CSG crashing at 99% of first step every time


RPGreg2600
08-05-2003, 03:08 AM
I'm working on honfleur B7 and I finally got the skybox built and ready to test the map, and I went to compile it (first time compiling anything on my new PC), and it doesn't work! It crashes everytime at 99% I have an AMD XP 2800+ and 512 DDR which is far superior to what I used to compile on, so what's the problem? Here's a pic that shows all the compil stuff that might be usefull.

http://gamefaqstuff.homestead.com/files/wtf_won_t_compile.JPG

Tolchok
08-05-2003, 03:14 AM
I had the same problem with the new version of Festung a few weeks ago - the logfile showed the error message 'file read failure'. The solution was to remove some of the new textures that I'd made that had pushed the texture memory to 9.5mb. CSG stopped failing at 90% when I reduced the texture memory to 8.5mb.

Hope this helps.

RPGreg2600
08-05-2003, 03:18 AM
the problem is, the texture memory is actually LOWER than it was in B6.

Also, I just copied my .map over to my old PC and tried to compile, and it did the same thing.

Do you think it could have something to do with me using the beta hammer version with model viewing?

Tolchok
08-05-2003, 03:40 AM
I'm not sure if it's the new version of Hammer - haven't got it - still using 3.3!
I noticed also with Festung that even with a completely successful render, the map would crash Half-life until I re-rendered it with less than 350 point entities. I have 550 brush based entities in the map, but I didn't reduce those.
The only thing I can suggest is to follow some logical steps to identify the problem. Try saving b7 as a test map, and removing as many entities as possible - I got rid of all point lights apart from one (and replaced all texlights with a generic tex) which took the entity number below 350 and sped up the rendering process because rad didn't have to work as hard.

1.0 has definately reduced the amount of memory available to map with - it would be REALLY useful to know what the limits are now.

RPGreg2600
08-05-2003, 03:57 AM
I've only got 167 PBEs and 309 BBEs...

EDIT: and I'm not worried about rad right now, as I can't even get half way through CSG let alone all the way to rad.

You can take a look at the .map if you want to dude, I'm stumped. I've tried everything I can think of.

izuno
08-05-2003, 10:27 AM
that's a bummer.

right now the volonne redux is crashing rad...but i think i just gotta redo all the lighting anyway.

as for honfleur...
1)
I don't know enough about the CSG code. My first suggestion is don't use a compile gui. Just make a batch file and run it that way and don't have any other applications open. try that first.

2)
try it on another machine. Make sure the problem is not machine related for some odd reason. (Try it on both other AMD systems and Pentium systems). Send the .map file to a couple of friends who can spare the time to compile (don't forget to send them your batch file (see step 1)

3)
one thing i noticed, but the path to your .map file is way way way long. I have maps in my c:\games\wc\maps_dod folder.
Try shortening that path.

RPGreg2600
08-05-2003, 12:48 PM
Originally posted by izuno
that's a bummer.

right now the volonne redux is crashing rad...but i think i just gotta redo all the lighting anyway.

as for honfleur...
1)
I don't know enough about the CSG code. My first suggestion is don't use a compile gui. Just make a batch file and run it that way and don't have any other applications open. try that first.

2)
try it on another machine. Make sure the problem is not machine related for some odd reason. (Try it on both other AMD systems and Pentium systems). Send the .map file to a couple of friends who can spare the time to compile (don't forget to send them your batch file (see step 1)

3)
one thing i noticed, but the path to your .map file is way way way long. I have maps in my c:\games\wc\maps_dod folder.
Try shortening that path.

I already tried compiling on my older PC with a P3 and the path was shorter because I just stuck it on the desktop, and I've compiled from there before so I don't think those two things could be the cause.

and I've used nem's batch compiler for every map I've ever compiled. I have no idea how to write a batch file...

and I don't really have anyone to send the .map to...

redfalcon
08-05-2003, 01:25 PM
Originally posted by Tolchok
I noticed also with Festung that even with a completely successful render, the map would crash Half-life until I re-rendered it with less than 350 point entities.

you may have just inadvertantly fixed a problem with my map. i had no idea what was wrong with it. i have 395 point entities.

good work :-p thanks so much.

