Entity 5, Brush 0, Entity leaked


(ZoSo) #1

I get this error during compiling:

Entity 5, Brush 0, Entity leaked

And it highlights one of my mg’s in the map, no leak lines.
I tried moving it around a little and I still get the error.

1- What should I look for?
2- Is there a way to leak test the map before compiling it?

Thanks,


(MadMaximus) #2

I got a similar error the other day when i made a light,

Entity 299, Brush 0, Entity leaked .

after checking and rechecking without finding any entity outside the enclosed map area(s) I finally did another meta compile, and when the error came up again and it highlighted the light ( again ) i just deleted it. made a new light and placed it into the same spot and re-compiled and the error was gone.

I think it was just a glitch. I was cloning my lights also, got a light entity to a certain hight and started to clone them to make more and move into a new spot.

you could try deleting the highlighted entity and make a new one and see what happens.


(ZoSo) #3

Well, I did that and it worked, then it moved on to the next one, replaced it, then it went to the next one., seems like it’s just going to go through all of the entities.
I think it has something to do with GtkRadient. I started the map with version 1.3.8-ET. Now I’m using version 1.3.13, and that’s when I started getting these so called leaks. Go in to the map(in game) and everything seems to be fine.


(MadMaximus) #4

yeah, im not shure why it happens, im using 1.3.8-ET myself, but after the 1st glitch that i deleted and redid, the problem ended for me.


(Milbo) #5

I got the same failure,… sometimes it is another brush or modell.
Fixing? hha don´t know,… I moved the brushes a bit,… then another Entity leaked,… strange failure… there seem to be endless of leaking Entities in my map ( I think it is a bug or something,… but it seems all normal).
One time I deleted the brush und made an new one,… got same failure for the new brush,…


(SCDS_reyalP) #6

Next time you get a map like that, save a copy of the unfixed map. If radiant is actually corrupting maps, that is a serious bug. Bugs only get fixed if they get reported. You can report bugs at
http://zerowing.idsoftware.com/bugzilla/

Be sure it isn’t user error though, or you will look like a fool reporting it. You might want to post the offending map here first :moo:


(Drakir) #7

The pointmap that points to the leak, always points to an entity.

So its not your entity that is the leak, the leak is somewhere else in the map, all u need to do is follw the red line and see where the line can make it out of the map into the void.

A leak can be an entity, but the the pointfile would show u this.

If you want to test a leaked map then make sure you dont have Radiant set to “Halt” on leaks. The setting if found under “preferences/other/BPS monitoring”. Then it will finnish the compile and u can run the .bsp looking for it.


(Milbo) #8

I wrote already in another post,… my map doesnt leak. I think it is someone of the version thing,… because i changed the compiler to the new version (simply replaced the old one). U can believe me that I found many leaks,… it is normal if u change a lot of your tunnelsystem.


(Milbo) #9

I wrote already in another post,… my map doesnt leak. I think it is someone of the version thing,… because i changed the compiler to the new version (simply replaced the old one). U can believe me that I found many leaks,… it is normal if u change a lot of your tunnelsystem.
And if the map is leaking,… there stand
MAP FILE LEAKS
But in this case stand Entity leaks,… I didnt wrote that before,… because I was to lazy to explain it 4 times… but now other people have the prob too,…

I think it is simular to the metalstep or other bugged warnings :slight_smile:


(Machine for to kill) #10

I just upgraded to the 1.3.13 and on the first compile with it i got this same error. I’m not sure what it means cause the entity it talks about is well inside the map. I’m pretty sure it’s a bug with the compiler cause i’ve compiled the same map dozens of times with 1.3.12 and I never got this problem with that particular entity. Plus I doubt there’s a leak anywhere since since the map is inside a skybox.

EDIT: Just converted back to 1.3.12 and everything is working fine again. Sugest you do the same if you can’t get around this problem.


(SCDS_reyalP) #11

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(DAbell) #12

I’m now suffering the same problem as this thread but this thread is no real help at all.

I’d had 2 doors in their locations through 20 or so compiles and it never caused a problem, i’m now getting entity ?? brush 0 is leaked message and the only way round it is to move them out of their location into fresh air.

Obviously this sux and you can’t have doors in the middle of nowhere, so does anybody have a solution to this problem and but me out of my floating door misery.

This thread seemed to peter out with no real answer so if you could help anybody i would be grateful.


(GRouZER) #13

I have the same problem with radiant 1.3.13, it’s q3map 2.5.10 whitch comes with radiant 1.3.13, that causes it, it’s gone with version 1.4.0, if you don’t want to install 1.4.0 then you just have to download the q3map2 version 2.5.11 manually.


(Detoeni) #14

I just got this error when I upgraded to the lattest nightly build of q3map2, from 2.5.9.

verson 2.5.10 had this added to it (from the read me)- Entity causing a leak will be printed and selected in Radiant if BSP monitoring is enabled. Requested by heeen

The reason for the error in my map, was an entity within “structual” brushwork.

edit: Ooops it was verson 2.5.11 I was using, not the new one


(bloodwire) #15

I also got the leak problem when I upgraded gtkradiant. The solution is simple, ignore it. The map compiles and runs perfectly anyway.


(Oxygen - o2) #16

dose any1 know that GtKRadiant-1.4.0 is out?


(TFate) #17

I’m getting the same problem too. I can ignore the problem by compiling -BSP meta, then -vis, then -light -fast. Is there an easier way to fix this problem instead of just ignoring it? And other than just replacing all those models?


(Eh?) #18

While we’re collecting data about this problem:

This happens to me as well when I copy a door made of one standard and one origin brush. In a compiled map the door opened as expected but did not have the opening sound specified.

Deleting the copied door and creating it from scratch fixed the error message and the no-sound problem.