Rare Compile Error Need Help!

PrankPrank Join Date: 2003-02-09 Member: 13311Members, Constellation
I got a strange unknown compile error. My "hlrad" crashes at finallightface after a full compile

I am a ns mapper and i want to release my first beta, i use quark as editor. I tried a lot of things before i came here on other forums but they couldnt explain the cause for this error.

I will show a log @ my console


HLRAD

----- BEGIN hlrad -----
Command line: "c:\QuArK 6.3\BUILDTOOLS\HLRAD.EXE"-sparse -chart -chop 96 ./maps/
ns_impact_b1.map

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Sparse ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 96.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]


[Reading texlights from 'c:\QuArK 6.3\BUILDTOOLS\lights.rad']
[0 texlights parsed from 'c:\QuArK 6.3\BUILDTOOLS\lights.rad']

15845 faces
Create Patches : 68248 base patches
0 opaque faces
527135 square feet [75907568.00 square inches]
276 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (308.62 seconds)
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (482.67 seconds)
visibility matrix : 19.6 megs
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (883.72 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (30.37 seconds)
Transfer Lists : 48321254 : 48.32M transfers
Indices : 33115036 : 31.58M bytes
Data : 193285016 : 184.33M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (10.88 seconds)
FinalLightFace:

/quark.cfg: exists
/maps/ns_impact_b1.bsp: ready
/maps/ns_impact_b1.pts: ready
Files stored in c:\Sierra\Half-Life\ns\
Operation finished.


look @ finallightface that proces isnt completed,
That is the spot when hlrad crashes, there are no problems in the map no errors not to many patches, no nothing, no basic check distorted textures what so ever. There are just no problems in the map but hlrad keeps crashing.

Hlrad has crashed 10 times now evrytime on the same spot on 2 different computers. The crash is like a winxp error when ur internet explorer crashes and winxp gives our apologys for this blablabla ,

Here is a console of hlvis

----- BEGIN hlvis -----
Command line: "c:\QuArK 6.3\BUILDTOOLS\HLVIS.EXE"-chart ./maps/ns_impact_b1.map
3211 portalleafs
10326 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]


BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (52.49 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1859.14 seconds)
average leafs visible: 211
g_visdatasize:185145 compressed from 1290822

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 114/400 7296/25600 (28.5)
planes 21404/32767 428080/655340 (65.3)
vertexes 21072/65535 252864/786420 (32.2)
nodes 7170/32767 172080/786408 (21.9)
texinfos 10966/32767 438640/1310680 (33.5)
faces 15578/65535 311560/1310700 (23.8)
clipnodes 20969/32767 167752/262136 (64.0)
leaves 4073/8192 114044/229376 (49.7)
marksurfaces 19692/65535 39384/131070 (30.0)
surfedges 73318/512000 293272/2048000 (14.3)
edges 37432/256000 149728/1024000 (14.6)
texdata [variable] 9024/4194304 ( 0.2)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 185145/2097152 ( 8.8)
entdata [variable] 44925/524288 ( 8.6)
205 textures referenced
=== Total BSP file data space used: 2613794 bytes ===
1914.60 seconds elapsed [31m 54s]

----- END hlvis -----

this is with -chart on so there is a lot of information
i got a -chart of hlrad i will show it here

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 114/400 7296/25600 (28.5)
planes 21404/32767 428080/655340 (65.3)
vertexes 21072/65535 252864/786420 (32.2)
nodes 7170/32767 172080/786408 (21.9)
texinfos 10966/32767 438640/1310680 (33.5)
faces 15578/65535 311560/1310700 (23.8)
clipnodes 20969/32767 167752/262136 (64.0)
leaves 4073/8192 114044/229376 (49.7)
marksurfaces 19692/65535 39384/131070 (30.0)
surfedges 73318/512000 293272/2048000 (14.3)
edges 37432/256000 149728/1024000 (14.6)
texdata [variable] 9024/4194304 ( 0.2)
lightdata [variable] 2645121/4194304 (63.1)
visdata [variable] 0/2097152 ( 0.0)
entdata [variable] 44925/524288 ( 8.6)
205 textures referenced
=== Total BSP file data space used: 5073770 bytes ===
418.46 seconds elapsed [6m 58s]

----- END hlrad -----

the map can be quickcompiled but not full compiled. i only get this crash when i am full compiling

does someone has an explanation for this error?

Comments

  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Have you tried tweaking your command line for rad? like, try taking -sparse out?
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    Bizarre error indeed.

    Have you tried downloading different compile tools or updating the current ones to see if that makes a difference?
  • QuickDudeQuickDude Join Date: 2004-02-18 Member: 26674Members
    one time a long tima ago i got a rare problem similar to this one. i thought it would never go away.

    i reinstalled hammer again and again, than replaced the compile tools again and again, than it fixed.
  • PrankPrank Join Date: 2003-02-09 Member: 13311Members, Constellation
    <!--QuoteBegin-Plaguebearer+Mar 6 2004, 10:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Plaguebearer @ Mar 6 2004, 10:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Have you tried tweaking your command line for rad? like, try taking -sparse out? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    i did. i set the -chop value on 128 because i got 100000 patches if i don't so i tried it without sparse but it crashed again
  • PrankPrank Join Date: 2003-02-09 Member: 13311Members, Constellation
    <!--QuoteBegin-esuna+Mar 6 2004, 10:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (esuna @ Mar 6 2004, 10:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Bizarre error indeed.

    Have you tried downloading different compile tools or updating the current ones to see if that makes a difference? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    no i haven't but i have the newest zhlt tools already
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Try the command parameter for hlrad "-nomatrix", this replaces -sparse as an alternate way of doing the light matrix. This will slow down the compile a bit but will actually let you have more patches than -sparse and might fix the problem.