RPGreg2600
08-05-2003, 01:59 PM
Originally posted by redfalcon
you may have just inadvertantly fixed a problem with my map. i had no idea what was wrong with it. i have 395 point entities.

good work :-p thanks so much.
Don't hijack my thread you *******!



jk;)

Anyone wanna take a look at the map for me?

FuzzDad
08-05-2003, 02:46 PM
Crashes like that are almost always related to having too much of something...maybe you added a texture to the wad recently that was not of standard size...maybe you have something funky in a recent entity (like using the clip texture on a func_brush). Iif you have a old compile log look to the high percentage things and work your way back from there.

Note: One way to catch these things early is to do mini-compiles all the time...after a few changes...compile...kinda like backing up your work...DoD maps are so complex these days that we're stretching the limits of the engine and minor changes can have drastic results.

RPGreg2600
08-05-2003, 03:08 PM
Well, all the other times I've gone over a limit it has given me an error message, this time it's just crashing.

RPGreg2600
08-05-2003, 03:18 PM
I put no clip on and that fixed it! Do you thinkI have too many clipnodes?

RPGreg2600
08-05-2003, 03:54 PM
Alright, problem solved! I covered all the roofs in clip brushes to reduce the clipnodes and turned off sky clipping, and aparently that's reduced the clipnodes enough so that it doesn't crash. But I do have an error I don't know how to fix still:

"hlbsp: Error: ReadSurfs (line 1): 5676 > g_numplanes" no clue what that means...?

EDIT: I found out what that error means: "This means too many faces in the map = too many brushes, or too complex ones"

I have 2684 brushes and 15894 faces according to hammer what's the limit, is there a simple way to fix this without removing all the detail and makign the map fugly?

08-05-2003, 06:08 PM
There was a tool released a bit ago which would reduce your number of planes. one sec while I go link hunting.

when your running nems you REALLY should have the chart option on, it shows you where your up to with what and what the limits are.

RPGreg2600
08-05-2003, 06:22 PM
How do I do that?

[R5]Rainbow_Phive
08-05-2003, 06:28 PM
Guys from NS used that tool thingy for their maps.....can't remember it though

08-05-2003, 07:54 PM
bah after far to long pissing about on the NS forums I couldn't find the tool properly, really suggest someone who ahs the info properly give th guy some help.

as for the -chart its simple, go into the "shared" tab and select the chart option, or whatever its called. but the box at the bototm will tell you it gives info on how much of anything you've used.

redfalcon
08-05-2003, 08:38 PM
those compile tools are the greatest invention by man. really really saved me big time. you have to know the commands to use though, so you may have to search around in the thread for them. they totally saved me on clipnodes, but they can do a lot of other things with limits.

http://collective.valve-erc.com/index.php?news=1043808691-39958100

edit: chart doesn't work if you're already over a limit btw.

RPGreg2600
08-05-2003, 11:11 PM
Alright, it compiled! However, there was a leak... Anyway, I get this error when I try to load up the map:

EDIT: I killed all the leaks (there were like 30 of 'em) but I'm still getting that exact same error. what the hell is the cause?

TheNomad
08-06-2003, 06:54 AM
try getting rid of that entity sprite that overflows.

RPGreg2600
08-06-2003, 09:03 AM
well, that sprite is just the sprite that apears when you pick up a satchel charge.

TheNomad
08-06-2003, 09:41 AM
its obviosly doing something bad

redfalcon
08-06-2003, 10:28 AM
looks like the sprite will have to go. as far as my map, reducing the entities didn't fix it. although i may have a texture that is 1024x768. if removing it doesn't fix it, then i have no idea.

still not a hijack

08-06-2003, 04:39 PM
I was getting the .spr overflow when i treid to run charile sometimes. I think the problem is HL is getting over loaded, it happens mroe if u have a crappy vid card.

cuttin out stuff here and there is your best bet.

RPGreg2600
08-06-2003, 06:25 PM
Well, that doesn't make much sense, my last map had more models than this one... and according to that optimizer thing, I'm under the model limit...

RPGreg2600
08-06-2003, 06:31 PM
Now that I think about it, I think it has something to do with using the newer beta version of hammer. When I was working on my NS map with that version, it'd give a very similar error message everytime I tried to load the map. And I fixed the problem by loading it in the old hammer and replacing the hives...

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