Source SDK freezing during compile

Discussion in 'Mapping Questions & Discussion' started by emeraldscorpion, Jan 22, 2010.

  1. emeraldscorpion

    emeraldscorpion L1: Registered

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    Since about the last time I uploaded to tf2maps, SDK has been crashing whenever I try to run a full compile. I can do fast VIS, but the normal one makes SDK freeze. I even left it on during the hour where I went and ate dinner, but when I came back I had to force it to quit.
    Can anyone help me with this issue?
     
  2. Undies

    Undies L1: Registered

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    I've had a compile take 5 hours before ... just because Task Manager says it's "not responding" does not mean it is frozen. I suggest you read up on optimization.
    Also, there is a vast difference between a program crash and a freeze, you are interchanging these words under the same definition. If Hammer is indeed crashing, then all that is above should be ignored and you have an issue I am unfamiliar with. vvis.exe and vrad.exe can potentially take a loooong time.


    And I assume you are referring to Hammer and not SDK =\
     
  3. J4CK8

    J4CK8 L11: Posh Member

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    Try using VBCT
    Most compiles will cause pretty much everything to crash, but with VBCT you can compile and do anything else rpetty much while it does. Is the map optimised at all? Has it took long to compile before?
     
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  4. emeraldscorpion

    emeraldscorpion L1: Registered

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    My apologies, I threw in "crash" there when I really didn't mean it.
    I didn't realize that compiling could take so long... It just sorta went from taking about 5 minutes to lasting longer than I had the patience for. I'll try VBCT and optimizing.
     
  5. Colt Seavers

    Colt Seavers L6: Sharp Member

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    Have you recently added lots of diagonal brushes - these can cause vis to run for hours or simply fail ? Go round the map func_detailing anything that doesn't seal an area - should speed things up.
     
  6. Terr

    aa Terr Cranky Coder

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    I second the use of VBCT in general. Valve just didn't integrate compiling into Hammer in a good (read: multithreaded) way.

    Note that you can set a "verbose" option for VVIS that may help show what it's churning on.
     
  7. emeraldscorpion

    emeraldscorpion L1: Registered

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    Verbose?
    Could you go into detail for me?
     
  8. absurdistof

    aa absurdistof

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    Also, make sure you have an optimized skybox (it isn't a cube, and is only where it needs to be) and have func_detailed any brushed that arent completely necessary or elementary to the level (non func_detail would be floors, walls, and ceilings, func_details would be railings, brush make poles and fences, anything diagonal...)
     
  9. emeraldscorpion

    emeraldscorpion L1: Registered

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    Skybox has been temporarily fixed, but when I tried adding a couple of visleaf hints, my fps in-game after compile was about 15. I tried looking at all the visleafs in-game with mat_leafvis 1, and saw that the visleafs were all over the place, cutting up areas that probably shouldn't be cut up. Is there any way someone could look at it for me and tell me what might be wrong? I'll credit wherever credit is due.
     
  10. FaTony

    FaTony Banned

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  11. emeraldscorpion

    emeraldscorpion L1: Registered

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    I looked at that, but it doesn't explain why the corridors in my map have two visleafs splitting them down the middle lengthwise.
     
  12. Remix

    Remix L69: Deviant Member

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    I would be careful with using hints, especially if you don't have much Hammer experience. Ya they help in a lot of cases, but if used poorly they can just exponentially increase the number of visleafs in your map.

    Start with what Colt said, just func_detail brushes that don't:
    • Seal an area or
    • Seal the map

    Mainly focus on func_detail-ing:
    • Small brushes
    • Brushes that don't run parallel or perpendicular to the Hammer grid

    It is also difficult to tell you why a corridor is being split down the middle in terms of visleafs without seeing screenshots of your grid views in Hammer.