More splended new compiling errors..
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More splended new compiling errors..

#  May 07, 2009 at 10:02 AM
Join Date:
Jan 22, 2009
Post Count:
19
 
MUG 89230
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Specialty: Demoman
Clan: The Orange Fortress
 
ok I have no idea what is goign on this time:
I compiled a new version of my map having had no problems with previous versions but now whenever the compiler gets to the part of vvis when it counts from 1-9 for the second time it freezes part way down the count and eventally crashes hammer completly.

The only changes i have made to my map are the addition of several creats but i don't see why that should cause a problem...

any thoughts?
#  May 08, 2009 at 9:36 AM
Join Date:
Jul 11, 2008
Post Count:
514
 
Utter Nutter 86553
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Specialty: Medic
Steam ID: Cames99
Clan: EU division (Not TF2F)
 
I've had the same problem, i just restarted the computer and it fixed itself
#  May 08, 2009 at 1:00 PM
Join Date:
Apr 30, 2008
Post Count:
2016
 
Steam ID: Colonel Luxray
 
Does it actually freeze or does it just stop? Give it a little more time than usual to see if it's just taking a while to compile.

Also, click the load pointfile button. If there is a red line on the grid pointing to somewhere, it's a leak. Seal that leak up.
#  May 10, 2009 at 6:55 AM
Join Date:
Dec 29, 2007
Post Count:
182
 
fishy 81630
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Specialty: Pyro
 
It won't be a leak if vvis is taking too long. It's vbsp that finds leaks, and vvis doesn't get run if one is found. What usually holds vvis up is over complicated brushwork being left as world geometry, when it should be turned into func_detail instead.
None of the compilers should crash hammer, as they all run independently from it, so I don't understand why that would happen.
#  May 10, 2009 at 8:23 AM
Join Date:
Aug 18, 2008
Post Count:
569
 
Specialty: Sniper
Steam ID: The Geniusman
 
How much of your level is detail brushes? I have read that everything except walls and the floor should be detail brushes, about 80% of all world brushes. That'll speed things up. Also, vvis calculates which leafs are visible to others. If you have a large area with leafs that are all visible to one another, then you can use a func_viscluster to group them and avoid wasteful calculations. I avoid leaks by sealing my maps with a solid hollowed brush with a skybox texture. If you have displacements, you could also have some bad geometry that's eating up time. Vvis can sometimes get stuck at 99% for a long time. I had a map that took almost an hour to compile, and got to 99% in ten minutes, then got seemingly stuck for the rest. If you just let it cook for a while, does it still fail? If you can post a compile log, even better.

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