Map has a leak? map too large to run without vis?

YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
<div class="IPBDescription">I have a remedy!</div>So you have a huge NS map and suddenly you get a leak on a compile. However your map is so large that it crashes Half-Life if you try to run it in its partially compiled state. How do you find the leak?

Well, you can try the block method... or you can rename the pointfile (.pts) to match the name of an earlier version that did compile completely. Now use the pointfile in the older map and follow the line. Of course the older map won't have the architecture in the same place, but the pointfile line will at least tell you where the leak is occuring.

This only works if you keep previous versions of your map after compiling. I heartily suggest you do this anyways just in case, rather than constantly saving over the same file. For example, I'm up to version 18 of ns_penumbra.

I'm sure someone has figured this trick out, but I've never heard anyone mention it. Also I know that some of the mappers here have trouble with their maps due to their size (Like me *cough*), so I figured this was a good place to mention it <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

Comments

  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    Version 18 my sweet pitoot! SHODAN has done plenty more compiles than that, bub.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    But I only kept 18 versions. Some of the changes were so minor that I merely saved over the file <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • FreestylerFreestyler The First NS Fan Join Date: 2002-01-24 Member: 20Members
    Do what I say, not what I do <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    Definitely a good idea though.  That might've saved me some time in my SI map, except for the fact that the "leak" was really the result of Quark being stupid...ah well, the version I have now is supposed to get rid of that.
  • Jim_RaynorJim_Raynor Join Date: 2002-01-25 Member: 65Members
    Ehmm Box in the whole level in sky texture isn't a good solution for leaks ?
  • The_ProThe_Pro Join Date: 2002-01-26 Member: 96Members
    <!--QuoteBegin--Jim Raynor+Jan. 30 2002,18:06--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Jim Raynor @ Jan. 30 2002,18:06)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Ehmm Box in the whole level in sky texture isn't a good solution for leaks ?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    unless you wanna have high r_speeds..no.
  • tommydtommyd Creator of ns_tanith, co_pulse and co_faceoff Join Date: 2002-01-24 Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
    no, it doesnt increase r_speeds but it does add tons of extra clipnodes/leafs/patches and makes vis crawl.  best thing to do is to make the most outside walls of the map as flat as possible.
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