glview - error compiling

glview - error compiling

Re: glview - error compiling Posted by RByers on Mon Nov 21st 2005 at 4:56am
RByers
6 posts
Posted 2005-11-21 4:56am
RByers
member
6 posts 1 snarkmarks Registered: Dec 26th 2004 Occupation: sex machine
so, i think it might be a leak but i'd like a second opinion..

** Executing...

** Command: "c:\program files\valve\steam\steamapps\reeddb\sourcesdk\bin\vbsp.exe"

** Parameters: -glview "c:\program files\valve\steam\steamapps\reeddb\sourcesdk_content\hl2mp\mapsrc\garage.vmf"

Valve Software - vbsp.exe (Jan 19 2005)

1 threads

materialPath: c:\program files\valve\steam\steamapps\reeddb\half-life 2 deathmatch\hl2mp\materials

Loading c:\program files\valve\steam\steamapps\reeddb\sourcesdk_content\hl2mp\mapsrc\garage.vmf

fixing up env_cubemap materials on brush sides...

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

**** leaked ****<br style="font-weight: bold;">
Entity func_useableladder (1121.00 -355.00 230.00) leaked!

Processing areas...done (0)

Building Faces...done (0)

Writing c:\program files\valve\steam\steamapps\reeddb\sourcesdk_content\hl2mp\mapsrc\garage.gl

768 c_glfaces

Chop Details...done (0)

Find Visible Detail Sides...

Merged 88 detail faces...done (0)

Merging details...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (0)

Creating default cubemaps for env_cubemap using skybox sky_wasteland02...

Run buildcubemaps in the engine to get the correct cube maps.

Finding displacement neighbors...

Finding lightmap sample positions...

Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10

Building Physics collision data...

done (0) (66481 bytes)

Emitting linux collision data (use -nolinuxdata to disable).

Building Physics collision data...

done (0) (66481 bytes)

Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

Writing c:\program files\valve\steam\steamapps\reeddb\sourcesdk_content\hl2mp\mapsrc\garage.bsp

2 seconds elapsed

Memory leak: mempool blocks left in memory: 48<br style="font-weight: bold;">
Memory leak: mempool blocks left in memory: 2

** Executing...

** Command: C:\Program Files\Valve\Steam\SteamApps\reeddb\sourcesdk\bin\glview.exe

** Parameters: -portals "c:\program files\valve\steam\steamapps\reeddb\sourcesdk_content\hl2mp\mapsrc\garage.gl"

is what it said when i tried to compile it to glview.

is the func_usableladder it? or..?
Re: glview - error compiling Posted by Andrei on Mon Nov 21st 2005 at 9:31am
Andrei
2455 posts
Posted 2005-11-21 9:31am
Andrei
member
2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
It's most likely a leak. Try to temporarily place a large hollow cube
around the map and see if you still get this error. If you won't, then it's a
leak.

As for the
Memory leak: mempool blocks left in memory: 48<br style="font-weight: bold;">

Memory leak: mempool blocks left in memory: 2
thing, you need not worry about it. It doesn't seem to affect compiling.
Re: glview - error compiling Posted by Paladin[NL] on Mon Nov 21st 2005 at 11:14am
Paladin[NL]
157 posts
Posted 2005-11-21 11:14am
157 posts 56 snarkmarks Registered: May 4th 2004 Occupation: Student/mapper Location: Netherlands
In Hammer, load the pointfile once you have compiled. This will make a
line from that func_useableladder to the gap where it's leaked. Follow
the line and close the gap.
Re: glview - error compiling Posted by fishy on Mon Nov 21st 2005 at 5:12pm
fishy
2623 posts
Posted 2005-11-21 5:12pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
**** leaked ****<BR style="FONT-WEIGHT: bold">Entity func_useableladder (1121.00 -355.00 230.00) leaked!

^ that is the leak. the bit that Andrei quoted appears in every log that i've ever seen for a source engine compile.

i don't understand what you mean when you say that you tried to compile it to glview. what's that all about?
i eat paint
Re: glview - error compiling Posted by RByers on Tue Nov 22nd 2005 at 2:22pm
RByers
6 posts
Posted 2005-11-22 2:22pm
RByers
member
6 posts 1 snarkmarks Registered: Dec 26th 2004 Occupation: sex machine
http://developer.valvesoftware.com/wiki/Optimization_%28Geometry%29

ctrl + f + glview, to see how my leaves are looking, trying to optimize the map.

and yeah.. i'm going to try a pointfile and see how it works. I deleted
those entities, and each time i get a new entity showing up saying i
have a leak.
Re: glview - error compiling Posted by Captain P on Tue Nov 22nd 2005 at 3:11pm
Captain P
1370 posts
Posted 2005-11-22 3:11pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Don't delete the entities that appear in the log when a leak is found,
they're hardly ever the cause. The only time an entity itself causes a
leak is when it's placed in the void, e.g. outside of the playable area.

In any other case, you didn't seal off your playable area from the
outside, and the entity closest to this leak (or something like that)
is put into the compile log. So it's not the cause, more like an
indicator to where your real leak is.
Create-ivity - a game development blog
Re: glview - error compiling Posted by RByers on Tue Nov 22nd 2005 at 5:45pm
RByers
6 posts
Posted 2005-11-22 5:45pm
RByers
member
6 posts 1 snarkmarks Registered: Dec 26th 2004 Occupation: sex machine
okay, i'm not too worried the only entities i deleted were ladders and
ladder exit point ones. eh, now i just have to compile it and use the
pointfile.. i hate leaks so much..