Entity Leak and Water problem.

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EmNudge

L4: Comfortable Member
Sep 23, 2015
184
60
Really 2 problems, but most likely connected.

First off - I am making a slight edit of an old trade map - trade_plaza. It's someone else's map, so this is why some bugs arise.

Problem 1 - entity leak.
I have a trigger push by a ladder. The compile log tells me it's leaking, but the map plays fine even with it (lighting is good and no other bug besides "probelm 2"). I loaded the pointfile and the line flat-out goes right through a wall. Don't know whether the one nodraw-ed side is contributing to this, but this just seems odd.
q1.png
q2.png


problem 2 - the water in the middle of the map now leads to the void. This happens when you mess up creating the water. Like when walls are not touching other walls or you don't nodraw all sides except one, but I did all this. I created water before and I have no idea why it's not working in this instance.

The water was even there from before I touched the map. I did something and now it's like that. Tried copy/pasting the old map parts back, but nothing changes. My guess is that it was something to do with problem 1 - the weird leak.
q3.png


But as usual - with all my questions on these forums, it's probably some idiotic mistake I made.
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
For the first issue, check to make sure the origin of the trigger brush is inside the map. To do this, make sure you have helpers on by clicking this: :helpers: . Also make sure the brush that the red line is going through isn't a brush entity like a func_detail.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
First off - I am making a slight edit of an old trade map - trade_plaza. It's someone else's map, so this is why some bugs arise.
The first question on this is: did you even ask permission to edit it? Even for maps considered easy to build. You allways should verify if you are allowed to edit it. Because if you have no permission and you release it you can run into problems (because it is illegal!). If its for practice reasons i would say 'take a valve map'. And on those there also are less problems since it already has shown before that releasing valve map edits do not show any issues as long as its a 'no profit' project.

Anyway, to give the lesson about #2: water breaks when a leak happens. Dont even attempt to fix it before fixing the leak. Not fixing a leak is unacceptable as it can in some cases cause crashes.
 

EmNudge

L4: Comfortable Member
Sep 23, 2015
184
60
For the first issue, check to make sure the origin of the trigger brush is inside the map. To do this, make sure you have helpers on by clicking this: :helpers: . Also make sure the brush that the red line is going through isn't a brush entity like a func_detail.
yeah, I already checked for the origin, but I actually did make the brush a func_detail. I was trying to group together the ceiling when moving it and forgot how to group things without making them a func_detail. I am rendering now and will check the results when it's finished.

A question though: wouldn't the compile log tell me that the func_detail was leaked instead of going to a random trigger_brush and saying only that one entity out of my entire map was leaked?
 

EmNudge

L4: Comfortable Member
Sep 23, 2015
184
60
The first question on this is: did you even ask permission to edit it? Even for maps considered easy to build. You allways should verify if you are allowed to edit it. Because if you have no permission and you release it you can run into problems (because it is illegal!). If its for practice reasons i would say 'take a valve map'. And on those there also are less problems since it already has shown before that releasing valve map edits do not show any issues as long as its a 'no profit' project.

Anyway, to give the lesson about #2: water breaks when a leak happens. Dont even attempt to fix it before fixing the leak. Not fixing a leak is unacceptable as it can in some cases cause crashes.
yeah, I was thinking the same when making the edit. I assumed it was okay since there are already around 25 iterations of this one map by different people. I thought at least half of them already asked and were given the go-ahead.

Although I did actually place a poster giving credit to the creator, I will try to find him and get permission (although it was made 6 years ago, so this might be difficult).
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
yeah, I was thinking the same when making the edit. I assumed it was okay since there are already around 25 iterations of this one map by different people. I thought at least half of them already asked and were given the go-ahead.
With many maps this isnt the case, but as the arent posted on tf2m we have no control about it and so cant realy care. But in most cases you can be sure people wouldnt like it. Obviously, when 30 maps are already made out of the same map its unlikely your map gives a problem (if it was, it would have been shown on gamebanana aswell - which it hasnt).

But in the end its still worthy to ask to at least make people think about doing such action to begin with. Especialy when a mapper would decide to make his map a paid version (and this has been attempted before, which wasnt ending well to the one making the edit). And this is mainly the part to look for. Without the idea to gain profit im sure many mappers of such map wouldnt have real issues with edits.

I had before aswel that a mapper asked if he could do an edit of the map, and since he had the idea to make it server specific (and not involve any profit part on that other than that the server itself had a donation system which goes seperate to the maps on rotation) i couldnt care and allowed it (it was a joke css map).

