Re: Leaks
Posted by omegaslayer on
Thu Feb 19th 2004 at 9:46pm
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So does anyone still have problems with leaks???? I know I dont these days, except with complicated levels.
Re: Leaks
Posted by OtZman on
Thu Feb 19th 2004 at 10:00pm
Posted
2004-02-19 10:00pm
OtZman
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To be honest I don't map very much(right now). I'm nothing but a big noob, so when I map I almost always get leaks.
Re: Leaks
Posted by Wild Card on
Thu Feb 19th 2004 at 10:01pm
Posted
2004-02-19 10:01pm
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Yea I got leaks, in Dark Complex... And due to lack of experience and poor mapping (at the time) they were tiny, sometimes several times smaller than 1 unit.
Re: Leaks
Posted by Tracer Bullet on
Thu Feb 19th 2004 at 10:03pm
Posted
2004-02-19 10:03pm
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Mostly not at all, and when I do it's because I did somthing dumb like forgetting seal of an unfinished area.
Re: Leaks
Posted by SuperCrazy on
Thu Feb 19th 2004 at 10:06pm
Posted
2004-02-19 10:06pm
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No, the Unreal engine doesn't have them :smile:
Re: Leaks
Posted by Failsafe on
Thu Feb 19th 2004 at 10:10pm
Posted
2004-02-19 10:10pm
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I had the unfortunate incident to make a stair case I thought was sealed off into a func_wall, thus causing "mapping chaos!"
I've caused several leaks under 1 unit, due to my excessive use of the vertex tool, so it's not unusual for me to have to compile 5 times before actually fixing my leak.
Re: Leaks
Posted by Dr Brasso on
Thu Feb 19th 2004 at 10:19pm
Posted
2004-02-19 10:19pm
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failsafe, i find that interesting...in complex geometry, the vertex tool is a hella way to SEAL leaks....hmm
Doc Brass... :dodgy:
Re: Leaks
Posted by azelito on
Thu Feb 19th 2004 at 11:01pm
Posted
2004-02-19 11:01pm
azelito
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I very rarely have leaks and if I do I know exactly where they are, at the second the compile says LEAK. My maps are very organised.
Re: Leaks
Posted by Dr Brasso on
Fri Feb 20th 2004 at 1:21am
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well basicly failsafe, you need to slow down and pay a little more attention to the detail as yer doing it....if it doesnt land on the one to one grid, yer pretty much screwed, the exceptions being geometry created such as arches etc, and even then they will give invalids, and/pr leaks....plan yer architecture a little more carefully, and work it one section at a time.....yer not in a race man....do it the first time with care, and youll not have to do it a second, and tird, and so on,........
Doc B... :dodgy:
Re: Leaks
Posted by Failsafe on
Fri Feb 20th 2004 at 1:41am
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Blasphemy, my maps end up doing fine until I get tired of making the map! But thank you anyways Doc, I realise that I should be more careful with such a powerful tool, but it dosen't really matter what errors I make until I get to the end of my map, in which case I fix all of errors, leaks, invalids, texture errors, ect. A lesson to everyone though, don't ever plan on correct looking arches to fill in a gap...It never works :biggrin:
Tbh, paying more attention would, in the end, save me days of work in front of my computer, clicking and dragging several hundred vertices just to solve one or two leaks.
Re: Leaks
Posted by Jinx on
Fri Feb 20th 2004 at 4:18am
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I got them more when I was a newbie. anymore I would keep the grid higher, and work only on one area of the map between compiles so I would know exactly where the leak was. And I compile very frequently, too.
Re: Leaks
Posted by Crono on
Fri Feb 20th 2004 at 4:32am
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I've found that I really don't get leaks until I try some heavy vertex manipulation. The problem usually happens when I try to make simple architecture into very complex architecture, or if I undersize the length of a wall and stretch it after clipping it somewhere.
So, As much as Doc rants on about this stuff, he's right, and it's pretty much the best advice someone could give, take your time and plan out what you're doing. I can't believe how many "practice" map's I've made and found later that, maybe I didn't have a leak, but r_speeds were amazingly high because I didn't go in far enough to make sure everything is lined up (usually happend with clipping funny angles).
