Mnc
2009 Feb 19 • 21
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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.
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2009 Mar 7 at 12:51 UTC
— Ed. 2009 Mar 7 at 13:19 UTC
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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.
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2009 Mar 7 at 20:18 UTC
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Mnc
2009 Feb 19 • 21
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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..
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2009 Mar 8 at 04:03 UTC
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SRAW
Rocket Man
2007 Nov 6 • 2525
601 ₧
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your map isnt big, once i had a map compile over 1 hour xDDDDD thats y mapping sucks sometimes
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2009 Mar 8 at 08:29 UTC
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eDan Co.
Mighty Typist
2007 Sep 24 • 2921
252 ₧
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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.
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2009 Mar 8 at 09:32 UTC
— Ed. 2009 Mar 9 at 09:13 UTC
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Mnc
2009 Feb 19 • 21
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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
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2009 Mar 8 at 09:34 UTC
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well, try reading this, maybe you can find what you did wrong...
...and that's the bottom line because Mate de Vita said so.
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2009 Mar 8 at 10:16 UTC
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Does the map lag when you have bots playing in it whitout a nav file generated? Cause that was a lag problem for me.
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2009 Mar 8 at 10:34 UTC
— Ed. 2009 Mar 8 at 13:45 UTC
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Mnc
2009 Feb 19 • 21
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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
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2009 Mar 8 at 17:47 UTC
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Have you made a "correct" sky?
Have you used NULL-texture on all unseen faces? It may improve performance a bit.
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2009 Mar 8 at 18:05 UTC
— Ed. 2009 Mar 8 at 18:05 UTC
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Mnc
2009 Feb 19 • 21
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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.
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2009 Mar 8 at 18:59 UTC
— Ed. 2009 Mar 8 at 19:12 UTC
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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.
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2009 Mar 8 at 20:07 UTC
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SRAW
Rocket Man
2007 Nov 6 • 2525
601 ₧
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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
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2009 Mar 9 at 05:41 UTC
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