Map Problem... read for details

Map Problem... read for details

Re: Map Problem... read for details Posted by Necromancer on Tue Jul 21st 2015 at 6:27am
Necromancer
392 posts
Posted 2015-07-21 6:27am
392 posts 1499 snarkmarks Registered: May 5th 2008
I really need some help with my map! I can't lose this one. I think it is probably my best work of all of my maps ever!

Anyway... here is the problem:

Earlier tonight the map was working absolutely fine. But later I decided to try some advanced brushwork (spiral staircase in a cylindrical room with two levels) and it looked really amazing, and before I mapped further I decided to save a backup (but I later found out too late though). So I mapped on and not really to much surprise it did not compile. So I deleted this addition. Then...

It took around 40sec to compile (only around 14sec prior) then it loaded very slowly and the map was incredibly laggy.

I thought no big deal I would just load my backup. However, this exact same thing happens still! I even copied everything and pasting to a blank map... same thing. I also tried copying everything by individually selecting it to make sure I wasn't unknowingly selecting something invisible but still the same thing happened.

Is there anything else I could do to save my best map that I ever made!

Also, I checked the compile log and apart from some high percentages (also keep in mind the map was working flawlessly prior to the spiral staircase incident) everything looks fine. But I will post it here anyway in case that could help.

Here it is:

** Executing...
** Command: Change Directory
** Parameters: "C:\SIERRA\Half-Life"

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qcsg.exe
** Parameters: "c:\program files\valve hammer editor\maps\depraved maps\save"

qcsg.exe v2.8 (Jan 31 2000)
---- qcsg ----
entering c:\program files\valve hammer editor\maps\depraved maps\save.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (0)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (0)
Using WAD File: \sierra\half-life\valve\halflife.wad
Using WAD File: \sierra\half-life\valve\liquids.wad
Using WAD File: \sierra\half-life\valve\xeno.wad
Using WAD File: \sierra\half-life\valve\sysel.wad
Using WAD File: \sierra\half-life\valve\barney.wad
Using WAD File: \sierra\half-life\valve\cached.wad
Using WAD File: \sierra\half-life\valve\decals.wad
Using WAD File: \sierra\half-life\valve\gfx.wad
Using WAD File: \sierra\half-life\valve\neilm5.wad
Using WAD File: \sierra\half-life\valve\redemptn.wad
Using WAD File: \sierra\half-life\valve\spraypaint.wad
Using WAD File: \sierra\half-life\valve\zhlt.wad
Using WAD File: \sierra\half-life\valve\dtex_asylum_01.wad
added 19 additional animating textures.
4 seconds elapsed

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qbsp2.exe
** Parameters: "c:\program files\valve hammer editor\maps\depraved maps\save"

qbsp2.exe v2.2 (Dec 28 1998)
---- qbsp2 ----
writing c:\program files\valve hammer editor\maps\depraved maps\save.prt
6 seconds elapsed

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\vis.exe
** Parameters: "c:\program files\valve hammer editor\maps\depraved maps\save"

vis.exe v1.3 (Dec 30 1998)
---- vis ----
4 thread(s)
134 portalleafs
299 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9... (0)
LeafThread: 0...1...2...3...4...5...6...7...8...9... (0)
average leafs visible: 48
visdatasize:1676 compressed from 2278
1.0 seconds elapsed

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qrad.exe
** Parameters: "c:\program files\valve hammer editor\maps\depraved maps\save"

qrad.exe v 1.5 (Apr 6 2000)
----- Radiosity ----
4 threads
[Reading texlights from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']
[1 texlights parsed from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']

4161 faces
204020 square feet [29378898.00 square inches]
17296 patches after subdivision
8 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (8)
visibility matrix: 17.8 megs
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9... (17)
MakeScales: 0...1...2...3...4...5...6...7...8...9... (9)
transfer lists: 98.3 megs
SwapTransfersTask: 0...1...2...3...4...5...6...7...8...9... (2)
GatherLight: 0...1...2...3...4...5...6...7...8...9... (1)
Bounce #1 added RGB(18545, 18545, 34199)
FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (1)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 44/400 2816/25600 (11.0%)
planes 4056/32767 81120/655340 (12.4%)
vertexes 5740/65535 68880/786420 ( 8.8%)
nodes 2363/32767 56712/786408 ( 7.2%)
texinfos 389/8192 15560/327680 ( 4.7%)
faces 4161/65535 83220/1310700 ( 6.3%)
clipnodes 9235/32767 73880/262136 (28.2%)
leaves 1520/8192 42560/229376 (18.6%)
marksurfaces 4555/65535 9110/131070 ( 7.0%)
surfedges 19961/512000 79844/2048000 ( 3.9%)
edges 10644/256000 42576/1024000 ( 4.2%)
texdata [variable] 3700/2097152 ( 0.2%)
lightdata [variable] 565101/2097152 (26.9%)
visdata [variable] 1676/2097152 ( 0.1%)
entdata [variable] 9305/131072 ( 7.1%)

Total BSP file data space used: 1136060 bytes

38 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\program files\valve hammer editor\maps\depraved maps\save.bsp" "C:\SIERRA\Half-Life\valve\maps\save.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:\program files\valve hammer editor\maps\depraved maps\save.pts" "C:\SIERRA\Half-Life\valve\maps\save.pts"

** Executing...
** Command: C:\SIERRA\HALF-L~1\hl.exe
** Parameters: +map "save" -game gearbox -dev -console
Re: Map Problem... read for details Posted by Necromancer on Wed Jul 22nd 2015 at 4:31am
Necromancer
392 posts
Posted 2015-07-22 4:31am
392 posts 1499 snarkmarks Registered: May 5th 2008
I just wanted to let everyone know that I was able to fix it! :D

I just copied and pasted one small part at a time to a new map and compiled each time until I was eventually able to reconstruct the entire map... without the spiral staircase room this time! :lol:

I am not really sure why this worked and what I tried last night did not work, but I am so incredibly thankful that it does work now!
Re: Map Problem... read for details Posted by No.2 on Sun Jul 26th 2015 at 8:26am
No.2
67 posts
Posted 2015-07-26 8:26am
No.2
member
67 posts 17 snarkmarks Registered: Aug 7th 2013 Location: Czech Republic
Necromancer said:
I am not really sure why this worked and what I tried last night did not work, but I am so incredibly thankful that it does work now!
Good for you Necro
Sometimes you have to do desperate things to proceed :lol:
I am sure we all have been there
Let's Rock'n'Roll