Compile time

Compile time

Re: Compile time Posted by satchmo on Fri Dec 17th 2004 at 4:15am
satchmo
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Posted 2004-12-17 4:15am
satchmo
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2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
Is it just me or has anyone else noticed that the compile time seems shorter for HL2/Source than HL1? I feel the difference is quite significant. To generate a BSP with similar file size, Hammer 4 takes significantly less time.

When I mapped for HL1, it wasn't unusual to take an hour to compile a map. But now it takes just minutes (and the map I'm working on currently is at least twice as large and has more brushes than all of my previous maps). I even run Firefox, HL2, and notepad at the same time when I compile, but nothing slows Hammer down.
Re: Compile time Posted by Nickelplate on Fri Dec 17th 2004 at 4:51am
Nickelplate
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Posted 2004-12-17 4:51am
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
my maps take about 20 seconds when i dont run RAD or VIS. When i run them they go longer than 12 hours. It's not my computer, either. I have dual P4 3.06 and 1GB ram on my compile machine.
Re: Compile time Posted by SaintGreg on Fri Dec 17th 2004 at 5:14am
SaintGreg
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Posted 2004-12-17 5:14am
212 posts 51 snarkmarks Registered: Dec 3rd 2004
For me compile time seem much much longer. I have about 1/4 of my
map done and currently vis takes about 15 minutes. With my hl
maps vis never took more than 10 minutes, although this is probably
skewed because i never made very complex HL maps. But also with
source maps can be so much more detailed. Rad doesnt seem to take
that long for source for me but that might be my map.
Re: Compile time Posted by ReNo on Fri Dec 17th 2004 at 5:21am
ReNo
5457 posts
Posted 2004-12-17 5:21am
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I've not done anything large or particularly complex in source, but
considering Echo takes around 30 seconds for a full compile in its
current form I reckon that it seems fairly quick. I think long compile
times can be attributed to unoptimised maps - I think if you put some
time into using func_details where appropriate and use hint brushes
effectively, you could probably cut down those multiple hour compile
times significantly.
Re: Compile time Posted by Gorbachev on Fri Dec 17th 2004 at 6:05am
Gorbachev
1569 posts
Posted 2004-12-17 6:05am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
my maps take about 20 seconds when i dont run RAD or VIS. When i
run them they go longer than 12 hours. It's not my computer, either. I
have dual P4 3.06 and 1GB ram on my compile machine.
You've got something setup apocolyptically wrong then. Either that or
you have a million overlapped brushes and the most brutal map
optimization known to man...even then that'd be a stretch.
Re: Compile time Posted by Raeth on Fri Dec 17th 2004 at 6:31am
Raeth
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Posted 2004-12-17 6:31am
Raeth
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62 posts 16 snarkmarks Registered: Nov 24th 2004 Location: USA
my maps take about 20 seconds when i dont run RAD or VIS. When i
run them they go longer than 12 hours. It's not my computer, either. I
have dual P4 3.06 and 1GB ram on my compile machine.
You've got something setup apocolyptically wrong then. Either that or
you have a million overlapped brushes and the most brutal map
optimization known to man...even then that'd be a stretch.
Not so. It seems VIS chokes on any sort of map that's even sort
of open. I imagine if you're making a map with lots of boxy rooms
VIS would run fine, but maps with a lot of volume go slooooow.
Like days and days of compiling slow.
Re: Compile time Posted by SaintGreg on Fri Dec 17th 2004 at 7:03am
SaintGreg
212 posts
Posted 2004-12-17 7:03am
212 posts 51 snarkmarks Registered: Dec 3rd 2004
When I think about it 20 seconds for bsp alone seems pretty long. So he must have one huge map going.
Re: Compile time Posted by $loth on Fri Dec 17th 2004 at 7:39am
$loth
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Posted 2004-12-17 7:39am
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I think with the new SDK release hammer compiling is faster than from the first release.
Re: Compile time Posted by Gorbachev on Fri Dec 17th 2004 at 8:13am
Gorbachev
1569 posts
Posted 2004-12-17 8:13am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
Unless you have the ill practice of boxing in the entire map with the
largest possible cube it still does not make sense. 12 hours is a loong
time. Even for the largest possible volume with the old engine my map
took 45 mins with a much lesser computer.
Re: Compile time Posted by ReNo on Fri Dec 17th 2004 at 8:22am
ReNo
5457 posts
Posted 2004-12-17 8:22am
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Well its certainly possible to push compile times in HL1 much higher
than that Gorb - my flatshaded island map ran for over 24 hours on VIS
before I pulled the plug on it and accepted only a fast compile (it
wasn't gonna make much different in a map like that anyway!). I've not
attempted anything of the sort in source so I can't really comment on
how it works with compiling open areas, but since displacement surfaces
aren't taken into account for vis calculations, I would think it would
be fairly quick. Make sure you keep the brushwork underlying the
displacement surfaces extremely simple and neat, and use hint brushes
to surround detailed areas that will cause lots of leaf splitting (eg.
a small detailed building surrounded by terrain).
Re: Compile time Posted by goanna on Fri Dec 17th 2004 at 9:00am
goanna
5 posts
Posted 2004-12-17 9:00am
goanna
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5 posts 1 snarkmarks Registered: Dec 12th 2004 Occupation: Zookeeper Location: USA
It's much faster than 3.5. For my 6.9meg map Hammer 4.0 is taking about 5mins. In Hammer 3.5 it was taking me around 1hr 20mins for 5 megs. This is on full compile with all 3 sections on normal.
Re: Compile time Posted by Jinx on Fri Dec 17th 2004 at 10:54am
Jinx
874 posts
Posted 2004-12-17 10:54am
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Heh when it comes to compile/build times and in-editor lighting, I guess UnrealEd still kicks Hammer's sorry ass. Too bad I'm too lazy to finish learning it :x

I'm just about done rebuilding my 'old' machine, a 2700+ with 1GB 3200 ram. If compile times get long, I might just use that as my 'compile' machine to keep this one's resources free.
Re: Compile time Posted by $loth on Fri Dec 17th 2004 at 12:40pm
$loth
2256 posts
Posted 2004-12-17 12:40pm
$loth
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2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
Has anyo one noticed hammer lagging since the last update. I updated this morning and when I try going into my map it lags :sad:

[edit] it even does when I create a new map and there is nothing in it :sad:
Re: Compile time Posted by JFry on Fri Dec 17th 2004 at 1:10pm
JFry
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Posted 2004-12-17 1:10pm
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To me rad seems somewhat faster, but vis seems slower. I always have a long wait thru portal flow. Does anybody know what portal flow does? Is that new to source or did I just overlook it in hl1?
Re: Compile time Posted by Nickelplate on Fri Dec 17th 2004 at 5:24pm
Nickelplate
2770 posts
Posted 2004-12-17 5:24pm
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
My map actually IS a very open map with displacement overlapping. Also i have lots of brushes as i have old houses with holes in them. All that will work for this map is a BIG-ass skybox around it. any suggestions?
Re: Compile time Posted by Raeth on Fri Dec 17th 2004 at 8:16pm
Raeth
62 posts
Posted 2004-12-17 8:16pm
Raeth
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62 posts 16 snarkmarks Registered: Nov 24th 2004 Location: USA
My map actually IS a very open map with displacement
overlapping. Also i have lots of brushes as i have old houses with
holes in them. All that will work for this map is a BIG-ass skybox
around it. any suggestions?
Uh, give yourself a week before the contest ends to do a final compile on the map?