After compieling , with only the Leak error, starts the game normaly but the its starting the server the game crashed and give me no feedback why that happend. So I hope someone of you can help me
Fix the leak and you wont crash. In VHE 3.5 you can load the .pts for that map in the editor itself. Lines are drawn within your map in the edit. Look around the areas where the red lines are for a potential leak. I prefer that method atleast.
<!--QuoteBegin-MrRadicalEd+Aug 26 2004, 05:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrRadicalEd @ Aug 26 2004, 05:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Lines are drawn within your map in the edit. Look around the areas where the red lines are for a potential leak. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> The Leaks are Entity and whree inside the the maps. So how can i fix them?
Maker: first of all a leak is a hole in the outside of your map.more on what a leak its <a href='http://www.karljones.com/halflife/leaks.asp' target='_blank'>at handy vandal</a>.
there are three commonly used methods of finding leaks:<ul><li>The big block method: This mothod uses a block to cover the suspected region. this is followed by a compile the block is gradually shrunk until the leak is located. it takes time, lots of time. also very useable as a quick and dirty way to get a compile off with out fixing the problem</li><li>The 3D view method: This method is most usefull if one has added a small section since the last compile. with teh 3d window in hammer set to solid one flys about in the level and looks for the hole which will apear as a place you can d`see the black back ground.</li><li>The point file method: by far the most efficent method of finding leaks. the point file is a line from the entity mentioned in the compile log , or its genral area, to the edge of the buildable area. it can be loaded both in game and in hammer. some video cards will crash in game because of the leak. However you can still attempt to fo.low the line in game. in devloper mode, add - dev to the command line, and with sv_cheats 1. one types: pointfile in console. this will provide a glowing trail to follow. this can be very difficult especially on old cards as looking at the leak can cause crashes. in hammer teh point file can be loaded form the map menu. the prgram will prompt you for a point file and suggest <yourmap>.pts i personally dislike .pts as it works in triangles and that doesnt do it for me. i suggest using <yourmap>.lin. either way the result is a line which starts off red and gradually turns blue in Hammer's 3D window. it apears as a read line in all of the 2d views but as the level gets more complex that can look like a hopeless tangle. following the line you should be able to determine where the leak is fix it and turn teh point file off on teh same menu you opened it from.</li></ul> a final note: entities will NOT count towards fixing leaks as the engine treats them as transparent.
I had look after the leaks with the point file method
hree ist the part of the log with the point files SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3122 (2.69 seconds) Warning: === LEAK in hull 0 === Entity path_corner @ (-2056,-262, 84) Error: A LEAK ...
The leak will be reported by the first entity that comes in contact with the line that has been traced from the leak source. So finding the reported entities or brushes in the log will give you a starting point to look within VHE. When you use the pointfile drawing in VHE it will draw lots of lines ranging from blue to red and all shades inbetween. You are looking for the pure red lines that pop within your level. The red lines that show within(not out in the void) will tell you where the leak will be. The line will start from the leak and end up at the reported entity in the log.
SolidBSP [hull 1] 500...1000...1500...2000...2430 (0.58 seconds) Warning: === LEAK in hull 1 === Entity info_mapinfo @ (-1984, 64, 960) <b><<<===== check here for origin of leak</b> SolidBSP [hull 2] 500...1000...1500...1522 (0.23 seconds) Warning: === LEAK in hull 2 === Entity info_team_start @ (-2176, 64, 886) <b><<<===== check here for origin of leak</b> SolidBSP [hull 3] 500...1000...1500...2000...2427 (0.63 seconds) Warning: === LEAK in hull 3 === Entity info_mapinfo @ (-1984, 64, 960) <b><<<===== check here for origin of leak</b>
When a leak is detected there is a line being drawn within your map trying to find leaks. When there is one it will bounce around in your map untill it hits an entity, hence the log reports. The line being traced will hit the closest entity nearest the leak. So those entities are a starting place to find them.
The leaks wont always be in surrounding brush work, and can be down a hall or in the next couple rooms away.
in VHE tooltry go to Map>Load Pointfile and use the pointfile from that map's compile and you will have a better picture or follow one of the many steps confused! posted.
