Leak Message

OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
<div class="IPBDescription">not your ordinary kind of leak</div> Problem with my mapping project ns_proximacentauri and its really wierd <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> . K basically i have now created a marine spawn area as well as the ready room and i decided to try and compile my map. I wasn't too surprised to get a leak error which then caused rad and vis to be aborted. SO i tried my best to find the leak (i decided to use the method of covering a section of the map in a world brush to see if the leak resides in that area). By this process i was able to make this brush smaller and smaller untill i realised it was no longer intersecting ANY other world brushes, meaning it couldn't possibly be covering up leaks yet still it stopped the leak error. As it got more specific i realised it was surrounding two team start entities (one alien and one marine that i placed for testing). I made the brush so small that it only surrounded the entities. So i tried deleting these entities and the brush and recompiling as i had done to track down the leak. And i didn't get an error message. So i tried placing a team start in the ready room and still no error messages and the map runs fine (although you can't reach the marine spawn, you just spawn into the ready room when you join marines). Does anyone have any idea why this is happening? I'm pretty sure you are allowed to have two separate spaces like i've seen in any ns map thats been created, yet i can't see any other cause for this strange leak message. Ideas? Suggestions?

Comments

  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
    Maybe you have light or some else entity in the void or sumthing gotta go... <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Would I be right in thinking that the "two team start entities (one alien and one marine placed for testing)" are in the marine start room?

    If so, that suggests the marien start room has a leak, placing a brush to block off the entities prevented the entities from being included and so therefore the room didin't appear to leak (even though the brushwork of the room probably contains a gap that is leaking).

    Have you tried following the pointfile?
  • SamWSamW Join Date: 2002-11-01 Member: 2515Members
    if the spawns are the only entities in the main body of the level then taking them out causes the main body of your level to dissappear... if however it is only the spawn points that do this and there are other entities in your level then i dunno... you may want to try to make sure you spawn points are actually inside the level...
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited August 2003
    <!--QuoteBegin--ChromeAngel+Aug 5 2003, 12:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChromeAngel @ Aug 5 2003, 12:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Would I be right in thinking that the "two team start entities (one alien and one marine placed for testing)" are in the marine start room?

    If so, that suggests the marien start room has a leak, placing a brush  to block off the entities prevented the entities from being included and so therefore the room didin't appear to leak (even though the brushwork of the room probably contains a gap that is leaking).

    Have you tried following the pointfile? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    yeah i came to that discovery a few hours ago when i realised that creating a world brush that encased the entity would cause the marine start to be removed and ignored during compile which is why i'm not getting the leak message anymore. furthurmore i think ive tracked down the leak to a small area and now i'm trying to find it. thanks for your help.

    [edit] the pointfile is horribly random and totally useless
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Edgecrusher+Aug 6 2003, 01:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Edgecrusher @ Aug 6 2003, 01:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the pointfile is horribly random and totally useless <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    If you're using a recent version of hammer to track the pointfile try loading the LIN file instead of the PTS file, it works much better for me

    *mutters rude things about Hammer defaulting to PTS, when LIN works better *
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    thanks! i didn't know what the lin was.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    hmm tried it.
    its less eratic but still pretty useless as i can't see it in the 3d window.

    i might as well give up i'm never gonna find the leak. worst of all if i put a huge block over a totally different part of the level, the leak goes away! It's just stupid.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    i had the same issue with edan - so i valve boxed it in

    made the bsp bigger, but it stoped the leek

    amckern

    (valve box is place lots of soild brushes around the playable world, to make a n00b box, decomplie any hl map, and you will understand)
  • NayNay Join Date: 2002-06-09 Member: 741Members
    I dont understand, you said decompile, when you decompile maps it automatically makes it into a square because of the errors, if you get a leak its best just to spend some time and find it, either though the window or pts pointfiles, hammer 3.5 has a built in pts finder
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    what do you mean pts finder? it finds the point where the line reaches the outside of the level?
  • NayNay Join Date: 2002-06-09 Member: 741Members
    could say that, the outside is where the leak is initally, the compile should create this pts file, i`ve never acutally tested it myself personally, mainly because i dont generally get leaks and if i do its usually in a easy location.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    hmm i downloaded hammer 3.5 after finding out that you can see the pointfile in the 3d view! and i tracked down every leak using it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->. so hmm leaks aren't that evil anymore <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->.
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