Anyway . . .not that anyone here is as inexperienced as I, but, that's just how I've seen it so far.
Re: Leaks
Posted by Gorbachev on
Fri Feb 20th 2004 at 4:33am
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I've had two leaks in recent times that weren't really there, one was a solid brush that for some reason glitched out and let VIS through...I had attempted to "to world" it a bazillion times, and eventually just remade the brush exactly as it was and the leak was gone. I've also had this non-existant leak that I just copied and pasted the entire level into a new file and the leak was gone.
Re: Leaks
Posted by Dr Brasso on
Fri Feb 20th 2004 at 5:34am
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i cant remember which one, but one of the custom compile tools setups also gives out "untrue leaks"....ill dig around and see if i can find it again....and btw, ive never had leaks form FROM vertex manipulation, although "invalid solids" was at one time the bane of my mapping existance because of it till i figured out how to avoid them...
Rant?...i didnt mean to...sorry, i just get excited.... :heee:
i spose thats an "ageism" thing....im more patient than i used to be, but when im done being patient, look the f**k out!... :wink:
Doc B... :dodgy:
Re: Leaks
Posted by Yak_Fighter on
Fri Feb 20th 2004 at 5:50am
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:rolleyes: I don't get leaks anymore. That's what a big box around the entire map is for.
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Well, I got a leaky fawcett... and I get memory leaks in my code sometimes because I forgot to free it up before the program was over...If I actually get back into mapping, I'm sure I'll create more leaks.
Re: Leaks
Posted by Cassius on
Fri Feb 20th 2004 at 6:30am
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Since with... yes, I guess almost every last map I've ever made, I've always attempted to mimic nature, invalid solid structures were like a plague for me for a year or so, but once you figure out why they occur they aren't no nothin's to fix and avoid.
What I found out about QERadiant that made me fall in love with it is that if you make a shape that Hammer would call an invalid, it just splits it into triangles. I was giggling like a schoolgirl (wow, that sounded gay) when I was able to make a room flooded with bumpy rubble in about ten minutes for a Hammer job of a few hours.
In general, I am likely to ditch a map straight off if it's structure is not very solid and clean... Fool's Paradise is the sole exception; those rocks are all over the place. Since then, my rockwork has gotten amazingly better.
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you sick sick sick sick recursive bastard!!! But at least that'll crash, which is good thing. Here's worse
int main(void)
{
while(1);
return 0;
}
This won't crash but...
Re: Leaks
Posted by Crono on
Sat Feb 21st 2004 at 1:36am
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...bye bye program stack.
Nice infinite loop there, buddy. However, yes that will crash, the program anyway. You'll get a stack dump when that thing overflows (everytime you loop you push on the program stack) oh man, if you were on Windows that'd probably crash it. Actually if you're running windows 95 it's sadly easy to get Mr. Blue screen . . . make an array of 10 ints . . .go to element 10 lol.
But that's pretty simple. However, if I were using dynamic memory in that function I could overflow the heap as well :biggrin:
AND! In that case, even if you killed my program the memory would never be freed (until it lost power of course) because it can't be accessed. I swear a lot of programmers do this, I don't know why, maybe they're Java programmers taking a stab at C++ . . .
However, Edge, the function I made would crash your system and mess it up pretty well. Running out of memory and using up all the VMM is never a good thing.
Anyway...
There's nothing wrong with recursion when used in a proper manner, however, what I wrote was anything but that lol.
I know there's only like three people here besides Edge and myself that will truely see how bad that function is.
Edge, have you ever written in Cg? When writting to the GPU, of course.
Re: Leaks
Posted by Dr Brasso on
Sat Feb 21st 2004 at 3:52am
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yeah, but can you do this??... :razz:
Doc Brass... :dodgy:
Re: Leaks
Posted by Wild Card on
Sat Feb 21st 2004 at 4:05am
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Alright, enough with the coding, and back to the leaking. :biggrin:
I took a leak today...
