Leak problem

Leak problem

Re: Leak problem Posted by Velferd on Sun Sep 3rd 2006 at 5:48pm
Velferd
4 posts
Posted 2006-09-03 5:48pm
Velferd
member
4 posts 10 snarkmarks Registered: Jan 28th 2005 Occupation: Student Location: Norway
I am experiencing something very strange when trying to compile my map. When the map contains no point-based entities, it all works fine, but as soon as I insert info_player_start or light_environment, a leak occurs. I have never seen anything like this before. If anyone has experienced anything like this, I would appreciate your help and comments. Thank you.

?V
Re: Leak problem Posted by Orpheus on Sun Sep 3rd 2006 at 6:17pm
Orpheus
13860 posts
Posted 2006-09-03 6:17pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Post you log.

Seems to me that you had the problem before, but since you had no entities, the map had no origin to use a basis for.

I mean, the leak always reports the closest entity to the leak. If you have no ents, how can it?

Besides, the tools may not consider it a map before it has them.

shrugs

Leaks are not caused by entities. Leaks are leaks.

I am betting the error exists beforehand, as well as after you place a player start.

There are s s**t load of suggestions for locating leaks throughout this site. Search them out, after you determine that I am correct. Search them out, even if I am incorrect as well.

The best things in life, aren't things.
Re: Leak problem Posted by StixNStonz on Sun Sep 3rd 2006 at 7:35pm
StixNStonz
71 posts
Posted 2006-09-03 7:35pm
71 posts 17 snarkmarks Registered: Feb 25th 2005 Occupation: student Location: canada
Yeah, the leak was there but it wasnt actually being checked for before.

If you're map is fairly large, i'd say section pieces off (like room by room, or groups of rooms) into VisGroups, and then make another group called Dividers or something. It made making my 8k brush map very easy to work with. Make the Dividers group all basic brushes that fill the doorways; you can then test out each room for leaks (assuming the leaks arent actually in the doors).

If you dont know how to do any of what i just said, just ask.
Re: Leak problem Posted by Crono on Sun Sep 3rd 2006 at 9:57pm
Crono
6628 posts
Posted 2006-09-03 9:57pm
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
The only thing I can think of is either:

A) The leak was always there, you just never knew because the player start error came up first (or something else, but it was there all a long)

B) The entities you're placing are pushed into world brushes. Entities outside the outer hull of a map is a leak.

My suggestion(s):
If you have entities outside the hull (even by a little bit) make sure they're all in the map. In either case, compile then load up the point file and fix the leak(s).
Check this tutorial for more help.

Also, be aware that the pointfile way of finding leaks in Hammer 4 (Source engine) is more "fool proof".
Blame it on Microsoft, God does.