Compiler freezes on PortalFlow 0...1

Discussion in 'Mapping Questions & Discussion' started by tungmetla, Sep 17, 2017.

  1. tungmetla

    tungmetla L1: Registered

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    If I select the 'Normal' options in the compile window (F9), Hammer freezes at PortalFlow 0...1..., and the vvis.exe process takes 98% of CPU time.
    The skybox is optimized, there are no leaks, and the map is relatively small. Other small maps compile without any problems. The problem occured when I copied the blue part of the map to the other side and made it red.
    What can I do about it?
    Code:
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------       ---------------  ---------------  --------
    models                  27/1024         1296/49152    ( 2.6%)
    brushes                383/8192         4596/98304    ( 4.7%)
    brushsides            2993/65536       23944/524288   ( 4.6%)
    planes                1512/65536       30240/1310720  ( 2.3%)
    vertexes              3964/65536       47568/786432   ( 6.0%)
    nodes                 2259/65536       72288/2097152  ( 3.4%)
    texinfos               292/12288       21024/884736   ( 2.4%)
    texdata                  8/2048          256/65536    ( 0.4%)
    dispinfos                0/0               0/0        ( 0.0%)
    disp_verts               0/0               0/0        ( 0.0%)
    disp_tris                0/0               0/0        ( 0.0%)
    disp_lmsamples           0/0               0/0        ( 0.0%)
    faces                 3084/65536      172704/3670016  ( 4.7%)
    hdr faces                0/65536           0/3670016  ( 0.0%)
    origfaces             1507/65536       84392/3670016  ( 2.3%)
    leaves                2287/65536       73184/2097152  ( 3.5%)
    leaffaces             3594/65536        7188/131072   ( 5.5%)
    leafbrushes           1144/65536        2288/131072   ( 1.7%)
    areas                    2/256            16/2048     ( 0.8%)
    surfedges            20092/512000      80368/2048000  ( 3.9%)
    edges                10783/256000      43132/1024000  ( 4.2%)
    LDR worldlights         20/8192         1760/720896   ( 0.2%)
    HDR worldlights          0/8192            0/720896   ( 0.0%)
    leafwaterdata            0/32768           0/393216   ( 0.0%)
    waterstrips            256/32768        2560/327680   ( 0.8%)
    waterverts               0/65536           0/786432   ( 0.0%)
    waterindices          3579/65536        7158/131072   ( 5.5%)
    cubemapsamples           0/1024            0/16384    ( 0.0%)
    overlays                 0/512             0/180224   ( 0.0%)
    LDR lightdata         [variable]     1567268/0        ( 0.0%)
    HDR lightdata         [variable]           0/0        ( 0.0%)
    visdata               [variable]      326364/16777216 ( 1.9%)
    entdata               [variable]       22402/393216   ( 5.7%)
    LDR ambient table     2287/65536        9148/262144   ( 3.5%)
    HDR ambient table     2287/65536        9148/262144   ( 3.5%)
    LDR leaf ambient     15821/65536      442988/1835008  (24.1%)
    HDR leaf ambient      2287/65536       64036/1835008  ( 3.5%)
    occluders                0/0               0/0        ( 0.0%)
    occluder polygons        0/0               0/0        ( 0.0%)
    occluder vert ind        0/0               0/0        ( 0.0%)
    detail props          [variable]           1/12       ( 8.3%)
    static props          [variable]           1/1360     ( 0.1%)
    pakfile               [variable]         401/0        ( 0.0%)
    physics               [variable]      144332/4194304  ( 3.4%)
    physics terrain       [variable]           2/1048576  ( 0.0%) 
     
  2. Crowbar

    aa Crowbar perfektoberfest

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    both things are completely normal when compiling any maps.
     
  3. tungmetla

    tungmetla L1: Registered

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    Okay, thank you... I guess.
    So if I double the size of the map, compile time can increase that much? It took a few seconds before I mirrored it, and now it takes 20 minutes. Is it possible that I have messed up something in the map?
     
    Last edited: Sep 17, 2017
  4. Crash

    aa Crash func_nerd

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    Are you aware of func_detail and how to use it? That can make or break a compile alone.
     
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