003


I've put a box around the whole map, it cant be leaking. i basically created a solid box around the whole thing then hollowed it outwards.



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Re: leak in info_player_start
Posted by DesPlesda on Sat Sep 6th at 2:56pm 2003


The leak isn't in the info_player_start, that notification's there to tell you the entity that the pointfile starts from. The leak will be nearby; when you load HL, bring up the console and type 'pointfile'. A line will appear that goes through the leak.



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Re: leak in info_player_start
Posted by zed_katarn on Sat Sep 6th at 4:06pm 2003


well i made the map for tfc but to test it i just ran it in hl, in order to do that i made all the textures the same (from the hl textures) and it seems to have fixed the problem... bizzare or what.

 

Thanks for your help, guys





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Re: leak in info_player_start
Posted by Orpheus on Sat Sep 6th at 5:22pm 2003


? posted by zed_katarn

OK, this is the second map that this has happened on. basically when i try to compile the map it gives me this:

"Warning: === LEAK in hull 1 ===
Entity info_player_start @ ( 192,-512,-256)
Warning: === LEAK in hull 2 ===
Entity info_player_start @ ( 192,-512,-256)
Warning: === LEAK in hull 3 ===
Entity info_player_start @ ( 192,-512,-256)
2.08 seconds elapsed"

what has my panties all twisted is these three numbers, i have never seen 2 nor 3 in all my mapping, but i have to point out that i so rarely have a leak, that could explain why, also the fact that i compile so often would narrow my chances of ever doing so..

but what scares me is the fact that you have a box around the whole thing, this is almost as destructive as carving IMO, but thats another story, because putting boxes around maps create s**tloads of POSSIBLE errors, (and i an not discounting that this may be the case even now)

use the pointfile command that you were already told about, but we have/had s**tloads of tut's on locating leaks, i suspect you didn't look for them, or v4 has not had them included yet..

post the entire compile log, i am betting there is another message in it... wanna lay odds guys :/

 

? posted by zed_katarn

well i made the map for tfc but to test it i just ran it in hl, in order to do that i made all the textures the same (from the hl textures) and it seems to have fixed the problem... bizzare or what.

 

Thanks for your help, guys

yeah, cause its impossible... [addsig]




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Re: leak in info_player_start
Posted by zed_katarn on Sat Sep 6th at 5:34pm 2003


well i didnt change the shape or position of anything, i just said select all then changed the textures.

EDIT:

Yeah, i put a box around the whole thing because the whole thing at this point is a bridge and 4 buildings, i'm not done yet.

Whole code:

 


** Executing...
** Command: Change Directory
** Parameters: D:\Games\Half-Life


** Executing...
** Command: Copy File
** Parameters: "C:\My Documents\h-l maps\crossover.map" "D:\Games\Half-Life\valve\maps\crossover.map"


** Executing...
** Command: D:\GAMES\VALVEH~1\ZHLT\HLCSG.EXE
** Parameters: "D:\Games\Half-Life\valve\maps\crossover"

hlcsg v2.5.3 rel (May  2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
-----  BEGIN  hlcsg -----
Command line: D:\GAMES\VALVEH~1\ZHLT\HLCSG.EXE D:\Games\Half-Life\valve\maps\crossover

-= 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 ]
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 ]

Wadinclude list :
[zhlt.wad]


entering D:\Games\Half-Life\valve\maps\crossover.map
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.32 seconds)
SetModelCenters:
 (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.70 seconds)
Using WAD File: \games\half-life\valve\halflife.wad
added 1 additional animating textures.
Texture usage is at 0.16 mb (of 4.00 mb MAX)
3.29 seconds elapsed

-----   END   hlcsg -----

 


** Executing...
** Command: D:\GAMES\VALVEH~1\ZHLT\HLBSP.EXE
** Parameters: "D:\Games\Half-Life\valve\maps\crossover"

hlbsp v2.5.3 rel (May  2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
-----  BEGIN  hlbsp -----
Command line: D:\GAMES\VALVEH~1\ZHLT\HLBSP.EXE D:\Games\Half-Life\valve\maps\crossover

-= 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 ]
notjunc             [     off ] [     off ]
subdivide size      [     240 ] [     240 ] (Min 64) (Max 240)
max node size       [    1024 ] [    1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'D:\Games\Half-Life\valve\maps\crossover.prt'
2.14 seconds elapsed

-----   END   hlbsp -----





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Re: leak in info_player_start
Posted by Orpheus on Sun Sep 7th at 5:34pm 2003


hmm.. *scratches noggin again*

and?!?!?! wheres the rest?

the important part is missing..

[addsig]




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Re: leak in info_player_start
Posted by Cash Car Star on Sun Sep 7th at 7:06pm 2003


I'm thinking he compiled again, it worked, and overwrote the old log...



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Re: leak in info_player_start
Posted by Sim on Mon Sep 8th at 3:15pm 2003


Where's VIS? [addsig]



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Re: leak in info_player_start
Posted by zed_katarn on Mon Sep 8th at 8:45pm 2003


? posted by Orpheus

hmm.. *scratches noggin again*

and?!?!?! wheres the rest?

the important part is missing..

Thats all, i havent put lights in so doing the rest is a waste of time. Anyway, thanks for your 'constructive' criticism of my map making methods, but i start university in 4 days so i'll not have any more time to work on it... you can relax now.





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Re: leak in info_player_start
Posted by Orpheus on Mon Sep 8th at 9:41pm 2003


? posted by zed_katarn
? posted by Orpheus

hmm.. *scratches noggin again*

and?!?!?! wheres the rest?

the important part is missing..

