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View Poll Results: Rock textures?
nature/blendrockdirt007d (old screens) 54 38.03%
de_dust/rockwall01 (new screens) 48 33.80%
nature/rockwall009b (see hammer) 16 11.27%
halflife/-*out_rk* (hl: source & hl1) 14 9.86%
other (please specify in a post) 10 7.04%
Voters: 142. You may not vote on this poll

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Old 03-06-2008, 03:34 AM   #1101
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Can't someone else compile for you?
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Old 03-07-2008, 10:41 AM   #1102
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compiling isnt a final process, it has to be repeated untill the final product is perfect, every compile you notice little things that should be changed.
And sometimes my pc just say: hell, i quit! and then it reboots ... and then i have to recompile all over again ...

conc_course originally compiled in 10 minutes, last time (few days back) i started at 16:00 and at 18:00 it still wasnt finished..., this isn't normal!
and only thing i changed were a few texture alignments and tweaking of the light constants.
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Old 03-07-2008, 06:41 PM   #1103
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check if everything is optimized correctly. is it VVIS that is taking forever, and compiling is a very very very very very VERY CPU dependent process, whats you CPU?
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Old 03-07-2008, 09:59 PM   #1104
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In no map, no matter how large or complex, should VVIS ever take more than 45 seconds.

Post vvis portion of compile log.

Turn off all your visgroups, then turn world geometry on, turn off water and displacements, and look for small floating things.

Add areaportals to delineate base from canyon.

Last edited by Mr. Happy; 03-07-2008 at 10:14 PM.
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Old 03-07-2008, 10:15 PM   #1105
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VVIS on my really old computer (2500+ CPU) took forever. now, on my 5600+X2, the whole compile process, including VRAD and VVIS and VBSP takes about 1 minute.
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Old 03-08-2008, 06:42 AM   #1106
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Quote:
Originally Posted by stino
compiling isnt a final process, it has to be repeated untill the final product is perfect, every compile you notice little things that should be changed.
And sometimes my pc just say: hell, i quit! and then it reboots ... and then i have to recompile all over again ...

conc_course originally compiled in 10 minutes, last time (few days back) i started at 16:00 and at 18:00 it still wasnt finished..., this isn't normal!
and only thing i changed were a few texture alignments and tweaking of the light constants.
Stino, im on a high end machine, if you would like, you can send me the files and I can do a compile for you. It sounds like its your ram or something. maybe a bad chip? or irregular voltage can cause a pc reboot aka: failing PSU
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Old 03-08-2008, 06:49 AM   #1107
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or i could compile. every map i compile takes less than a minute, but, my internet is what kills me
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Old 03-11-2008, 11:46 AM   #1108
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compile times are from a quite high end pc, 3.8ghz and 3gb of ram, only not dual core

and as for vis optimalization, using glview i see what i want to see, quite big leafs and almost no messed up parts.
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Old 03-11-2008, 12:59 PM   #1109
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Quote:
Originally Posted by stino
compile times are from a quite high end pc, 3.8ghz and 3gb of ram, only not dual core

and as for vis optimalization, using glview i see what i want to see, quite big leafs and almost no messed up parts.
it sounds like the map needs big time optimization, maybe not with brushes or displacements, but vis blockers hopefully will do the trick. even one little fucked up brush, that wasnt set to a displacment or detail can make the compile time epicly retarded. im a newb to mapping and i learned that the very hard way.
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Old 03-11-2008, 05:38 PM   #1110
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optimizing? why? why did it compile a time ago and why doesnt it compile now?
optimalisation didnt change since then so ...
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Old 03-11-2008, 06:39 PM   #1111
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because it's valve

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Old 04-29-2008, 04:55 PM   #1112
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I know its been a while, but I would like to make a suggestion as to why you're having compile problems...

http://www.fortress-forever.com/foru...&postcount=295

Quote:
I like to keep people guessing.

But the compiler problem wasn't actually a compiler problem. I feel like an idiot, but it was just problem with the map causing bsp to fail instantly.

Once I figured that out, it turned out to just be a displacement that had accidentally gotten tied to an entity. So now I've got leaks and area portals not touching two areas. My spider sense tells me that one is causing the other but I'm not sure which way it goes...

EDIT: THE MAP COMPILES!! WOOT! It was a really clean compile too, with none of the bitchy little leaf portal errors or things like that. The map was over the max brush limit, but the rooms I removed from the 2nd section brought it back under the limit. There's still a ton to do but all the major hassles are gone (for the time being). Wahay!
Maybe this is the same kind of problem you're map is having. I hope so cause I really would like to see Badlands continue to be worked on, though I wouldn't mind seeing it bigger.
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Old 07-18-2008, 01:25 PM   #1113
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Pleeeaaasseee finish this :>
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Old 07-21-2008, 08:42 AM   #1114
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Ditto. Badlands was my favorite TFC map after well. This one looked great.
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Old 07-21-2008, 06:21 PM   #1115
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Old 07-22-2008, 07:05 AM   #1116
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a month ago :\
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Old 07-22-2008, 07:39 AM   #1117
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I tried calling but no response, someone else try give him a call or an email

http://www.sgware.be/?p=contact
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Old 07-22-2008, 10:22 AM   #1118
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A month is more recent than I would have thought.

Well, hopefully he can at least pass the vmf to someone who can finish it*.





*me.
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Old 07-22-2008, 11:05 AM   #1119
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yeah maybe ..., or maybe not, but i'm also still wayting for bug reports on the last one, nobody complains, but i still find tons of bugs
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Old 07-22-2008, 11:58 AM   #1120
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STINO!!

Hi! Helpful hint: Don't let badlands go unreleased or I'll find you and cut you!
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