Good Compile Machines...

RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
<div class="IPBDescription">Where to find them?</div> Well, i'm nearly finished with my map NS_Deep.

Keeping in mind the size of the level, i haven't run vis or rad. So it's fullbright. It's ok so i can check the doors, textures, except the lights...

Now, i know Shodan. I never tried it though, is it worth sending or is there a quicker way? (some other server that will send me the map back after it compiles)

On the other hand, i COULD compile it myself, but i don't really have a fast computer. Do you think that it's reasonable to compile a map of ns size with my specs? Thanks for the feedback...

PIII 733 MHZ
256 MB RAM
20 G (max) swap file

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited April 2003
    Much fast ram is more important than much mhz.
    I compile with 600mhz 600mb ram 2GB swap file.

    Ive experienced a speed boost when you defrag the swap filed HDD.
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Depending on how big/complex your map is, there is no reason why you should not compile the map yourself. The speed of your processor helps, but as Ollj said RAM is far more important (using the swapfile for compiling would be so slow its not worth it). To cut a long story short, try and compile the map properly enough for testing (say -full vis but no -extra on rad) and see what happens.

    If, for example your computer gets 'stuck' (see below) on the MakeScales stage of hlrad, check that you have at least 1.5 times as much RAM as the size of the vismatrix (this figure should appear on the compile screen just before MakeScales). Using the -sparse parameter with hlrad should dramatically decrease the size of the vismatrix and allow you to compile, although hlrad will still take longer than if you had enough RAM in the first place.

    There is no such quick fix for other stages of the compile running slowly, although to improve vis times you would do the same things as for improving r_speeds and map performance.

    Compiling *is* going to take you a long time, and people have differing amounts of patience as to how long they are prepared to wait. For a normal compile, I would not want to be waiting for more than about 2 hours. It should be fairly obvious if your computer becomes 'stuck' and you have to abort:
    The compiler appears to not be making any progress after a long time (you should use the -estimate paramter with every tool to get a better idea of 'progress'), your HD is making lots of noise, and your computer is also probably unusable and unresponsive.

    If it comes to it, buying more RAM is not really that expensive. As for Shodan, if you have a slow connection like me : ( the time taken to regularly upload/download files would probably take longer anyway! Maybe worth it for final compiles.
  • ObliteraterObliterater Join Date: 2002-11-22 Member: 9652Members
    Have your comp try to compile it overnight when you are not using it.
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    last map i compiled didn't work until...

    390 MB megs DDR
    12 GIGs VIRTUAL MEMORY!!!!
    700 mghz


    i also stress the importance of ram and not cpu.... it took me 18 hours to compile.... try to plan ahead of time!
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    UGH! 18 hours to compile what map?
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    dudE!
    my map is ove the pain max and lighting max and it only takes 2 hours totla to do:)
    xp1600
    512 ddr
    2gigs (i think ) in virtual ( although it simply all fits on my ram so i dunno rerally i ahvent looked at it in a long time)
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Unfortunately, SHODAN died with MonsEs new contract. You'll have to either find a friendly serveradmin, or do the long haul.
  • Sniper_ChanceSniper_Chance Join Date: 2002-12-11 Member: 10549Members
    edited April 2003
    <a href='http://rcs.valve-erc.com/' target='_blank'>http://rcs.valve-erc.com/</a>

    That is the infamous <b>R</b>emote <b>C</b>ompile <b>S</b>ystem. Basically, you send your RMF/MAP and WADs to them, and they compile a BSP for you.

    I don't recommend it unless your computer is ungodly slow, and there's no way you can compile it any faster.
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    De_Mayan.... it was 3-4 times the size of aztec, and based on the same theme.... it was awsome, and friggin huge, it was designed for max 72 and a minimum of 32 players....
  • TrojanTrojan Join Date: 2002-11-02 Member: 4611Members
    Considering the HL engine isnt really designed to have any more than 32 players, hell i'm not even sure if it CAN have more than 32 players, I don't see why you did do that Delarosa <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    <!--QuoteBegin--Nemesis Zero+Apr 5 2003, 10:09 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Apr 5 2003, 10:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Unfortunately, SHODAN died with MonsEs new contract. You'll have to either find a friendly serveradmin, or do the long haul. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    What was that contract? I just wanted to give Shodan a try but now... (damn you hax0rz! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )
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