VVIS trouble!

VVIS trouble!

Re: VVIS trouble! Posted by Baddog on Wed Dec 15th 2004 at 4:39am
Baddog
79 posts
Posted 2004-12-15 4:39am
Baddog
member
79 posts 8 snarkmarks Registered: Dec 6th 2004 Location: Portland,Oregon USA
I cannot compile with VVIS normal it wont compile why is it VVIS broken
need an update no matter how small my map is. On all 3 of my computers
it will not compile with VVIS -normal only -fast it hangs up at 0...1..
and doesnt move
AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHh.
Re: VVIS trouble! Posted by Tracer Bullet on Wed Dec 15th 2004 at 4:49am
Tracer Bullet
2271 posts
Posted 2004-12-15 4:49am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Slow down, take a deep breath, and make friends with the English system of punctuation. Commas, periods, and even apostrophes are all your friends!

You really need to provide a bit more information in a bit more coherent of a fashion if you want help. You are saying that Vvis hangs even on small boxish maps, correct? How long have you let it hang for? Is there any sort of error message? what are the specs of your computer? These are all questions whose answers might be relavent to the problem. Plus, when in doubt, always post your compile log.
Re: VVIS trouble! Posted by Baddog on Wed Dec 15th 2004 at 4:51am
Baddog
79 posts
Posted 2004-12-15 4:51am
Baddog
member
79 posts 8 snarkmarks Registered: Dec 6th 2004 Location: Portland,Oregon USA
um first of all how can I post my compile log if IT DOESNT FINISH
JESUS! I make a little boxish map with a light and it wont compile I
have let it hang all night!
Re: VVIS trouble! Posted by Tracer Bullet on Wed Dec 15th 2004 at 4:53am
Tracer Bullet
2271 posts
Posted 2004-12-15 4:53am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Again, Calm down.

The compile will generate a nifty little mapname.log file in the same folder as your .vmf.
Re: VVIS trouble! Posted by SaintGreg on Wed Dec 15th 2004 at 6:23am
SaintGreg
212 posts
Posted 2004-12-15 6:23am
212 posts 51 snarkmarks Registered: Dec 3rd 2004
Forget mapping, you need some valium dude! I will say that vis
seems like it takes longer than for hl either because im using much
more complicated geometry or the compile tool. But this shouldnt
affect a box.
Re: VVIS trouble! Posted by RabidMonkey777 on Wed Dec 15th 2004 at 6:24am
RabidMonkey777
207 posts
Posted 2004-12-15 6:24am
207 posts 603 snarkmarks Registered: Jul 9th 2004 Location: Denver, Colorado, USA
Check to make sure resource-thirsty processes are off.
Re: VVIS trouble! Posted by Nanodeath on Wed Dec 15th 2004 at 6:29am
Nanodeath
356 posts
Posted 2004-12-15 6:29am
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
He sent it to me and I tested it too and it really does move at a normal pace up until that one . and then it just stops indefinitely...
Re: VVIS trouble! Posted by Tracer Bullet on Wed Dec 15th 2004 at 5:31pm
Tracer Bullet
2271 posts
Posted 2004-12-15 5:31pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
<DIV class=quote>
<DIV class=quotetitle>? quoting Nanodeath</DIV>
<DIV class=quotetext>He sent it to me and I tested it too and it really does move at a normal pace up until that one . and then it just stops indefinitely...</DIV></DIV>
In which case it's something about the map he has made and not his computer... What can you tell us about it?
Re: VVIS trouble! Posted by Raeth on Wed Dec 15th 2004 at 9:12pm
Raeth
62 posts
Posted 2004-12-15 9:12pm
Raeth
member
62 posts 16 snarkmarks Registered: Nov 24th 2004 Location: USA
I've had the same problem: fast Vis completes in under a minute, normal
VIS runs for 10 hours and gets to 2. My level is outdoors, so I
have a large skybox around it while I'm building it. The brush
geometry is mostly cubes and not especially complex, with any fiddly
detail bits marked as func_detail. I've even started putting in
areaportals and occluders, but I doubt that will actually improve Vis
times.

This also happened on the CS map I was working on before the full SDK
was released. It was also an outdoor map, and Vis times seemed to
increase exponentially as the volume of the map increased.

Oh, and my computer is an Athlon 64 3400 with a gig of ram, so it's not like my rig is underpowered.
Re: VVIS trouble! Posted by Tracer Bullet on Wed Dec 15th 2004 at 9:27pm
Tracer Bullet
2271 posts
Posted 2004-12-15 9:27pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Raeth, what you are experiencing is normal. Vis times do seem to extend geometrically with map volume, or at least they did for HL1. As far as I know, there is no solution aside form reducing the size of each individual area. What I have been trying to ascertain is if this is the same "problem" that Baddog is experiencing or not.
Re: VVIS trouble! Posted by Raeth on Wed Dec 15th 2004 at 9:38pm
Raeth
62 posts
Posted 2004-12-15 9:38pm
Raeth
member
62 posts 16 snarkmarks Registered: Nov 24th 2004 Location: USA
Right, but even my take-up-the-whole-grid NS map never took more than 2
hours to do a full Vis on, even with a computer that was something like
half as powerful. What I'm basically seeing is a 20-fold increase
in compiling time with a more powerful machine (estimated, since I
don't have 2 or 3 straight days of spare computer time to test
it). That doesn't seem right at all.
Re: VVIS trouble! Posted by Tracer Bullet on Wed Dec 15th 2004 at 9:59pm
Tracer Bullet
2271 posts
Posted 2004-12-15 9:59pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Err.. It isn't simply map volume that matters. It is the volume of individual unblocked areas that really kills you. Try making a killbox the size of the grid, then sit back and watch your computer melt when you try to compile.