it lies!


Caldbeck
09-24-2007, 10:26 AM
Ok, i compiled the first part of my map, everything was fine, no leaks etc. compiled it again, after changing 'nothing' and now it says im leaking :o

heres the compile log.... would be grateful of any help :(


** Executing...
** Command: "c:\program files\valve\steam\steamapps\stubaynton@ntlworld.co m\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\stubaynton@ntlworld.co m\day of defeat source\dod" "C:\Program Files\Valve\Steam\steamapps\stubaynton@ntlworld.co m\sourcesdk_content\dod\mapsrc\dod_test01"

Valve Software - vbsp.exe (Dec 11 2006)
1 threads
materialPath: c:\program files\valve\steam\steamapps\stubaynton@ntlworld.co m\day of defeat source\dod\materials
Loading C:\Program Files\Valve\Steam\steamapps\stubaynton@ntlworld.co m\sourcesdk_content\dod\mapsrc\dod_test01.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity dod_capture_area (158.00 -611.00 -275.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_borealis01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_borealis01rt"
Can't load skybox file skybox/sky_borealis01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (44981 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 160 texinfos to 49
Reduced 17 texdatas to 17 (349 bytes to 349)
Writing C:\Program Files\Valve\Steam\steamapps\stubaynton@ntlworld.co m\sourcesdk_content\dod\mapsrc\dod_test01.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\stubaynton@ntlworld.co m\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\stubaynton@ntlworld.co m\day of defeat source\dod" "C:\Program Files\Valve\Steam\steamapps\stubaynton@ntlworld.co m\sourcesdk_content\dod\mapsrc\dod_test01"

Valve Software - vvis.exe (May 22 2006)
1 threads
reading c:\program files\valve\steam\steamapps\stubaynton@ntlworld.co m\sourcesdk_content\dod\mapsrc\dod_test01.bsp
reading c:\program files\valve\steam\steamapps\stubaynton@ntlworld.co m\sourcesdk_content\dod\mapsrc\dod_test01.prt
LoadPortals: couldn't read c:\program files\valve\steam\steamapps\stubaynton@ntlworld.co m\sourcesdk_content\dod\mapsrc\dod_test01.prt


** Executing...
** Command: "c:\program files\valve\steam\steamapps\stubaynton@ntlworld.co m\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\stubaynton@ntlworld.co m\day of defeat source\dod" "C:\Program Files\Valve\Steam\steamapps\stubaynton@ntlworld.co m\sourcesdk_content\dod\mapsrc\dod_test01"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\stubaynton@ntlworld.co m\sourcesdk_content\dod\mapsrc\dod_test01.bsp
No vis information, direct lighting only.
690 faces
237590 square feet [34212988.00 square inches]
1 displacements
1758 square feet [253235.45 square inches]
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (26)
Build Patch/Sample Hash Table(s).....Done<0.0087 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 122/8192 1464/98304 ( 1.5%)
brushsides 842/65536 6736/524288 ( 1.3%)
planes 570/65536 11400/1310720 ( 0.9%)
vertexes 1144/65536 13728/786432 ( 1.7%)
nodes 572/65536 18304/2097152 ( 0.9%)
texinfos 49/12288 3528/884736 ( 0.4%)
texdata 17/2048 544/65536 ( 0.8%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 81/0 1620/0 ( 0.0%)
disp_tris 128/0 256/0 ( 0.0%)
disp_lmsamples 3364/0 3364/0 ( 0.0%)
faces 690/65536 38640/3670016 ( 1.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 344/65536 19264/3670016 ( 0.5%)
leaves 575/65536 18400/2097152 ( 0.9%)
leaffaces 800/65536 1600/131072 ( 1.2%)
leafbrushes 237/65536 474/131072 ( 0.4%)
areas 3/256 24/2048 ( 1.2%)
surfedges 4632/512000 18528/2048000 ( 0.9%)
edges 2781/256000 11124/1024000 ( 1.1%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 54/32768 540/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 888/65536 1776/131072 ( 1.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 5/512 1760/180224 ( 1.0%)
LDR lightdata [variable] 227296/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 2033/393216 ( 0.5%)
LDR leaf ambient 575/65536 13800/1572864 ( 0.9%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/364 ( 0.3%)
pakfile [variable] 10014/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 44981/4194304 ( 1.1%)
==== Total Win32 BSP file data space used: 471648 bytes ====

Total triangle count: 1872
Writing c:\program files\valve\steam\steamapps\stubaynton@ntlworld.co m\sourcesdk_content\dod\mapsrc\dod_test01.bsp
26 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\steamapps\stubaynton@ntlworld.co m\sourcesdk_content\dod\mapsrc\dod_test01.bsp" "c:\program files\valve\steam\steamapps\stubaynton@ntlworld.co m\day of defeat source\dod\maps\dod_test01.bsp"


** Executing...
** Command: "c:\program files\valve\steam\steamapps\stubaynton@ntlworld.co m\day of defeat source\hl2.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\stubaynton@ntlworld.co m\day of defeat source\dod" +map "dod_test01"

[SAS]==Dirty_Harry
09-24-2007, 10:29 AM
Basically you have two options.

You can either load the pointfile and follow the red line to find out why the dod_capture_area is leaking or you can go to view/go to cordinates and type in 158.00 -611.00 -275.00 which will take you to the offending dod_capture_area.

That way you should be able to fix the leak.

Dash
09-24-2007, 09:04 PM
Trigger/entities can't be outside your map, it will cause leaks no matter if the map is closed or not.

Caldbeck
09-25-2007, 09:14 AM
ok, now im confused. The only dod_capture_area is in the centre of my map, well away from any sky. its 32 units off the floor, so it cant be outside the map. i loaded the pointfile, and the red line starts outside my skybox, travels around 128 units towards my skybox and stops.

Tried making a plain map, plain cube type map, just a floor, 4 sky walls, and a sky roof. still leaking with the same entity.... :(

[SAS]==Dirty_Harry
09-25-2007, 12:02 PM
If you want I can take a look at it for you, if you would like me to pm me and I can give you an email address to send it to me.

Can't promise anything but maybe I can fix it for you

Caldbeck
09-25-2007, 12:58 PM
cheers for the reply, but its kinda fixed itself now. hid the entity, compiled, it was ok, unhid the entity, compiled, and its still ok. odd that :)

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