Laggish?

Laggish?

Hammer Mapping — Page [1]
turnip1

2009 Jan 20 • 139
Hey i have just completed my map but i get tiny bits of lag and its not the server i have tested it on a few servers and it gets the same amount of lag on each server i get 4 loss and 1 choke in 1 quarter of the map and the rest i get 1-3 loss and 0 choke.

Could this be textures? Vast amount of entities? (deathrun map)
or there isn't to much lighting could that be it?
phoenix_r said:
Hey guyz u liek mai new SIG?!
 
 
 
2009 Apr 15 at 20:43 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Too much stuff being rendered at the same time? The game engine is, after all, over 10 years old, you can't expect too much of it...

Also, post compile log just in case.
QUACK! QUACK!
 
 
 
2009 Apr 15 at 20:51 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
Post the compile log please.
...and that's the bottom line because Mate de Vita said so.
 
 
 
2009 Apr 15 at 20:52 UTC
turnip1

2009 Jan 20 • 139
So probably not much to be done about it?

wow quick 2 replies lol it wasnt there when i started and then when i pressed send it was.
phoenix_r said:
Hey guyz u liek mai new SIG?!
 
 
 
2009 Apr 15 at 20:52 UTC — Ed. 2009 Apr 15 at 20:53 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
Post the compile log first and then we'll see.
...and that's the bottom line because Mate de Vita said so.
 
 
 
2009 Apr 15 at 20:53 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Depends, but start with posting the compile log.

EDIT: too slow
QUACK! QUACK!
 
 
 
2009 Apr 15 at 20:53 UTC — Ed. 2009 Apr 15 at 20:53 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
Omg KD would you stop that!? Lol...
...and that's the bottom line because Mate de Vita said so.
 
 
 
2009 Apr 15 at 20:53 UTC — Ed. 2009 Apr 15 at 20:53 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Omg Mate de Vita would you stop that!? Lol...
QUACK! QUACK!
 
 
 
2009 Apr 15 at 20:53 UTC — Ed. 2009 Apr 15 at 20:54 UTC
turnip1

2009 Jan 20 • 139
hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: hlcsg -nowadtextures deathrun_dust_E2
Entering deathrun_dust_E2.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

1 brushes (totalling 6 sides) discarded from clipping hulls
CreateBrush:
(0.06 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.25 seconds)

Using Wadfile: \program files\valve\steam\steamapps\cstrike.wad
- Contains 2 used textures, 6.45 percent of map (123 textures in wad)
Using Wadfile: \program files\valve\steam\steamapps\halflife.wad
- Contains 20 used textures, 64.52 percent of map (3116 textures in wad)
Using Wadfile: \program files\valve\steam\steamapps\cs_dust.wad
- Contains 9 used textures, 29.03 percent of map (28 textures in wad)

added 13 additional animating textures.
Texture usage is at 0.64 mb (of 4.00 mb MAX)
0.52 seconds elapsed

----- END hlcsg -----



hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: hlbsp deathrun_dust_E2

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'deathrun_dust_E2.prt'
0.52 seconds elapsed

----- END hlbsp -----



hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: hlvis deathrun_dust_E2
557 portalleafs
2123 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]


BasePortalVis:
(0.14 seconds)
LeafThread:
(52.92 seconds)
average leafs visible: 383
g_visdatasize:38157 compressed from 38990
53.09 seconds elapsed

----- END hlvis -----



hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: hlrad deathrun_dust_E2

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]


4019 faces
Create Patches : 43239 base patches
0 opaque faces
379314 square feet [54621288.00 square inches]
47 direct lights

BuildFacelights:
(3.50 seconds)
visibility matrix : 111.4 megs
BuildVisLeafs:
(42.81 seconds)
MakeScales:
(25.61 seconds)
SwapTransfers:
(29.09 seconds)
Transfer Lists : 244058184 : 244.06M transfers
Indices : 52391296 : 49.96M bytes
Data : 976232736 : 931.01M bytes
GatherLight:
(12.81 seconds)
FinalLightFace:
(1.77 seconds)
116.13 seconds elapsed [1m 56s]

----- END hlrad -----
phoenix_r said:
Hey guyz u liek mai new SIG?!
 
 
 
2009 Apr 15 at 20:54 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
That version of ZHLT is pretty old, you should try compiling with the latest version: http://zhlt.info/download-zhlt.html

Also, you might want to try -full on VIS but it might not make it much better...
QUACK! QUACK!
 
 
 
2009 Apr 15 at 20:56 UTC
turnip1

2009 Jan 20 • 139
dang with the new ZHLT do i have to make new BAT files?
phoenix_r said:
Hey guyz u liek mai new SIG?!
 
 
 
2009 Apr 15 at 20:57 UTC
turnip1

2009 Jan 20 • 139
I am seeing the fast vis and the full vis but how would i go about turning those on.

gah to late to edit accidental double post.
phoenix_r said:
Hey guyz u liek mai new SIG?!
 
