Compile Prob

NEO_PhyteNEO_Phyte We need shirtgons! Join Date: 2003-12-16 Member: 24453Members, Constellation
<div class="IPBDescription">not an error though..</div> Yeah, due to a lack of RAM, mantrid requested for someone else to compile his map for him. (note, this is NOT an NS map, but this seems to be the best place for help <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> )
i volunteer, download file, and begin
Anyway, this map is big. 25 min for VIS to compile.
So, im not really surprised when RAD takes a while. except something isnt working right. It started out fine, but after a while (~30-45 min), my system idle process started "using" my CPU again. I dunno why. I go to watch a 2-hour movie, come back, its still compiling, only now, system idle process has taken over.
WHATS GOING ON!!!

:edit: its still running, so maybe it will finish.

(note: see pic if you dont understand)
why.JPG 94.1K

Comments

  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    Anything wrong with the <a href='http://www.chatbear.com/board.plm?b=390' target='_blank'>VERC</a> or <a href='http://forums.gamedesign.net/' target='_blank'>Rust</a> forums? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    Anyway, posting your <b>entire</b> compile log, with -chart added to the last working compile tool, is usually a good thing to do in these cases. So we can see if certain values are particulary high, or you're using a sparse compile on a very complex map with loads of opaque brushes or stuff like that.

    All I can say now is that letting Windows manage your virtual memory instead of setting it manually has been known to fix problems during the hlrad process.
  • NEO_PhyteNEO_Phyte We need shirtgons&#33; Join Date: 2003-12-16 Member: 24453Members, Constellation
    edited June 2004
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Anything wrong with the VERC or Rust forums?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    i dont have an account, and i know these forums have friendly, helpful people

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->All I can say now is that letting Windows manage your virtual memory instead of setting it manually has been known to fix problems during the hlrad process. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    :edit: err, rereading that part of your post, i meekly edit this part away (i had the meaning reversed <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )
    the compile took over 1 GB of virtual memory


    it finally did compile (rad taking over 3 hours) once i fixed something and restarted (then went to bed and checked in the morning)
    (i think the prob was having the map on a different Hard-drive partition <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> )

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Anyway, posting your entire compile log, with -chart added to the last working compile tool, is usually a good thing to do in these cases. So we can see if certain values are particulary high, or you're using a sparse compile on a very complex map with loads of opaque brushes or stuff like that.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    posted the compile log for the successful compile
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    edited June 2004
    eh.. I don't think 25 minutes is very much since in my map it takes over 3 hours <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
    [edit] RAD 0,5 hour.. weird or something? ;DD
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    The distribution of compile times depends strongly on the way your level is build. A map I made with lots of weirdly shaped brushes, yet a very tight VIS layout, actually had a longer hlbsp then hlvis compile time.
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    sounds familiar.. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • NEO_PhyteNEO_Phyte We need shirtgons&#33; Join Date: 2003-12-16 Member: 24453Members, Constellation
    this post wasnt because the compile was taking forever
    look at the pic in the first post, and tell me what is wrong (other than the black smudge <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )
  • DarkhoundDarkhound Join Date: 2002-11-15 Member: 8794Members
    The RAD algorithm is memory bound, not processor bound. So, the reason it wasn't using much processing power was because your memory system couldn't feed it data fast enough. In the future, you might try compiling with the -sparse or -nomatrix flags, as they use less memory and more processor power.
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    I actually thought the maximum memory usage of hlrad was around 384 Mb, though I agree that a -sparse or -nomatrix compile is always worth a try.
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