Vis_Decompression_Overrun

shpladoink

L3: Member
Dec 19, 2007
108
6
I've done... something to cause my map's visclusters to literally double in size, which crashes the game when I load it. I'm not sure what it is that happened, but here are the old numbers compared to the new:

Old version:

BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (1103)
Optimized: 2901 visible clusters (0.00%)
Total clusters visible: 519659
Average clusters visible: 278
Building PAS...
Average clusters audible: 1098
visdatasize:570449 compressed from 896640


New version:
1572 portalclusters
4417 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 134530 visible clusters (0.00%)
Total clusters visible: 1066054
Average clusters visible: 678
Building PAS...
Average clusters audible: 1449
visdatasize:548651 compressed from 628800


I've pulled up the portal file in hammer and nothing seems out of the ordinary. This article suggests that a displacement may be screwing things up, so I recompiled without any displacements to test this. The map ran fine, but there were still over a million visclusters. I have no idea what to do here.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Check that your all sides of your hint brushes are touching geometry. I've had a similar problem before but unfortunately I have no memory of how I fixed it. :p
 

Pianodan

L3: Member
Apr 11, 2009
108
16
Check that your all sides of your hint brushes are touching geometry. I've had a similar problem before but unfortunately I have no memory of how I fixed it. :p

Is that really necessary? I've had hint brushes floating in the sky before with no apparent ill effects.