Ofcourse, if the author is unreachable this would be hard to judge, but without any money being involved i think you are on the safe side even if you deliberately didnt contact him. but that is out of my judgement and i personaly would try to contact the author aswel.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
The leak could easily be a result to that a decpmpiler is used imo.
I dont really know what a decompiler can screw up and what not, but if it's not the decompiler's fwult, it must be yours - deleting a sealing world brush/turning it into an entity.
 

EmNudge

L4: Comfortable Member
Sep 23, 2015
184
60
The leak could easily be a result to that a decpmpiler is used imo.
I dont really know what a decompiler can screw up and what not, but if it's not the decompiler's fwult, it must be yours - deleting a sealing world brush/turning it into an entity.
no, it wasn't the decompiler (I don't think), just a lot of random mess ups by me. well...I can't figure this one out. I just had to move an entities origin by my last leak and then compile and boom
q4.png

aight, so first off - how is it getting through the wall again?! It's not a func_detail, it's a normal world brush!
The point file goes into a point_teleport_destination. Flat out passing a wall. It's closed up and I have no idea why this is happening. Any ideas?


(just PM'd the map creator about use of his map. Awaiting a response. Seriously though, looking up trade_plaza on gamebanana will bring you 20 other maps.)

EDIT:
Translucent geometry
There is a particular case where your geometry could be entirely sealed and yet a leak would constantly appear, even if you have absolutely no entity around the leak. If loading the pointfile doesn't help you at all, then you might be facing this particular situation. In this case, the red line would be passing through solid geometry. The cause is pretty simple - it is most likely that you have at least one of the brush sides textured with a translucent material. When this situation appears, the brush isn't able to seal anything anymore. In most cases, this will cause problems with areaportals that wouldn't be able to seal rooms. Remember that the sides in question could be located anywhere, even between other brushes.

Would this mean if a brush is nodraw'ed on one side then it's no good? Doesn't make much sense to me and I doubt this is the problem, but can someone explain this? Does this not just mean non-rendered? Translucent as in you can also walkthrough it?
 
Last edited:

EmNudge

L4: Comfortable Member
Sep 23, 2015
184
60
With many maps this isnt the case, but as the arent posted on tf2m we have no control about it and so cant realy care. But in most cases you can be sure people wouldnt like it. Obviously, when 30 maps are already made out of the same map its unlikely your map gives a problem (if it was, it would have been shown on gamebanana aswell - which it hasnt).

But in the end its still worthy to ask to at least make people think about doing such action to begin with. Especialy when a mapper would decide to make his map a paid version (and this has been attempted before, which wasnt ending well to the one making the edit). And this is mainly the part to look for. Without the idea to gain profit im sure many mappers of such map wouldnt have real issues with edits.

I had before aswel that a mapper asked if he could do an edit of the map, and since he had the idea to make it server specific (and not involve any profit part on that other than that the server itself had a donation system which goes seperate to the maps on rotation) i couldnt care and allowed it (it was a joke css map).

Ofcourse, if the author is unreachable this would be hard to judge, but without any money being involved i think you are on the safe side even if you deliberately didnt contact him. but that is out of my judgement and i personaly would try to contact the author aswel.
He just got back to me and this was his response:
toatd said:
lol buddy its no problem theres like a million edits already

i even made the vmf open source

https://www.dropbox.com/s/cpcsyp8fjbwicg3/trade plaza vmf.rar?dl=0

here you are pal go knock yourself out

but also, anyone know a fix for the last leak? Still no dice here.
 

henke37

aa
Sep 23, 2011
2,075
515
Nodraw isn't translucent. In fact, part of the idea for nodraw is that it can be used to seal where you don't really need a rendered material.
 

RodionJenga

L5: Dapper Member
Oct 24, 2015
236
256
Would this mean if a brush is nodraw'ed on one side then it's no good?

Naw, it means any texture that shows up when "translucent" is checked on the texture browser. It' be partially see-through, like the glass and grate textures. If they were allowed to seal the map, it might let a player see through them into the void.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
but also, anyone know a fix for the last leak? Still no dice here.
Instead of using custom textures, try to give that brush only the nodraw texture. If the problem is fixed your custom texture could be an issue, reapply it to the brush, try again. If it then breaks again it is ensured.

If that doesnt do a thing, check the visgroups. go to the tab 'auto' and toggle off the top one (the auto checkbox). Now turn on World geometry, then turn of displacements and water. This should show you only solid brushes. If the line still goes through the wall there your brush is most likely corrupt and you have to remake it.