Long compile times/Memory allocation error

Long compile times/Memory allocation error

Re: Long compile times/Memory allocation error Posted by NViSiON on Wed Apr 25th 2007 at 3:47pm
NViSiON
5 posts
Posted 2007-04-25 3:47pm
NViSiON
member
5 posts 1 snarkmarks Registered: Apr 12th 2007
Hi again. I'm hoping this is the correct forum for my question. Anywho, I'm running a 2.96 GHz Intel processor and have 1 gig of RAM. After searching, I found a few people are/were using much slower machines to compile maps. I'm using Zoner's tools, I'll post my .log... Give me some info on how to make this process speedier and/or theories of why my computer is such a slouch. And, I have only essential programs running (explorer.exe, firefox.exe, etc).

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: hlcsg pool.map
Entering pool.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 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
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 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.20 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.83 seconds)

Using Wadfile: \program files\steam\steamapps\quiksilver1850\counter-strike\cstrike\pool.wad
- Contains 10 used textures, 100.00 percent of map (10 textures in wad)

Texture usage is at 0.34 mb (of 4.00 mb MAX)
1.11 seconds elapsed

----- END hlcsg -----

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: hlbsp pool.map

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 ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'pool.prt'
2.36 seconds elapsed

----- END hlbsp -----

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: hlvis pool.map
892 portalleafs
3280 numportals

-= Current hlvis 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 vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
(4.80 seconds)
LeafThread:
(1053.78 seconds)
average leafs visible: 573
g_visdatasize:94405 compressed from 99904
1058.70 seconds elapsed [17m 38s]

----- END hlvis -----

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: hlrad pool.map

-= Current hlrad 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 ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]

[Reading texlights from info_texlights map entity]
[1 texlights parsed from info_texlights map entity]

[Reading texlights from info_texlights map entity]
[2 texlights parsed from info_texlights map entity]

6454 faces
Create Patches : 60133 base patches
0 opaque faces
874507 square feet [125929008.00 square inches]
3446 direct lights

BuildFacelights:
(916.70 seconds)
visibility matrix : 215.5 megs
BuildVisLeafs:
(660.05 seconds)
MakeScales:
Error: Memory allocation failure
Description: The program failled to allocate a block of memory.
Howto Fix: Likely causes are (in order of likeliness) : the partition holding the swapfile is full; swapfile size is smaller than required; memory fragmentation; heap corruption

----- END hlrad -----

Thanks in advance!
Re: Long compile times/Memory allocation error Posted by omegaslayer on Wed Apr 25th 2007 at 4:00pm
omegaslayer
2481 posts
Posted 2007-04-25 4:00pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
This basically says you don't have enough memory to compile your map. How much RAM/Hard Drive space do you have?

Swapfiles are files that are moved to your HD because your RAM is full. When your swap file is smaller than your mem required, you have a deficiency of memory required to continue the process.
Posting And You
Re: Long compile times/Memory allocation error Posted by NViSiON on Wed Apr 25th 2007 at 4:09pm
NViSiON
5 posts
Posted 2007-04-25 4:09pm
NViSiON
member
5 posts 1 snarkmarks Registered: Apr 12th 2007
I stated in the first post that I have 1 Gig of RAM... 2 x 512MB. I have right at 40 GB's free on my hard drive. I don't understand why my computer is such a P.O.S. I just want to burn it... lol

I'm running defrag and will try afterwards. It's been a little while since it has been defragged, so hopefully that'll solve my probs. Thanks for the speedy reply btw!
Re: Long compile times/Memory allocation error Posted by fishy on Wed Apr 25th 2007 at 9:35pm
fishy
2623 posts
Posted 2007-04-25 9:35pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
I remember using a program called Rambooster. It monitored RAM, and tried to free as much as it could once the RAM usage hit a certain percentage. It was good for freeing RAM before a compile, but if it was left running during the compile, it would kick in and "free up" some of the clutter that the compile was creating, causing memory fragmentation, and the same error as yours to appear.

It's unlikely, but maybe you have something similar happening.
i eat paint
Re: Long compile times/Memory allocation error Posted by NViSiON on Thu Apr 26th 2007 at 10:08pm
NViSiON
5 posts
Posted 2007-04-26 10:08pm
NViSiON
member
5 posts 1 snarkmarks Registered: Apr 12th 2007
Thanks again, still having similar problems. I don't know wtf to do... and it's angering me... I'm ready to throw this damn computer out the window. The map is nothing flashy. A big, open room... aim styled. I defragged and downloaded rambooster... now trying to recompile.

CPU - 100%
Free Ram - 69%

Took 377 secs to 'Buildfacelights'

'BuildVisLeafs' has been going since I started typing this reply, it's only at 10%. I figured with a $1600 computer that has significant resources, I wouldn't be having such a hard time.

Thanks for all the advice and suggestions, I'll post a vid of me burning the PC :smile:

2 leftmargin=2>

Re: Long compile times/Memory allocation error Posted by Le Chief on Sat May 19th 2007 at 11:19am
Le Chief
2605 posts
Posted 2007-05-19 11:19am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
http://www.slackiller.com/tommy14/errors.htm

edit: I looked at your compile log again and noticed that your leafthread is 1000 seconds long, to make it shorter tie as many things as you can to func_wall without causing a leak. Do not [ctrl] click them all and tie tem to func_wall because this will send you are speeds through the roof. Tie each individual thing to func_wall, there is no need to add any settings, leave as is.
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