Compile freezing

alberttest31

L1: Registered
Jul 19, 2015
2
0
So I have been making a map for some time for a small community I play on but the compiling decided to take a turn for the worse, now whenever I compile anything from the map it decides to freeze after one of the ""1...2...3...4 etc." and seems to go non responding but seems to take HOURS to even go as i tried to leave it on while sleeping only to wake up and see it stuck on the number 5. Anyone has ANY idea to fix this? I'm thinking that my laptop can't possibly handle it even though it's handled worse.
 

henke37

aa
Sep 23, 2011
2,075
515
That is, if it is stuck on vvis. vrad also uses that output format. So we can't tell which one it is here.
 

alberttest31

L1: Registered
Jul 19, 2015
2
0
Your compilers stuck on vvis, you probably have a huge open abyss and a bunch of non-func_detail'd brushwork. It could be a lot of things, but I'm willing to bet it was just bad brushwork.

Thanks for the feed back, seems like part of this was the problem but after asking a friend (who goes offline a lot) told me to use func_viscluster which sped it up (thankfully) although thanks for the info! Helped out a lot :thumbup:
 

tyler

aa
Sep 11, 2013
5,102
4,621
Don't use func_vislcuster. Those will actually make your map perform worse. It's an easy shortcut that does not pay off.

Read this http://www.optimization.interlopers.net/ or this http://forums.tf2maps.net/showthread.php?t=19181 and optimize your map so that it reduces compile time AND increases performance.

If you need additional help understanding this, try looking at Valve maps and toggling func_details (you can do this in game with r_drawfuncdetail 0) or checking the decompiled VMFs to see what is hinted/occluded/etc. Also feel free to ask in Steam chat.

Visclusters tell VVIS that everything in the brush can be seen at once, from all points that the brush can be seen. So if someone can see a corner of it from far away, they will render everything in that func_viscluster. This goes against the very point of visleaves and optimization itself. Visclusters are mostly used in 3D skyboxes, if ever.