 
 
2009 Apr 15 at 20:59 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Depends on your .bat-file, but I don't think so since the .exe's are named the same I think...

Best is to place them in their own folder so you don't mix the files with the old zhlt.

turnip1 said:
I am seeing the fast vis and the full vis but how would i go about turning those on.

gah to late to edit accidental double post.


You don't want fast vis (since it sucks). To enable full, edit your bat-file, at the line which says hlvis write -full after it...
something like this, eg:

hlcsg mapname
hlbsp mapname
hlvis mapname -full
hlrad mapnam
QUACK! QUACK!
 
 
 
2009 Apr 15 at 21:00 UTC — Ed. 2009 Apr 15 at 21:02 UTC
turnip1

2009 Jan 20 • 139
Ok ill give it a try. is it any different to read for errors? I just got used to this one being able to read it and understand it :|.





EDIT: Dont bother with that last part i already downloaded it and ill change the vis in my bat file and see how it turns out.

thanks.
phoenix_r said:
Hey guyz u liek mai new SIG?!
 
 
 
2009 Apr 15 at 21:01 UTC — Ed. 2009 Apr 15 at 21:05 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
turnip1 said:
Ok ill give it a try. is it any different to read for errors? I just got used to this one being able to read it and understand it :|.





EDIT: Dont bother with that last part i already downloaded it and ill change the vis in my bat file and see how it turns out.

thanks.


The error-messages are pretty much the same AFAIK.



EDIT: If the latest version of zhlt and/or -full doesn't improve the performance you will probably need to try and optimize the map itself...
QUACK! QUACK!
 
 
 
2009 Apr 15 at 21:09 UTC — Ed. 2009 Apr 15 at 21:12 UTC
turnip1

2009 Jan 20 • 139
Power tools?
phoenix_r said:
Hey guyz u liek mai new SIG?!
 
 
 
2009 Apr 15 at 21:11 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
You mean the folder Power Tools?

ripent.exe is used to import/export entity data.
count_ents counts the number of entities in a map.

http://zhlt.info/what-the-compile-tools-do.html

EDIT: im off to bed now, MdV and the rest of the guys can probably help if you need further assistance...
QUACK! QUACK!
 
 
 
2009 Apr 15 at 21:14 UTC — Ed. 2009 Apr 15 at 21:19 UTC
turnip1

2009 Jan 20 • 139
Nope killer you did a fine job of helping me out and perfect timing at that all my questions have been answered.

EDIT: Btw Killer Duck thanks for the link for the 1 way wall works great.
phoenix_r said:
Hey guyz u liek mai new SIG?!
 
 
 
2009 Apr 15 at 21:46 UTC — Ed. 2009 Apr 15 at 22:20 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Did you get rid of the lag?
QUACK! QUACK!
 
 
 
2009 Apr 16 at 06:08 UTC
turnip1

2009 Jan 20 • 139
Sadly no i thinks its because my whole amp is visible and its quite big the only reason it is visible is because of the big glass box in the middle for the terrorists so i was thinking maybe if i made 1 way walls for the t spawn that it would help the lag maybe so you don't have to look at as much? What do you think?


phoenix_r said:
Hey guyz u liek mai new SIG?!
 
 
 
2009 Apr 17 at 03:04 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
I don't think that would help very much, the game engine would probably render what's behind it anyway since brush-entities doesn't block VIS.
QUACK! QUACK!
 
 
 
2009 Apr 17 at 12:10 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
Try reading this tutorial. While it might not help you get rid of the lag in your current project, it should help you understand the limits of the engine for your future maps.
...and that's the bottom line because Mate de Vita said so.
 
 
 
2009 Apr 17 at 13:10 UTC
the_cloud_system
polly pushy pants

2008 Aug 1 • 3081
-6 ₧
NOW FIGHT TO THE DEATH
I drink to forget but I always remember.
 
 
 
2009 Apr 17 at 16:15 UTC
turnip1

2009 Jan 20 • 139
ok so i selected everything and downsized it considerably, but not enough to make huge differences in walk ways and suck and then made bigger changes by selecting certain walls and the roof and floor and now it is much smaller with little open space and i am going to test this. I read that link you gave me and it was right this map only lags with 15+ people on it. But now i hope it can handle it.

Ill tell you how it goes.
phoenix_r said:
Hey guyz u liek mai new SIG?!
 
 
 
2009 Apr 17 at 21:38 UTC — Ed. 2009 Apr 17 at 21:41 UTC
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