Why me?

LazarusLazarus Join Date: 2002-01-28 Member: 122Members, Constellation, Reinforced - Gold
<div class="IPBDescription">Laggg</div>all maps that I make lag to hell. I have no idea why, there are no gaps or holes. it cant be how I make the map cause my friend has made a map which is much bigger and is poorly made (etc. 1 brush cut up 5 times which could have been cut once) and it doesnt lag. it cant be the computer cause I sent my map to him over email and it lagged in his comp too, and then I got a map from him and it didnt lag at all. and I dont think it is the setup in the options cause I did it exeacly like I was told to do in the readme. this stinks cause I like making a map but the lag kills all the interest. what can I do? <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->

Comments

  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Are you running with r_speeds set to 1 to make sure you aren't seriously running your polys in the 1000's?
  • LazarusLazarus Join Date: 2002-01-28 Member: 122Members, Constellation, Reinforced - Gold
    im not sure if I understood everything you said (mapping noob I am) buuut where do I change the r_speeds to 1?
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    This sounds like a general mapping problem rather than an NS specific issue, which is what this forum's for.

    But i'm going to try and answer it anyway...

    The speed a map runs at is usually a result of the number of polygons being drawn by HL.  To see statistics on the number of polygons being drawn follow the folloing steps:
    1. Load your map in half life
    2. Type 'r_speeds 1' into the console (you know how to get to the console right?)
    3. run around your map and look at the w_poly figure, if it goes over 800 it's too high.

    You may want to take a picture of where it runs slowest so we can try and give you specific advice.  We like pictures.



    <!--EDIT|ChromeAngel|May 01 2002,19:46-->
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    But you won't need to take a picture if it's over 800. That will tell you your problem right there.

    High w_poly counts come from too many brushes being seen at once. You can find out more about them at www.valve-erc.com.
  • DanDaManDanDaMan Join Date: 2002-03-19 Member: 335Members
    and make sure you're running vis.  That will definitely lag your map up.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Chances are, you have a leak in your level, and therefore VIS (and RAD) are not running during the compile process. Check for the words "LEAK LEAK LEAK" in the compile window. If there is one, there are some nice tips on getting rid of leaks in the VHE (or worldcraft) Help File. Either that or <a href="http://www.valve-erc.com" target="_blank">VERC</a>.

    You claim there are no holes or gaps, but leaks can be easy to miss. One example that may be overlooked is letting an entity (world or point) touch the void. As in a func_wall entity on a wall bordering the map. With the void on the other side. HL doesn't like that.



    <!--EDIT|ken20banks|May 01 2002,15:15-->
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    High w_poly numbers are a result of too many polys being drawn by your computer, and you may not be able to see all of them.

    If you're not running vis, this is almost certainly part of your problem. If you are running vis, make sure it is not with the "-fast" command.

    In any case, every mapper should have read or be familiar with most of the topics on the <a href="http://www.valve-erc.com" target="_blank">Valve-ERC.</a> Search the net and read up.

    Good luck!
  • LazarusLazarus Join Date: 2002-01-28 Member: 122Members, Constellation, Reinforced - Gold
    but it lagged also in the tutorial map, it should not do that does it? I mean it is as simple as it can get: 2 rooms and 1 door and Im perfectly sure that I did everything like the tutorial said. when my friend made his map he did it exeacly like I did and I did it exeacly like the tutorial told me to do. and there is no word that sais leak in the compile window, and I did that r_speeds 1 in the console and it was nowhere over 800 not even 300.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Post the .map file up here, and you'll get some more helpful feedback.
  • InfinityInfinity And beyond&#33; Join Date: 2002-01-25 Member: 50Members
    or run rad with it too <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • LazarusLazarus Join Date: 2002-01-28 Member: 122Members, Constellation, Reinforced - Gold
    the tutor map does not lag nearly as much as the other one but here it is
  • LazarusLazarus Join Date: 2002-01-28 Member: 122Members, Constellation, Reinforced - Gold
    the ns map I made could tho lag because its poorly done but this one should be ok (its not done yet)
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    In that boat map sloppy use of the carve tool has resulted in a whole bunch of invlaid brushes, rendering the resulting MAP un-compilable.

    You can see which are the invlaid brushes by using the 'Check for Problems' option in the 'Map' menu.  I don't recommend using the 'Fix' option that the tool provides as this can often make things worse.

    My advise for that maps is to scrap it and start again, without using carve.
Sign In or Register to comment.