Re: Leaks
Posted by Crono on
Sat Feb 21st 2004 at 6:18am
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Yeah, I've never had much need for function pointers to be honest, it's like one of those things that you should learn so you can best others lol. I'm sure it has its own uses, but I've never really needed it. The stuff I'd like to do is overload useful operators. such as with a tree, it'd be real nice if the treenode class (I usually make them a struct and have no working functions on it) had some overloaded operators, like = . Then inside the tree class, overload all operators, oh man, people would love you lol. However, if you were smart (even though templates are bad) you would use a template and overload everything you can imagine and release some notes with it, meaning you can make a tree for almost anything and people will just have to say Tree += newtreenode or something like that, man that would kick ass . . . anyway. I was asking that because I saw a book on it and I was like "whaa" and I started reading some stuff about it. I'd go get the dev kit, but I personally don't even know the openGL libraries, so.
But I will . . . I will lol.
Re: Leaks
Posted by ReNo on
Sat Feb 21st 2004 at 1:04pm
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I've just come across function pointers this semester, and it seems like they could come in useful sometime. Recursion is something that everyone says is useful (or essential, and incredibly neat and tidy compared to the alternatives in many situations), but the only time I've used it is in trees, and I can't thik of many more practical uses.
Re: Leaks
Posted by fraggard on
Sat Feb 21st 2004 at 1:10pm
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Function pointers can be used very well in C++ (as pointers to member functions) to provide one interface to many different methods ,ergo Run Time Polymorphism. In C, I am yet to see a good use though.
BTW: anyone who wants to feel the power of recursion, attempt the Towers of Hanoi problem without recursion and then debate :wink:
Re: Leaks
Posted by ReNo on
Sat Feb 21st 2004 at 1:16pm
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The use I will be making of them is to carry out the current state in a playstation game, written in C. Rather than having huge amounts of switch cases or else ifs, just set the function pointer based on user input or any other determinant on what state will be active (eg. splash screen, initialisation, level 1, etc...) and then call the function that the pointer is pointing to...or something.
Man I suck at programming.
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There's a reason progress happens Monqui...
Re: Leaks
Posted by Monqui on
Sat Feb 21st 2004 at 10:44pm
Posted
2004-02-21 10:44pm
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I'm not bitching, I really actually enjoy working in Scheme.
Oh, and these languages are still in use- in fack Jak II for the PS2 has a very large amount of code written in GOAL.
It's fast, simple to learn, and really powerful once you get the hang of it. Who needs variables, anyways?
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I've worked with D3D, and had a 2 month hang over from it. I hope I never have to work with it again(although for the career I'm going into, there's little chance of that).
The reason for the void pointer is to store anything. The problem with templates is that there's a copy of the code for every time that template is used. The void pointer allows you the flexibility to just code one class, and use it to store anything. In a PC environment, it's not that critical, but if you're worried about memory or working on a console, then you might consider the void pointer method. Again, I really can't argue either way, it really depends on your situation.
Monqui
Yes, some of those languages are used, Jak II also used a LISP variant for some of the AI. I'm just glad they aren't main coding languages. I have a hard enough time deciphering some C Macros...
Re: Leaks
Posted by Monqui on
Sun Feb 22nd 2004 at 3:16pm
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GOAL is the LISP variant that they made especially for programming games (which is actually really weird because they still used LISP for coding other parts of the game).
"Of the 1.2 million lines of code, roughly 900,000 lines are written in GOAL. GOAL is a programming language based on LISP or rather Scheme (which is a dialect of LISP)."
But in all honesty- once you actually start using these languages, it becomes so damn simple to decipher. Plus, there are only about 8 pre-made functions, so it's a snap to learn. Overloading becomes almost a joke (wanna overload +? do this: (define + *) (+ 3 4), it'll return 12). Functions can be passed as parms, which eliminates the need in java to have those annoying gimpy classes that only hold a function that you want to overload for an interface, since you can just pass it into the function that needs it directly (ex: (apply + '(1 2 3 4 5)) applys the + operator to all the elements in the list given. + is a parameter of apply).
I'll stop ranting, but the languages are gems, I love 'em.