Re: BSP crashes
Posted by whiteLegion on
Sun Jul 11th 2004 at 3:51am
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the problem is bsp crashes when I compile. After hull 0 when it is whriting the .prt file it crashes. What the heck is it? I don't know if the is related but when I cordon off an area for quick compiles I get several errors that say I have brushes outside of the world. I got to those brushes but the editor says they don't exist?! IF anyone can help me I would be appreciative. Thanks
-WL
Re: BSP crashes
Posted by JFry on
Sun Jul 11th 2004 at 5:41am
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the brush outside world error is generally a side effect of using the cordon tool so I wouldn't worry about it too much. As for the real problem I can't really guess without some more info. Post your compile log plz.
Re: BSP crashes
Posted by G.Ballblue on
Sun Jul 11th 2004 at 5:55am
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I can spot error pretty easily (not bragging, and can't spot all errors 100%, but I can spot them pretty well).
Do as jfry said and post your compile log. Few thing: are you doing VIS and RAD on full? If you are, tell us -- there should be a long lenth to your log if you are. If its short, then theres an erorr. (helps me spot it) hull 0 generally refers to LEAKs if I'm not mistaken..
Re: BSP crashes
Posted by ReNo on
Sun Jul 11th 2004 at 11:46am
Posted
2004-07-11 11:46am
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LOL, low blow fishy :biggrin:
Re: BSP crashes
Posted by fishy on
Sun Jul 11th 2004 at 12:17pm
Posted
2004-07-11 12:17pm
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err, i only asked a simple question. :razz:
Re: BSP crashes
Posted by Gwil on
Sun Jul 11th 2004 at 12:31pm
Posted
2004-07-11 12:31pm
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Silence in court! Lets not let arguments spill over into threads, let alone right across the forums..
Play nicely folks :smile:
Re: BSP crashes
Posted by Gwil on
Sun Jul 11th 2004 at 1:47pm
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<span style="color: lightblue;">Topic deviation is punishable only by death!
stops sending topic off course himself
:razz:
</span>
Re: BSP crashes
Posted by G.Ballblue on
Sun Jul 11th 2004 at 6:39pm
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I read over the log -- and compared it to one of mine. I didn't see anything wrong in the log, it looks like one of those things you going to have to hunt down --
To anyone here --- give him the definition of what prt file is. It might help (?)
Why do your path names have no \ in them? Are you sure "D:" is your main drive?
I frag, I don't spot errors by the word ERROR. I spot them DURING the compile, so if I compile on full vis and rad, and get a 2 second compile on a map that took 4 weeks to make, I can take it there's a problem - :razz:
Re: BSP crashes
Posted by JFry on
Sun Jul 11th 2004 at 6:45pm
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hmmm very strange indeed. I'm not sure why it wouldn't run vis since it wrote the portal file ok. I can only assume it has something to do with this line:
SolidBSP [hull 0] 500...1000...1500...2000... 22484 (6.70 seconds)
Unfortunately I don't know much about hulls but I think there is at least one person here who does. The only suggestion I can give you is try to copy your entire level into a new file. Sometimes this can fix obscure problems like this one. At any rate good luck with it!
Re: BSP crashes
Posted by Gorbachev on
Sun Jul 11th 2004 at 7:22pm
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I had this problem before, but I don't know if it applies to you, I was using Cagey's CSG only and a certain set of tools crashed for BSP at the same point as yours. I would suggest trying a different BSP tool and see if that works better. (Try a mix and match of Zoner's, Merl's and Cagey's for best results.) As for me some tools crashed at certain points for no apparent reason, but with the exact same .map it worked fine with a different tool.
Re: BSP crashes
Posted by Yak_Fighter on
Sun Jul 11th 2004 at 8:09pm
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I don't get it. It says right in the log that the BSP file has been successfully generated...
I'd take a random guess and say you have a leak, so fix that :razz:
In addition, why didn't you run vis at all? If you've got a huge map that's sorta necessary...
