How tc_hydro was compiled to .bsp? [SOLVED(kinda)]

Discussion in 'Mapping Questions & Discussion' started by Hyperion, Sep 22, 2015.

  1. Hyperion

    aa Hyperion L16: Grid Member

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    When I compile it from decompiled file (downloaded or self decompiled) it has a load of errors. Too many brushfaces etc... I tried VBCT but it gives me this:

    So, how Valve did it and how I could do it?

    E: I got .pro file but now it says:

     
  2. Muddy

    Server Staff Muddy Muddy

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    Bear in mind that decompiling is an inexact science and it can have a tendency to fuck up, particularly on more complicated maps.

    Also, are you trying to use the Source SDK? Only it hasn't worked at all since the SteamPipe update. You should be running Hammer from common/team fortress 2/bin
     
  3. Hyperion

    aa Hyperion L16: Grid Member

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    I use Hammer that works with all other maps. tc_hydro is just big that Hammer has problems with it
     
  4. tyler

    aa tyler snail prince, master of a ruined tower

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  5. Hyperion

    aa Hyperion L16: Grid Member

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    :(
     
  6. tyler

    aa tyler snail prince, master of a ruined tower

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    I guess I should say why. Too many brushes/entities. The engine limit was lowered at least 2 or 3 times (probably because of cosmetics) and large maps such as Hydro are now more difficult to compile. It's part of why YM put Strata on indefinite hold, and was a big challenge when YM and Frozen made Snowplow.
     
  7. Hyperion

    aa Hyperion L16: Grid Member

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    I still have to ask why Valve have done that? Why we have so big grid if there is no way we could ever fill it?
     
  8. tyler

    aa tyler snail prince, master of a ruined tower

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  9. Davekillerish

    aa Davekillerish Lvl O: Orange Member

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    Because valve being a company took out large storage capability for maps, free things, for cosmetics, payed for things.
    So rather than investing in a better engine for maps, its a nerfd version of the same OLD OLD engine.
     
  10. Hyperion

    aa Hyperion L16: Grid Member

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    But why engine limit was lowered? That is what I wonder. Cosmetics does not explain it even little bit.

    Next question: how I can see total amount of brushes in a map?
     
    Last edited: Sep 22, 2015
  11. Geit

    aa Geit 💜 I probably broke it 💜

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    I believe tyler's saying that rather than the limit being lowered, there's simply less room for other things now because of Valve's other additions to the game. I'm not sure how that specifically affects compiling though, as cosmetics etc have no effect on map compilation directly.
     
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  12. tyler

    aa tyler snail prince, master of a ruined tower

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    They lowered the engine limits several times due to hats. For a little while, years ago, Hydro, Steel, and some other map wasn't playable on full servers because of it. I don't know exactly why other than that's how they chose to approach game optimization.
     
  13. hutty

    aa hutty

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    I am confused.

    If the entity limits were changed to accommodate each player having 4 more things to keep track of, doesn't that mean hydro was recompiled by valve in order to match the new restrictions?

    Or is today's hydro a crash waiting to happen with a full server.
     
  14. Lampenpam

    aa Lampenpam

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    I don't really get it either.

    But if I would get it, would we have to assume that adding a 4th cosmetic slot would lower the entity (or other) limits again?
     
  15. tyler

    aa tyler snail prince, master of a ruined tower

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  16. tyler

    aa tyler snail prince, master of a ruined tower

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    This is the update that solved it, but it isn't the update that caused the problems nor does it say what maps were fixed. (If you go to Steel's page it says it was fixed in that update, and I remember the timeframe.) If I had a better memory, I could pinpoint it more precisely. I distinctly remember the errors being better documented either here or on the SourceMod forums.

    I hope this has helped answer your question. Unfortunately, the most correct, precise answer is something time seems to have forgotten.
     
  17. Geit

    aa Geit 💜 I probably broke it 💜

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    I don't see why that'd stop Hyperion from compiling Hydro - it looks more like an error to do with his VBCT setup than an error specifically with the map. Hydro was last updated in 2013, so it has been compiled by Valve after that patch, suggesting that either the decompiled copy is broken (likely) or Valve never released the fixed compiler (unlikely, considering we've had other compiler updates since then)
     
  18. tyler

    aa tyler snail prince, master of a ruined tower

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    Well, yes, I think he has set up VBCT wrong, and you're right that I completely ignored it because I forgot about it in my flurry of thinking about Hydro. However, whatever Valve did to get Hydro/Steel/etc working was essentially a special fix. If you clean up a decompiled Hydro and try to compile it again, it won't work, and you can look at Doom's Hydro 2 or whatever he called it for instances of that (a lot of detail is gone). Steel just had entity problems, but it amounted to the same limits in the engine.

    To get VBCT working, you need to make sure the mod is set right.

    [​IMG]

    [​IMG]

    You can tell when you've done it right when this changes:

    [​IMG]

    After you do this you can set it as your default in Advanced Options somewhere, tbh I forget. I believe it's considered part of a "Profile," and you can make multiple profiles for each map or just 1 for all of TF2.

    Should work after this. If not, make sure you have the latest version of VBCT.
     
  19. Hyperion

    aa Hyperion L16: Grid Member

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    I know that there were problems with VBCT but Hammer couldnt eaither compile it.

    But I succesfully compiled it when I removed few brushes. However, Hydro is definitely hitting max brushes
     
  20. hutty

    aa hutty

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    Question.

    Do displacements count as brushes in this context?
    Cause from what I have seen of hydro, it does some displacement sorcery.