compile takes too long.

Billo

aa
Feb 8, 2016
920
397
to start things of my map is called pl_skyfortress and after a lot of tests people say that the fps are quite low max 30 fps or so.
i compile the map with normal fast normal so i can make multiple tests almost everytime i want without having my pc open for an entire day.
so i decided why not give a shot with normal normal normal but it makes for than a day to complite.
and that is not acceptable for me. the first version i did was a1 and the compile process lasted one night only.
what can i do to fix that major problem and with that people can enjoy the map a lot easier?
 

Billo

aa
Feb 8, 2016
920
397
i did a lot of optimisation to be honest. should i delete any hint that may be unessesary or anythin?
 

Billo

aa
Feb 8, 2016
920
397
ok indeed you are right. you told me to keep the grid as clean as possible but how exactly can i do it?
 

Billo

aa
Feb 8, 2016
920
397
and what am i gaining if i do?
5 more fps? or the compile process would be faster? and i can't sit again and remake the same map from scratch
and if i do i will make the same exact map so what do i win if i do all that?
 

The Siphon

L6: Sharp Member
Mar 2, 2015
278
190
Map that is off grid isn't a good thing. If you are worried about alpha stage map having long compile times and fps drops, then imagine beta or RC stage map. Also imagine if you need to edit something, if a big portion of the map is off grid, then it's going to be really annoying and hard to work on the map.
Also what are your computers specs, since they can also affect compile times.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
You ask a question, get the answer (I personally can't agree more with), say that it's unapplicable... and await another solution? There is none. Yes you can sit again and remake it. If you do, you're getting a map that compiles damn faster - this is what you want!
"What do I do to get X benefit?" "You do this" "and if I do this, I only get the X benefit, so why do this" - is what it looks to me.
 

Billo

aa
Feb 8, 2016
920
397
the thing is who is going to sit and recreate 2-3 months of work over again?
that's very hard and how are you so sure i am going to have the map better?
and i am asking say i did it what difference would it be on the actuall map.
not in the gameplay or on the process. i am speaking on the actuall map.
if there is something that is going to change i can do it without deleting my map and redoing it.
he told me to redo the skybox and he was right so i did.
he told me about some other things that are totally acceptable and logical but to redo my whole map?
i am saying again. instead of deleting the map can't i just delete or change what ever needs changing?
i think that would be a better idea and not time consuming.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
who is going to sit and recreate 2-3 months of work over again?
You. I mean if you do not want to leave the map compiling overnight and have people not want to play your map because fps goes to decimals, it's your choice.
that's very hard and how are you so sure i am going to have the map better?
Well, in theory, if something was initially created and changed a million times, it'd be much more of a mess than if it was created with knowledge of what it's gonna be in mind and left in that state.
if there is something that is going to change i can do it without deleting my map and redoing it.
From my, addmitably pretty outdated, knowledge of how messy the map source is - it'll be a lot to remake the entirety than each part by itself. Look, if you make each part of the map, each building, each brush with consideration what the other parts, buildings, brushes are and will be, you can get it perfect, which isnt the case with remaking it part by part keeping old parts until there aren't any old parts left... and the new ones aren't as good as they could be.
 

iiboharz

eternally tired
aa
Nov 5, 2014
857
1,291
basilhs:
Ok so let me explain real quick, the Skyfortress maps are incredibly open, this comes from its core concept. It's really dang hard to optimize a map that's as open as that. I learned this when working on pl_tanker, where a large portion of the map could see the rest of the map.

If your map has tons of wide open space, all those visleaves are gonna see eachother, and no amount of hinting, areaportaling and occluding is gonna change that.

Ergo the reason people get such low FPS is that effectively the entire map is rendering at once, at all times, and your compile is in turn taking ages because the compiler is trying very hard to figure out which parts of the map can see what, and since it's so wide open it takes ages since there's so much space to cover.

If you want to keep the map as wide open as it is, my best suggestion is to skimp out on props and try to minimalize the amount of detail the map has.

You've probably been linked this a bunch, but this guide is really handy.

Everyone else:
chill out.
 

Billo

aa
Feb 8, 2016
920
397
ok thanks thats what i wanted to hear.
now i can cleary see my mistake and i will try my best to fix it thanks for the help <3