Re: BSP crashes
Posted by Rumple on
Mon Jul 12th 2004 at 3:33am
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I had this problem once the bsp would be generated but it was only 1kb,
i checked the .map file and it was empty (the rmf was fine) i just
re-exported to .map and it worked fine
Re: BSP crashes
Posted by fishy on
Mon Jul 12th 2004 at 6:49am
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you could also try running each of the processes with the -chart paramater. if the map is large enough, there may be a max error that hammer doesn't pick up on. it's happened to me on more than one occasion. once i remember it didn't catch the max_patches error, and once because i hadn't set the -texdata for all the compile processes.
Re: BSP crashes
Posted by Adam Hawkins on
Tue Jul 13th 2004 at 11:33am
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2004-07-13 11:33am
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This isn't the map you mentioned in the General Banter section a while back would it? The one with 8000 brushes?
If it is, that might be why it isn't compiling. I'll give you an example, my flf_sorrow map has just under 3000 brushes and it has some pretty hefty vertex manipulation going on in there to create crumbled walls and terrain. I had to cut the number of brushes down as it wouldn't compile, so I can't imagine something with 8000 getting very far :smile:
Also...too many textures! Why do you need over 100 different textures?!
Re: BSP crashes
Posted by Gorbachev on
Tue Jul 13th 2004 at 6:42pm
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According to the log it now has 6900 brushes, and the texture amount is only 2.2 out of 4 MB so it's within bounds.
Re: BSP crashes
Posted by whiteLegion on
Thu Jul 15th 2004 at 7:01pm
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Yes this is the map that was originally 8000 brushes. I have decides to break it up into two...maybe three maps. Even if bsp didn't crash I would still get the max clipnode error. I got this error when compiling about 30% of the map. I suspect that a specific area in my map is causing it to crash. So I have to compile part by part. It will suck if I cant compile the whole thing. But good news is I have compiled the first part. So I am happy about that. But I do have some questions...
1) My map has a track train in it. In game it rides just fine but when I go in reverse it "glitches" at the turns. It will jerk to a arbitrary angle and then continue to the next path_corner. This usually happens if the train is going near full speed. If it is going slow then it usually doesn't glitch. Anybody know whats up?
2) my second question is about ambience. Should I add env_sound to my map. Do people enjoy maps better if they have env_sounds?
Thanks everyone
-WL
Re: BSP crashes
Posted by ReNo on
Tue Jul 20th 2004 at 1:47pm
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Trains are fickle things in multiplayer, I'd avoid them if possible. Obviously if its integral to the map thats not an option, but I'm afraid my knowledge of trains is rudimentary at best so you will need somebody else to help. If I were you I'd start a new thread for this question, as its really not related to the thread.
As for the env_sounds, I've never actually bothered with them in the past and nobody has complained for the lack of them, but it couldn't do any harm to experiment if you like them or feel your map would benefit from them.
EDIT: After reading your last post a little better I notice you say you may split it into smaller maps, which I assume means this is actually a single player level, so ignore my advice to avoid using trains :smile:
Re: BSP crashes
Posted by Gwil on
Tue Jul 20th 2004 at 1:55pm
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Yeah, make a new thread for separate questions - if you don't it kind
of defeats the object of having a categorised knowledge base :smile:
Trains.. meh - avoid them in multiplayer, the sound, movement and
potential gibbing they generate cause more problems than good,
especially for higher ping players/low end machines.
Also, trains at high speeds tend to jerk/lag when going round sharp
corners, try and have a smooth path all the way round. A good example
is op4_park, but even then, that suffers from train lag/jerk problems.
Put simply - if you want trains, be prepared for the long haul of tweaking them :wink:
Re: BSP crashes
Posted by Tracer Bullet on
Thu Jul 22nd 2004 at 4:09am
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My experience has been that trains work just fine in MP as long as they are "not solid". Otherwise they cause intolerable lag. However, I've never had a problem in SP mode :smile:
Re: BSP crashes
Posted by Gorbachev on
Thu Jul 22nd 2004 at 8:43am
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By env_sound do you mean ambient noise? Mapping for DoD I use a lot of ambience to create a good feel, but it really depends on the mod and map. Some are quiet and stand to have no ambience, but some require lots of sound and ambience.
Re: BSP crashes
Posted by ReNo on
Thu Jul 22nd 2004 at 10:59am
Posted
2004-07-22 10:59am
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I think he means the env_sound entity, which is used to create sound "environments", such as a big metal room, or a cave.