Vis_Decompression_Overrun

Discussion in 'Mapping Questions & Discussion' started by shpladoink, Jun 28, 2009.

  1. shpladoink

    shpladoink L3: Member

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    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.
     
  2. Psy

    aa Psy The Imp Queen

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    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
     
  3. Pianodan

    Pianodan L3: Member

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