Comments
The Leaks are Entity and whree inside the the maps. So how can i fix them?
first of all a leak is a hole in the outside of your map.more on what a leak its <a href='http://www.karljones.com/halflife/leaks.asp' target='_blank'>at handy vandal</a>.
there are three commonly used methods of finding leaks:<ul><li>The big block method: This mothod uses a block to cover the suspected region. this is followed by a compile the block is gradually shrunk until the leak is located. it takes time, lots of time. also very useable as a quick and dirty way to get a compile off with out fixing the problem</li><li>The 3D view method: This method is most usefull if one has added a small section since the last compile. with teh 3d window in hammer set to solid one flys about in the level and looks for the hole which will apear as a place you can d`see the black back ground.</li><li>The point file method: by far the most efficent method of finding leaks. the point file is a line from the entity mentioned in the compile log , or its genral area, to the edge of the buildable area. it can be loaded both in game and in hammer. some video cards will crash in game because of the leak. However you can still attempt to fo.low the line in game. in devloper mode, add - dev to the command line, and with sv_cheats 1. one types: pointfile in console. this will provide a glowing trail to follow. this can be very difficult especially on old cards as looking at the leak can cause crashes. in hammer teh point file can be loaded form the map menu. the prgram will prompt you for a point file and suggest <yourmap>.pts i personally dislike .pts as it works in triangles and that doesnt do it for me. i suggest using <yourmap>.lin. either way the result is a line which starts off red and gradually turns blue in Hammer's 3D window. it apears as a read line in all of the 2d views but as the level gets more complex that can look like a hopeless tangle. following the line you should be able to determine where the leak is fix it and turn teh point file off on teh same menu you opened it from.</li></ul>
a final note: entities will NOT count towards fixing leaks as the engine treats them as transparent.
hree ist the part of the log with the point files
SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3122 (2.69 seconds)
Warning: === LEAK in hull 0 ===
Entity path_corner @ (-2056,-262, 84)
Error:
A LEAK ...
Leak pointfile generated
SolidBSP [hull 1] 500...1000...1500...2000...2430 (0.58 seconds)
Warning: === LEAK in hull 1 ===
Entity info_mapinfo @ (-1984, 64, 960)
SolidBSP [hull 2] 500...1000...1500...1522 (0.23 seconds)
Warning: === LEAK in hull 2 ===
Entity info_team_start @ (-2176, 64, 886)
SolidBSP [hull 3] 500...1000...1500...2000...2427 (0.63 seconds)
Warning: === LEAK in hull 3 ===
Entity info_mapinfo @ (-1984, 64, 960)
On this picture the areas are marked where the pointfile shows
<img src='http://lanplan.net/leak.JPG' border='0' alt='user posted image' />
The complet log
<a href='http://www.lanplan.net/co_flagship.log' target='_blank'>Log</a>
SolidBSP [hull 1] 500...1000...1500...2000...2430 (0.58 seconds)
Warning: === LEAK in hull 1 ===
Entity info_mapinfo @ (-1984, 64, 960) <b><<<===== check here for origin of leak</b>
SolidBSP [hull 2] 500...1000...1500...1522 (0.23 seconds)
Warning: === LEAK in hull 2 ===
Entity info_team_start @ (-2176, 64, 886) <b><<<===== check here for origin of leak</b>
SolidBSP [hull 3] 500...1000...1500...2000...2427 (0.63 seconds)
Warning: === LEAK in hull 3 ===
Entity info_mapinfo @ (-1984, 64, 960) <b><<<===== check here for origin of leak</b>
When a leak is detected there is a line being drawn within your map trying to find leaks. When there is one it will bounce around in your map untill it hits an entity, hence the log reports. The line being traced will hit the closest entity nearest the leak. So those entities are a starting place to find them.
The leaks wont always be in surrounding brush work, and can be down a hall or in the next couple rooms away.
in VHE tooltry go to Map>Load Pointfile and use the pointfile from that map's compile and you will have a better picture or follow one of the many steps confused! posted.