Thats all, i havent put lights in so doing the rest is a waste of time. Anyway, thanks for your 'constructive' criticism of my map making methods, but i start university in 4 days so i'll not have any more time to work on it... you can relax now.

you know, this isn't the first time someone has said these very words, at the end of all the assistance we try to give them..

i think that the snarkpit should have a general rules page, that you default to when you want to post questions, to stop wasting their time, and ours..

it bugs me on many levels when i find out someone is not giving me the same level of attention that i am giving to them in return for my attempting to solve a problem they have with mapping..

gentlemen, a fully compiled map is never EVER a waste of time, i did not say a full compile, i said a "FULLY COMPILED MAP"

this happens just frequently enuff, that i feel before HL2 arrives and the flood of new members arrives, that we should document OUR EXPECTATIONS of the new arrivals if they request our help..

thoughts guys???? please feel free to post any and all views on this, cause i think it well worth our efforts..

[addsig]




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Re: leak in info_player_start
Posted by zed_katarn on Mon Sep 8th at 10:09pm 2003


What?

First of all, i meant compiling the other things is pointless because there is no light information with which the other tools could work. Secondly, where in this entire topic did you say "a fully compiled map"??

I dont understand why you have such a problem with me doing that... i havent caused you any harm by not adding vis and rad to my compile, i also dont understand why you have been putting me down from the beginning of this topic, with little comments that are totally un-nessicary...

"what has my panties all twisted is these three numbers, i have never seen 2 nor 3 in all my mapping, but i have to point out that i so rarely have a leak, that could explain why" - if that wasnt supposed to be a put down you need to seriously work on your people skills

"but what scares me is the fact that you have a box around the whole thing" - what scares you? you're scared by me putting a box around a small area?

"post the entire compile log, i am betting there is another message in it... wanna lay odds guys :/"

You wern't even involved in this topic up until that point, and you still had to fit these things in to your post...

Oh, and by the way i'm not a new member, i've been with snark pit for years, ever since it was .co.uk, doing rare mapping projects but i forgot which username i was using so i created a new account. Just because people dont spend their entire life mapping for half life doesnt mean you should treat them with no respect.





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Re: leak in info_player_start
Posted by Orpheus on Mon Sep 8th at 10:16pm 2003


all of my comments are general.. kinda like talking to myself to solve a problem..

get over it please, it was only a coincident that i replied in this thread..

if you are upset with anything i posted, tis a one sided issue.. lets just say, your issue with my words are a non-issue, actually beneath notice..

if anything i said pertains to you as a person.. must be you imagining it..

i still think my comments are all valid.. and if it bothers you that i just happen to post within your thread, i can move it, but it makes better sense to lave it here.. but its your call..

if anything i said within this thread bothers you.. oh well..

[addsig]




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Re: leak in info_player_start
Posted by zed_katarn on Mon Sep 8th at 10:28pm 2003


mate, over the last 3 years i have owned and managed 4 forums and 5 websites, and i have never seen someone say anything like that unless it was deliberatly intended to be offensive.
If you dont see the matter the same way then it must be a misunderstanding, that said i'd like to thank you again for your help and wish you every success with your future maps.





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Re: leak in info_player_start
Posted by Orpheus on Mon Sep 8th at 10:35pm 2003


all of my comments are, and remain general..

the search option that is presently employed is in part my idea.. the additions i mentioned within this thread, are simply a continuation of that thought..

again it was a coincident only..

re-read my posts, and imagine me mumbling it to myself..

anyways.. no offense was meant.. if it was taken.. well i cannot alter your mindset.. but if you are so well versed in forum etiquette, and you have been silently prowling the snarkpit for so long.. maybe you should have spoken up sooner.. it would have thickened your hide already..

nothing i said was meant poorly, it speaks mounds that you took it that way.. you might dwell upon that for a moment..

again i apologies.. but retract nothing from my post..

[addsig]




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Re: leak in info_player_start
Posted by Myrk- on Mon Sep 8th at 10:47pm 2003


Bold wise old man D:~~~

But bold in both ways?

[addsig]




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Re: leak in info_player_start
Posted by Orpheus on Mon Sep 8th at 10:52pm 2003


? posted by Myrk-

Bold wise old man D:~~~

But bold in both ways?

hey poopchute, when did your name turn green..

and WTF are you on about now  bold? bold what?

*mumbles* "stupid brit slang.."

/runs

[addsig]




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Re: leak in info_player_start
Posted by Cash Car Star on Mon Sep 8th at 11:15pm 2003


? posted by zed_katarn

First of all, i meant compiling the other things is pointless because there is no light information with which the other tools could work.

First off, VIS does not require light info to work. It simply works on organizing your planes to reduce r_speeds (instead of simply rendering the entire map)

Second, I feel it would greatly behoove you to place in at least basic lighting as you make the map. It helps you get a better sense of the map in a real lighting situation (versus fullbright). If you're mostly outdoors, the addition of a light_environment takes just a few seconds, there's no reason to put it off. If you're mostly indoors, you may quite honestly find the task a lot more daunting than you originally thought when you go to finally add the lighting in the end. This is just a commonly accepted technique, by no means are you required to follow it.

Similarly, I feel it would be a good idea to properly fix your leak rather than boxing the level. Boxing will rapidly increase your compile times as the map gets more complex, will increase r_speeds in areas that aren't leak free, and is generally considered sloppy mapping.

Finally, don't take orph too seriously, god knows he doesn't.





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Re: leak in info_player_start
Posted by Orpheus on Mon Sep 8th at 11:24pm 2003


? posted by Cash Car Star

Finally, don't take orph too seriously, god knows he doesn't.

^^

yeah, what he said

thanx CCS.. hmm you said, what i was thinkin, while i was mumbling to myself..

still mumbling aside.. has anyone ever saw 3 hull leaks?

still no one has answered my question.. should we make an expectation list or not?

these misunderstandings could be avoided ... or not..

[addsig]





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