compile crashing


(blizzard) #1

what are possible reasons for crashing when you compile?


(IndyJones) #2

i hate such threads. what is crashing? radiant? windows?


(blizzard) #3

a crash is when nothing works and you must turn of your pc because everything is blocked.
it’s has something to do with radiant i think because my pc crash everytime at the same part of the compile.
because it’s a crash it doesn’t show a error or something because i can’t even move my arrow.
how to fix this:
i thought maybe too much brushes or enity that he can’t handle the compile or maybe something with the options. what else could it be?

i hope it’s more clearly now?
if not, tell me what

thx


(blizzard) #4

b.t.w. my pc is blocked by the part of the compile that’s about vis portal flow i doens’t remember how you cal it
i get this like normally
1…2…3…_
and then
1…2…3…
everything stucked blocked crashed.


(IndyJones) #5

it is clear now.

how big is the .map file?


(blizzard) #6

.map is 2,6 mb


(blizzard) #7

has it maybe something to do with the not caulking enough or this error: Doom3LightRadius: failed to parse default light radius

the preview version compile normally but it take 2 ours ! with the option:
(simulate old style -light -extra) BSP -meta -vis -light -super2
so it very frustrated when you wait about 1,5 our and your pc is totally blocked


(aaa3) #8

your pc is not crashing. you should hit alt-ctrl-del before starting compiling. at all 3 stages iirc a different instance of q3map2.exe gets opened; u know the black box thingy. every time one is opened, as soon as you can hit „pause/break” key on your kb. when that is the active window (make it so if its not). then, set the priority of q3map2.exe to the lowest in the task manager (*). repeat this at next 2 stages too.

*: alt-ctrl-del, processes tab. by clicking on the name of the columns you sort by that column. click on the „user name” column. now search the q3map2.exe amongst your running programs. right-click on it and in the context menu there is a „set priority” menu-point at the bottom of this menu.

p.s. **** that radius thing, it is to be the subject of total ignorance.


(Qualmi) #9

hm…that with the arrow is strange. without this i would say your visdata is very very big, means you have too many structural brushes inside your mapfile. only guessing, maybe this is totally wrong caus the “arrow-not-moving-thing” dont fit in that theory.


(blizzard) #10

ok i doens’t really understand the: alt ctrl del - part
what is a columns ?
and what do you mean with stages?
iirc?
srry about these question i’m dutch and i don’t understand everything the first time, my english isn’t as good as well.


(blizzard) #11

i have 4424 brushes
i don’t know where you can see how many are strutural and how many detail
it can be the problem


(IndyJones) #12

well, did you set the structural/detail brushwork at all?


(blizzard) #13

yes some brushes are detail because if everything is structural the compile stops
i had this problem in the past


(Pegazus) #14

[QUOTE=blizzard;188699]i have 4424 brushes
i don’t know where you can see how many are strutural and how many detail
[/QUOTE]

You can filter structural in view - filter - structural or use the hotkey Shift + Control + D
And to filter detail brushes you can use the hotkey Control + D


(Qualmi) #15

this is my console if i enter the vis-stage:

— Vis —
saveprt = true
Loading C:/Programme/Wolfenstein - Enemy Territory/etmain/maps/test.bsp
Loading C:/Programme/Wolfenstein - Enemy Territory/etmain/maps/test.prt
142 portalclusters
503 numportals
506 numfaces
1006 active portals
192 hint portals
visdatasize:3416

— BasePortalVis (1006) —
0…1…2…3…4…5…6…7…8…9… (0)
9 average number of passages per leaf
0 MB required passage memory

— CreatePassages (1006) —
0…1…2…3…4…5…6…7…8…9… (0)

— PassagePortalFlow (1006) —
0…1…2…3…4…5…6…7…8…9… (1)
creating leaf vis…
Total visible clusters: 13265
Average clusters visible: 93
Writing C:/Programme/Wolfenstein - Enemy Territory/etmain/maps/test.bsp
Wrote 0.9 MB (903460 bytes)
1 seconds elapsed
Disconnecting
Connection closed.

in line i think you can see the vis-datasize, its very small in my testmap, takes about 2 seconds :slight_smile:

but what you can try is to reduce your visdata to a minimum. do this at own risk pls, better to make a safe copy of your file.

just a short note: if you want to see what is structural and what is detail you can toggle strg -d. it toggles from detail to structural and back.

so make a brush, make it bigger than your whole map, it must really physically suround all brushes of your whole map, press the select inside button. your whole map brushes must be selected now. go to selection/make detail. your whole map is now detail, this means the visdatasize is 0 :slight_smile: now to not get an error make your skybox structural by selecting it and going to selection/make structural. then compile the same way you wanted to do and hope that it wont “crash”.

edit: note that this is only a momentary solution. if you want to make use of visblocking than this is no solution at all


(blizzard) #16

what is the difference between structural and detail?

i can try what aaa3 said (if i understand how?)
and maken some brushes detail (i don’t know which one)

can you explain how to have a good compile at the fastest way?


(aaa3) #17

• iirc - if i remember correctly.
• the ctrl-alt-del thing is only valid if you are using windows xp. in 98 its not working. and there is no such thing as vista.
• column is a big vertical list.
• stage: a compile is from 3 part - bsp, vis and light. every of these 3 parts or stages are opening an q3map2.exe with different settings. every time an old one is closed and a new one is opened up you have to set its prio again - unless you set the prio of the parent application which launches it, but i assume you dont use q3map2build (link: http://www.bobdev.com/q3map2build.php), but do it from radiant - and u dont want to lower your radi’s prio. because you cant work then. (without saving you can work during compiles, yes : )
• will edit this post with link.


(blizzard) #18

ok i understand but doesn’t make it sense if everthing is detail?


(blizzard) #19

oh and i don’t have a skybox then i skip that part ok?


(Pegazus) #20

[QUOTE=blizzard;188705]what is the difference between structural and detail?

i can try what aaa3 said (if i understand how?)
and maken some brushes detail (i don’t know which one)

can you explain how to have a good compile at the fastest way?[/QUOTE]

The difference between structural and detail is quite simple. Structural blocks the game line of sight. and Detail wont.

For example, if you have a big wall (house wall) you would make it a structural to block the sight for the game. But for example a small detail like a barrel, you would make it detail, since it wont block any sight.
Also doing this properly can save you performance.
If you are making tests for your map, the way i do is make everything detail ( to get the fastest compile possible ) and when the map is near end i spend a bit time on deciding witch needs to be structural and detail and set them.
Also, don’t make skyboxes as detail.
Hope this helps out.