    If that doesn't work add the parameter "-estimate" to your hlrad. This will tell hlrad to do the percent complete in 1% instead of 10% increments, this will tell us if hlrad is starting at all.

    If that doesn't work add the parameter "-verbose" to your hlrad. This will tell hlrad to give you more info about what it is doing, and may tell you why it is crashing.

    If that doesn't work, add the parameter "-dev 6" to your hlrad. This will tell hlrad to tell you <i>everything</i> that's going on, and hopefully exactly what it's doing when it crashes.

    If you get any more information about the crash post that here and we might be able to help you further. If none of that helps it's probably some wierd problem with your map. I also use Quark and I could take a look at your map if you like.
  • PrankPrank Join Date: 2003-02-09 Member: 13311Members, Constellation
    Thx i had another solution too. replace all the lights with texturelights but that will take, but first i am gonna try the commands that u proposed first. texturelightning was an option for my beta2 of the map but i first wanted to test the layout. gonna compile the map tonight. lets hope it works this time.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    If you want to send a copy of your zipped bsp (after you've run HLCSG, HLBSP, and HLVIS on it) that still has the crash problems to my email address (<a href='mailto:webmaster@xp-cagey.com'>webmaster@xp-cagey.com</a>) I'll run HLRAD under a debugger and try to see what's going on under the hood.
  • PrankPrank Join Date: 2003-02-09 Member: 13311Members, Constellation
    i will post the .bsp as soon if i am done compiling (again) with -nomatrix, if i get the crash again i will post the collected data on the forum and i will send u the .bsp
  • PrankPrank Join Date: 2003-02-09 Member: 13311Members, Constellation
    alright i tried to recompile the map without any succes but i got something strange out, brush out of world, of course i know what that is the compiling wouldnt work without but there are NO brushes out of world i checked doublechecked triplechecked, here read the attached file for ur own
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    A brush outside world error isn't neccesarily caused be physically placing a brush outside the boundaries. When the compile tools look at a brush they see it as a collection of planes, the faces of the brush. It sees the brush by expanding the planes until they intersect. If one of the planes on a brush is malformed or missing, which can be caused by vertex manipulation, then when the planes are expanded they will continue on forever without intersecting and will produce that error.

    However, the only time I've seen that error before is earlier in the compile when it's building the physical map. I don't know what it means if it's only showing up in the hlrad.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-Prank+Mar 8 2004, 01:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Prank @ Mar 8 2004, 01:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> alright i tried to recompile the map without any succes but i got something strange out, brush out of world, of course i know what that is the compiling wouldnt work without but there are NO brushes out of world i checked doublechecked triplechecked, here read the attached file for ur own

    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    FYI since you mentioned using the latest version, this log shows ZHLT Custom 1.7, which is over 18 months old -- there have been 13 newer versions released.

    <!--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-->However, the only time I've seen that error before is earlier in the compile when it's building the physical map. I don't know what it means if it's only showing up in the hlrad.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    That error means something different from the HLCSG one; it's a developer warning that means the patch can't be placed inside of a section of the interior level shell where it's visible to the player:

    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->if (!HuntForWorld(patch->origin, face_offset, plane, 11, 0.1, 0.01) &&
           !HuntForWorld(patch->origin, face_offset, plane, 11, 0.1, 0.1) &&
           !HuntForWorld(patch->origin, face_offset, plane, 11, 0.1, 0.5) &&
           !HuntForWorld(patch->origin, face_offset, plane, 11, 0.1, -0.01) &&
           !HuntForWorld(patch->origin, face_offset, plane, 11, 0.1, -0.1))
       {
           // Try offsetting it by the plane normal (1 unit away) and try again

           VectorAdd(plane->normal, patch->origin, patch->origin); // Original offset-into-world method
           if (PointInLeaf(patch->origin) == g_dleafs)
           {
               if (!HuntForWorld(patch->origin, face_offset, plane, 11, 0.1, 0.01) &&
                   !HuntForWorld(patch->origin, face_offset, plane, 11, 0.1, 0.1) &&
                   !HuntForWorld(patch->origin, face_offset, plane, 11, 0.1, 0.5) &&
                   !HuntForWorld(patch->origin, face_offset, plane, 11, 0.1, -0.01) &&
                   !HuntForWorld(patch->origin, face_offset, plane, 11, 0.1, -0.1))
               {
                   patch->flags = (ePatchFlags)(patch->flags | ePatchFlagOutside);
                   Developer(DEVELOPER_LEVEL_MESSAGE, "Patch @ (%4.3f %4.3f %4.3f) outside world\n",
                             patch->origin[0], patch->origin[1], patch->origin[2]);
                   return false;
               }
           }
       }<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    The patch is inside the maximum world boundaries, but it doesn't appear to be inside the vis hull. I have a copy of the BSP now, and am going to look at it in an attempt to see what's going on.
  • PrankPrank Join Date: 2003-02-09 Member: 13311Members, Constellation
    edited March 2004
    strange i replaced the zhlt tools 2 days ago. and there was no difference in size so i have absolutely no idea how those tools came on my pc because i downloaded the newest ones 2 days ago and i updated those tools before that in january 2004. very odd i dunno where that version suddenly appeared but i am intend to find out. well as soon as i am back from school.

    edit::
    <i>hlcsg <b>v2.5.3</b> rel Custom Build 1.7 (Dec 9 2002)</i>

    yes i downloaded these 2 days ago again @ valve collective. i thought they were up to date :\
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