so, i think it might be a leak but i'd like a second opinion..
** Executing...
** Command: "c:program filesvalvesteamsteamappsreeddbsourcesdkbinvbsp.exe"
** Parameters: -glview "c:program filesvalvesteamsteamappsreeddbsourcesdk_contenthl2mpmapsrcgarage.vmf"
Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:program filesvalvesteamsteamappsreeddbhalf-life 2 deathmatchhl2mpmaterials
Loading c:program filesvalvesteamsteamappsreeddbsourcesdk_contenthl2mpmapsrcgarage.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity func_useableladder (1121.00 -355.00 230.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Writing c:program filesvalvesteamsteamappsreeddbsourcesdk_contenthl2mpmapsrcgarage.gl
768 c_glfaces
Chop Details...done (0)
Find Visible Detail Sides...
Merged 88 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (66481 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (66481 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing c:program filesvalvesteamsteamappsreeddbsourcesdk_contenthl2mpmapsrcgarage.bsp
2 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 2
** Executing...
** Command: C:Program FilesValveSteamSteamAppsreeddbsourcesdkbinglview.exe
** Parameters: -portals "c:program filesvalvesteamsteamappsreeddbsourcesdk_contenthl2mpmapsrcgarage.gl"
is what it said when i tried to compile it to glview.
is the func_usableladder it? or..?
1
Re: glview - error compiling
Posted by Andrei on Mon Nov 21st at 9:31am 2005
Posted by Andrei on Mon Nov 21st at 9:31am 2005
It's most likely a leak. Try to temporarily place a large hollow cube
around the map and see if you still get this error. If you won't, then it's a
leak.
As for the
thing, you need not worry about it. It doesn't seem to affect compiling.
As for the
? quote:
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 2
Memory leak: mempool blocks left in memory: 2
thing, you need not worry about it. It doesn't seem to affect compiling.
Re: glview - error compiling
Posted by Paladin[NL] on Mon Nov 21st at 11:14am 2005

Paladin[NL]
member
157 posts
56 snarkmarks
Registered: May 4th 2004
Location: Netherlands
Occupation: Student/mapper
Posted by Paladin[NL] on Mon Nov 21st at 11:14am 2005
In Hammer, load the pointfile once you have compiled. This will make a
line from that func_useableladder to the gap where it's leaked. Follow
the line and close the gap.
Paladin[NL]
member
157 posts
56 snarkmarks
Registered: May 4th 2004
Location: Netherlands

Occupation: Student/mapper
Re: glview - error compiling
Posted by fishy on Mon Nov 21st at 5:12pm 2005
Posted by fishy on Mon Nov 21st at 5:12pm 2005
**** leaked ****
Entity func_useableladder (1121.00 -355.00 230.00) leaked!
^ that is the leak. the bit that Andrei quoted appears in every log that i've ever seen for a source engine compile.
i don't understand what you mean when you say that you tried to compile it to glview. what's that all about?
i eat paint
Re: glview - error compiling
Posted by RByers on Tue Nov 22nd at 2:22pm 2005
Posted by RByers on Tue Nov 22nd at 2:22pm 2005
http://developer.valvesoftware.com/wiki/Optimization_%28Geometry%29
ctrl + f + glview, to see how my leaves are looking, trying to optimize the map.
and yeah.. i'm going to try a pointfile and see how it works. I deleted those entities, and each time i get a new entity showing up saying i have a leak.
ctrl + f + glview, to see how my leaves are looking, trying to optimize the map.
and yeah.. i'm going to try a pointfile and see how it works. I deleted those entities, and each time i get a new entity showing up saying i have a leak.
Re: glview - error compiling
Posted by Captain P on Tue Nov 22nd at 3:11pm 2005

Captain P
member
1370 posts
247 snarkmarks
Registered: Nov 6th 2003
Location: Netherlands
Occupation: Game-programmer
Posted by Captain P on Tue Nov 22nd at 3:11pm 2005
Don't delete the entities that appear in the log when a leak is found,
they're hardly ever the cause. The only time an entity itself causes a
leak is when it's placed in the void, e.g. outside of the playable area.
In any other case, you didn't seal off your playable area from the outside, and the entity closest to this leak (or something like that) is put into the compile log. So it's not the cause, more like an indicator to where your real leak is.
In any other case, you didn't seal off your playable area from the outside, and the entity closest to this leak (or something like that) is put into the compile log. So it's not the cause, more like an indicator to where your real leak is.
Captain P
member
1370 posts
247 snarkmarks
Registered: Nov 6th 2003
Location: Netherlands

Occupation: Game-programmer
Re: glview - error compiling
Posted by RByers on Tue Nov 22nd at 5:45pm 2005
Posted by RByers on Tue Nov 22nd at 5:45pm 2005
okay, i'm not too worried the only entities i deleted were ladders and
ladder exit point ones. eh, now i just have to compile it and use the
pointfile.. i hate leaks so much..
1
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