Why do I lag on the maps I make?

Why do I lag on the maps I make?

Hammer Mapping — Page [1]
general_zim
Le Tigre

2006 Sep 1 • 549
16 ₧
I'll be playing and the game is running fine, then I start to lag.



I press tab and my latency is way up. How do I prevent this?!



*This happens on all my maps
 
 
 
2006 Oct 6 at 02:35 UTC
SuperJer
Websiteman

2005 Mar 21 • 6673
Any leaks? Leaks are real bad.

Try this too, type r_speeds 1 in the console. This will show you how many polygons are being drawn as you walk through the map.

(Make sure you're using developer 1 as well.)

The wpoly number is what's most important. This is polygons from your map brushes. (w = world). You should try to keep this number under 800 at all times.

The 800 limit is from 1998 though so it is ok to go a bit higher these days. But the engine will start to die if you go too far over, like 1200.

Also check your compile .log for weird warnings. Lot's of things can cause lag.
 
 
 
2006 Oct 6 at 02:40 UTC
general_zim
Le Tigre

2006 Sep 1 • 549
16 ₧
well, it says my player_deathmatch entities are causing the leaks....what are they doing to cause this?
 
 
 
2006 Oct 6 at 02:52 UTC
SuperJer
Websiteman

2005 Mar 21 • 6673
You must have some that are OUTSIDE your map.

Or jammed into a floor/wall/ceiling.
 
 
 
2006 Oct 6 at 07:45 UTC
general_zim
Le Tigre

2006 Sep 1 • 549
16 ₧
well, the only thing that's jammed into a wall are my origins......


My player_start and player_deathmatches are directly sitting on the ground...



Want me to link the map to you?
 
 
 
2006 Oct 6 at 21:02 UTC
jacksmoke234
Tendrils McGee

2005 Mar 21 • 1375
34 ₧
Well it might not be your player spawns which are actually out of the map, it could be a hole near that entity. Look near the spawns to see if you can find a leak.
 
 
 
2006 Oct 7 at 18:21 UTC
SuperJer
Websiteman

2005 Mar 21 • 6673
Try loading the pointfile.

Also they should not be directly touching the ground. They should be a bit in the air.
 
 
 
2006 Oct 7 at 22:58 UTC
jacksmoke234
Tendrils McGee

2005 Mar 21 • 1375
34 ₧
To load your pointfile

Map > Load Pointfile and go to your "ZHLT" folder.
 
 
 
2006 Oct 8 at 14:58 UTC
general_zim
Le Tigre

2006 Sep 1 • 549
16 ₧
Well, I do that, and this is what I see:



How is this supposed to help?
 
 
 
2006 Oct 8 at 15:07 UTC
SuperJer
Websiteman

2005 Mar 21 • 6673
There it is! That's the path that HLBSP followed.

As they say, HLBSP zigs and zags like a housefly on crack.

But anyway.

Nothice that most of it is OUTSIDE your map, going around the edges and stuff.

In the 3D window look for where it crosses from inside the outside. That is where your leak is.

HLBSP doesn't actually KNOW WHERE your leak is, it just knows it got to the OUTSIDE from one of your entities.
 
 
 
2006 Oct 8 at 21:14 UTC
general_zim
Le Tigre

2006 Sep 1 • 549
16 ₧
oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooohhhhhhhhhhhhhhhhhhhhhhhh!


THAT'S how I find leaks.....


No shit huh. Well, thanks again.
 
 
 
2006 Oct 8 at 22:54 UTC
SuperJer
Websiteman

2005 Mar 21 • 6673
Well that's ONE way to find them.

Or you can just look, by hand, at whatever you built recently. Usually I have a pretty good idea of where I screwed up.

For really nasty hard to find leaks you might have to compile parts of the map at a time to isolate the leak.
 
 
 
2006 Oct 9 at 10:07 UTC
general_zim
Le Tigre

2006 Sep 1 • 549
16 ₧
I still get this leak...


Can you help me out by looking superjer?

I pm'd you the link....
 
 
 
2006 Oct 9 at 14:34 UTC
jacksmoke234
Tendrils McGee

2005 Mar 21 • 1375
34 ₧
Leaks can be tedious to find, I usually make my maps piece by piece and compile each new addon so I make sure there aren't any leaks.
 
 
 
2006 Oct 10 at 23:34 UTC
general_zim
Le Tigre

2006 Sep 1 • 549
16 ₧
superjer! Please look at that map for me I can't see anything else that would be causing a leak!
 
 
 
2006 Oct 15 at 20:48 UTC
SuperJer
Websiteman

2005 Mar 21 • 6673
 
 
 
2006 Oct 15 at 21:58 UTC
general_zim
Le Tigre

2006 Sep 1 • 549
16 ₧
damn I didn't even see that!!!

Um, can origin textures be put into walls like this?






 
 
 
2006 Oct 15 at 22:15 UTC
jacksmoke234
Tendrils McGee

2005 Mar 21 • 1375
34 ₧
Yes.
 
 
 
2006 Oct 15 at 23:12 UTC
general_zim
Le Tigre

2006 Sep 1 • 549
16 ₧
oh, because it's saying that my leak is located near there....


Warning: === LEAK in hull 0 ===
Entity func_door_rotating @ ( 153,1344, 286)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated
 
 
 
2006 Oct 15 at 23:20 UTC
jacksmoke234
Tendrils McGee

2005 Mar 21 • 1375
34 ₧
You there, send me your map and I'll find your leak faster than sups could find it.
 
 
 
2006 Oct 16 at 01:26 UTC
general_zim
Le Tigre

2006 Sep 1 • 549
16 ₧
alright.


Scroll down when you get to the page.

http://savefile.com/files/136451
 
 
 
2006 Oct 16 at 03:11 UTC
jacksmoke234
Tendrils McGee

2005 Mar 21 • 1375
34 ₧
Nope can't find it, I found one, but it didn't fix it >>
 
 
 
2006 Oct 17 at 00:44 UTC
SuperJer
Websiteman

2005 Mar 21 • 6673
general_zim: you need to be careful about using VERY SMALL grid sizes. When your grid is tiny, you can easily & accidentally create tiny leaks like these.

BTW the way I found that leak under the door was by using the Pointfile. Don't look at all the red lines in the pointfile, focus on the corners, and where they go from having a corner OUTSIDE to INSIDE. That's always where a leak is.

If your map is really really leaky and/or messed up for whatever reason, it is often easist to just start over. As you have seen, it does not take a long time to build a lot of rooms/objects. It does take a long time to repair them if you screw something up.

You can always copy the stuff you worked really hard on from the old map to the new one. Like doors and detail objects. Those have nothing to do with leaks anyway.

PS: NEVER put a box around your whole map to catch all the leaks. This will just cause it to lag even worse than if you just keep the leaks. It's not the leaks themselves that cause the slowdown, it's the fact that the whole outside of the map has to be saved into the BSP as playable space.
 
 
 
2006 Oct 18 at 00:16 UTC
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