map lag

map lag

Hammer Mapping — Page [1]
Mnc

2009 Feb 19 • 21
i made few maps so far and they all lag when tryed out. They are compiled with .vis .rad .bsp .csg . I noticed it happens useally when there is large area infront of me ingame. Could this be maybe fixed at valve hammer > map properties > max viewable distance, or could there be more into it, my friend came to my server and tested these recent maps. All normal maps (de_dust2 etc.)works like dream on my server, its just my own maps. Friend said i fixed this lag problem once, but it must had been years ago

Or maybe all this could be because im compiling a map and its taking forever and sometimes it crashed also.
Vi0C ingame
 
 
 
2009 Mar 7 at 04:51 PST — Ed. 2009 Mar 7 at 05:19 PST
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
The engine can't handle large maps. If they aren't large, post the compile log.
...and that's the bottom line because Mate de Vita said so.
 
 
 
2009 Mar 7 at 12:18 PST
Mnc

2009 Feb 19 • 21
Quote:

** Executing...
** Command: Change Directory
** Parameters: E:\Sierra\Half-Life


** Executing...
** Command: Copy File
** Parameters: "E:\Sierra\Half-Life\valve\aim_test.map" "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_test.map"


** Executing...
** Command: C:\PROGRA~1\ZHTL\hlcsg.exe
** Parameters: "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_test"

hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: C:\PROGRA~1\ZHTL\hlcsg.exe "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_test"
Entering C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_test.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

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

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

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.20 seconds)
SetModelCenters:
50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.33 seconds)

Using Wadfile: \sierra\half-life\valve\halflife.wad
- Contains 48 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: \sierra\half-life\valve\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \sierra\half-life\valve\xeno.wad
- Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Using Wadfile: \sierra\half-life\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)

added 5 additional animating textures.
Texture usage is at 0.79 mb (of 4.00 mb MAX)
0.66 seconds elapsed

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




** Executing...
** Command: C:\PROGRA~1\ZHTL\hlbsp.exe
** Parameters: "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_test"

hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: C:\PROGRA~1\ZHTL\hlbsp.exe "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_test"

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ 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 ]
noopt [ 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 8192)


SolidBSP [hull 0] 500...761 (0.08 seconds)
BSP generation successful, writing portal file 'C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_test.prt'
SolidBSP [hull 1] 499 (0.05 seconds)
SolidBSP [hull 2] 480 (0.03 seconds)
SolidBSP [hull 3] 500...565 (0.05 seconds)
0.59 seconds elapsed

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




** Executing...
** Command: C:\PROGRA~1\ZHTL\hlvis.exe
** Parameters: "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_test"

hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: C:\PROGRA~1\ZHTL\hlvis.exe "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_test"
495 portalleafs
1665 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ 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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.72 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (157.44 seconds)
average leafs visible: 272
g_visdatasize:29741 compressed from 30690
158.22 seconds elapsed [2m 38s]

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




** Executing...
** Command: C:\PROGRA~1\ZHTL\hlrad.exe
** Parameters: "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_test"

hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: C:\PROGRA~1\ZHTL\hlrad.exe "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_test"

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
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 ]


[Reading texlights from 'C:\PROGRA~1\ZHTL\lights.rad']
[59 texlights parsed from 'C:\PROGRA~1\ZHTL\lights.rad']

1958 faces
Create Patches : 11890 base patches
0 opaque faces
139188 square feet [20043090.00 square inches]
301 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (49.80 seconds)
visibility matrix : 8.4 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (40.20 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (11.84 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (5.30 seconds)
Transfer Lists : 11764674 : 11.76M transfers
Indices : 6474400 : 6.17M bytes
Data : 47058696 : 44.88M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.73 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.86 seconds)
112.27 seconds elapsed [1m 52s]

----- END hlrad -----


cant understand tho if my map is big, how did those guys make maps like de_dust4ever and so on..
Vi0C ingame
 
 
 
2009 Mar 7 at 20:03 PST
SRAW
Rocket Man

2007 Nov 6 • 2525
601 ₧
your map isnt big, once i had a map compile over 1 hour xDDDDD thats y mapping sucks sometimes
Free Steam Games
 
 
 
2009 Mar 8 at 00:29 PST
eDan Co.
Mighty Typist

Real Live Hands-On Rabbi Medal
Consolation Medal
2007 Sep 24 • 2921
252 ₧
SRAW said:
your map isnt big, once i had a map compile over 1 hour xDDDDD thats y mapping sucks sometimes

1 hour? That's your worst compile time? I had a map compile 14 hours overnight.


Also,
SRAW said:
xDDDDD

What the fuck was that?
May contain traces of invisible text.
 
 
 
2009 Mar 8 at 01:32 PST — Ed. 2009 Mar 9 at 02:13 PDT
Mnc

2009 Feb 19 • 21
SRAW said:
your map isnt big, once i had a map compile over 1 hour xDDDDD thats y mapping sucks sometimes

i know, thats why im wondering what the hell is going on with these lags and max textures at compile log
Vi0C ingame
 
 
 
2009 Mar 8 at 01:34 PST
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
well, try reading this, maybe you can find what you did wrong...
...and that's the bottom line because Mate de Vita said so.
 
 
 
2009 Mar 8 at 03:16 PDT
KnightOfH3ll

2009 Jan 16 • 152
12 ₧
Does the map lag when you have bots playing in it whitout a nav file generated? Cause that was a lag problem for me.
 
 
 
2009 Mar 8 at 03:34 PDT — Ed. 2009 Mar 8 at 06:45 PDT
Mnc

2009 Feb 19 • 21
i would never play my map with bots with all the waypoints required to set em up and so on. I just would be happy to have my maps suitable any server. I read the "thingy" but who knows will it help me or not
Vi0C ingame
 
 
 
2009 Mar 8 at 10:47 PDT
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Have you made a "correct" sky?


Have you used NULL-texture on all unseen faces? It may improve performance a bit.
QUACK! QUACK!
 
 
 
2009 Mar 8 at 11:05 PDT — Ed. 2009 Mar 8 at 11:05 PDT
Mnc

2009 Feb 19 • 21
map has sky as it should be.. i guess

Quote:

A)
---------------- <- sky
[][][][][][][][] H
[][][][][][][][] o
[][][][][][][][] u
[][][][][][][][] s
[][][][][][][][] e
[][][][][][][][] s
----------------- ground

B)
---------------- <- sky
|---------------| <- sky walls "pillars"
[][][][][][][][] H
[][][][][][][][] o
[][][][][][][][] u
[][][][][][][][] s
[][][][][][][][] e
[][][][][][][][] s
----------------- ground


AKA space between buildings and sky, or sky going over roofs.
big difference? using A method atm.

Gave up with the box over the map as sky ideal

p.s: first time hear of this NULL, using typical halflife textures.
Vi0C ingame
 
 
 
2009 Mar 8 at 11:59 PDT — Ed. 2009 Mar 8 at 12:12 PDT
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
Mnc said:
p.s: first time hear of this NULL, using typical halflife textures.

It's in your zhlt.wad. It makes a brush face not get rendered which means that the engine has quite a lot less to draw. So any face that can never be seen should be nulled.
...and that's the bottom line because Mate de Vita said so.
 
 
 
2009 Mar 8 at 13:07 PDT
SRAW
Rocket Man

2007 Nov 6 • 2525
601 ₧
eDan Co. said:

1 hour? That's your worst compile time? I had a map compile 14 hours overnight.


hmm, thats cause that was some noob map, and after that i stopped making normal maps

Free Steam Games
 
 
 
2009 Mar 8 at 22:41 PDT
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