Owie, Leak Problems...

Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
<div class="IPBDescription">*new* leak problems...</div> I know how to find and patch leaks, I've used both methods which are popular on the net (pointfile and blocking part of the level then pointfile) -- Im at a point now where I cant do either one. I get maxalloc: block crash if I try to load the entire map with a leak (its too big and complex to load without a vis) and if I block 1/3 of it off the entire thing crashes the instant I move 1 foot after it loads. I can't find the leaks by checking the entity the leak pointfile originates from because its a bloody different entity every time almost, sometimes across the entire level in consecutive compiles where I didnt change anything.

Anyone got any leak hunting tips that will apply here?

Comments

  • MuntyMunty Join Date: 2002-11-01 Member: 2972Members, Constellation
    edited December 2002
    Ya might have too many entities... which i think is possible..
    Or ya might of done something silly like make a wall/floor/roof into a func_wall..
    -edit-
    i do know that theres a limit to how many unnamed entitys of the same type on the map.. something like 30 before it starts to kill ya compiles...
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Too many entities is not a leak...

    Besides, I've not even used 1/4 of the entities allowed in a map, yet.
  • humb1edhumb1ed Join Date: 2002-10-06 Member: 1446Members
    If you're just checking for a leak, delete every entity in your map with the entity report in vhe. Then select everything in the map and scale up the textures like 50x and add a light and info_player_start. Save/Export it without saving over the original .rmf with the entities in it. Compile that bugger, find the leak and then fix the original .rmf.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    the problem is that its 4 leaks.
  • MuntyMunty Join Date: 2002-11-01 Member: 2972Members, Constellation
    so use his method but only check like 1/4 of the map at the time, or only the room in which you know theres a leak
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    I dont KNOW any room that has a leak. The entity where the pointfile starts is a bad indicator, I've seen it pick an entity and travel half the map to get to the leak when there was a entity less than 3 feet away.
  • BobTheDogBobTheDog Join Date: 2002-11-17 Member: 9065Members
    /me hates leaks <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
  • Killer_Chalupa1Killer_Chalupa1 Join Date: 2002-10-10 Member: 1468Members
    In that case, I think you best bet is to go with <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->so use his method but only check like 1/4 of the map at the time, or only the room in which you know theres a leak <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • epicglottisepicglottis Join Date: 2002-12-11 Member: 10637Members
    Try checking Map->Check for Problems
    Just to make sure you don't have an invalid brush (which would be bad if it was an outer brush)
    Like mentioned earlier, save your map to a new name, delete all the entities (including all your detail func_wall brushes) and place one info_player_start near the part of the map you started first (which should hopefully not have any leaks near by)
    At this point, I tend to not run vis (and obviously not rad either) since my computer can usually handle it.
    Load up in game, pointfile, etc....repeat to find all leaks (one at a time)

    hope that gives you some ideas of where to go
    -Epicglottis
  • MuntyMunty Join Date: 2002-11-01 Member: 2972Members, Constellation
    probably wont help you atm, but remember the gl_clear 1 will turn the void red... I've found it can be helpful for finding leaks.
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    I find the best way to find leaks in huge maps is to put a huge hollow block around 1/4 of the map (and delete the entities in the block). Just keep moving and stretching the block until BSP compiles OK. Then move and resize the block a bit, until you've narrowed down the location(s) of the leaks. Or you could just compile the leaked area after you've narrowed the problem area down, using a player_start entity, and running the pointfile in HL (which might be easier for multiple leaks).

    On another note, on a very complex map once, I kept getting a leak error when there were NO LEAKS. Eventually (after pulling out a great deal of hair) I narrowed the problem down to a nondescript corner... a tiny square brush stuck in the corner fixed the problem (the corner had no leaks, as a tiny brush wouldn't have sealed any holes, and yet it fixed the error... go figure <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> ).
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    There's always the dreaded "big box" method. Make a brush that covers half your level, and try to compile. If BSP runs successfully, then your leak is somewhere inside that brush, so resize the brush to about half of its current size. If not, move the brush to the other part of your level. Keep going until the brush is small enough to pinpoint where the leak is. This is difficult to scale to multiple leaks, as you'll have to use multiple brushes, but it's incredibly useful when your level is too big to run in HL without using HLVIS because of an allocblock:full error.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    I'm trying to block the hallway to the chapel first, I think thats the source of at least 1 possibly even -all- the leaks, because there are vertices all down that hallway (it has a few angles in it) that are not EXACTLY aligned, the difference is smaller than 1 unit so its impossible the exactly align them. (The reason I hate vertexing) I blocked it off we're about to find out if it stopped any leaks.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Didnt do anything. I split the chapel itself (where it says all leaks originate from entities at) into its own level and now it only finds one leak which is not a leak, I've spent 30 minutes trying to patch it but no luck yet, I cant even see a leak much less patch it. God damn vertexes I hate them.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    I finally found the one leak in the chapel, closed it off, there are still 4 leaks (I guess there was more than 4 but 4 is the max it can show at a time?) All of them, EVERY SINGLE LEAK, begins off a light_environment in the chapel. I dont know what this means, but I think I'd pick up at least 1 out of 4 leaks if they were close together like that... assuming its not lying to my face.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    I found it. Bloody light_environment outside the level. Thats always the way it is, innit? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • PinkyPinky Join Date: 2002-11-07 Member: 7540Members
    Thats nothin, one time I had 12 leaks on my map, and it took me like 4 days to find them all by following the pointfile.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    If you'll read the thread I dont even have a pointfile. If I did it would only take me about 20 minutes to patch even 15 leaks. Its very easy and I compile fast. Finding leaks with pointfile is so easy I feel like Im cheating.
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