A couple of the ladders like having their origins far outside the map for some reason. I just threw a skybox textured brush around themBlues wrote:Thanks for the hint, i already thought about that, but there was nothing wrong with the origins.TheMoon wrote:That leak is probably caused by a misplaced origin.
Wow, must have been related to your 'optimization'. No leak on my version...I just found out what it was all about. It wasn't a misplaced orogin, but
just a small gap between two nodrw brushes. The pointfile was crap
because hammer tried to draw it starting from a func_useableladder.
I don't know why, but i found out that this doesn't work and the line gets
screwed. So i had another test compile woth only world geometry and
triggers enabled and got a corrct pointfile that enabled me to fix the leak.
Glad you found it though! Those leaks can be annoying.
Indeed, that is exactly why I'm so frustrated with this map. For some reason it goes double the size and won't run.fug4life wrote:What makes me so curious is the fact the map is double the bsp size (102 mb)from what the 1.23 version (52 -53 mb)is and if you really didn't go 172% end_data, then I think your map bsp is like doubling or something?
The ent_data never was a problem on this map. Others, yes, this one nope. But reduce the nodes if you want - that's a good idea. (BTW I mainly put them in for the headcrabs to chase you around. The ones on the beach and especially on the bridge are pretty useless - I tend to go a bit overboard when it comes to nodeing).
I'm not sure if it's the bsp... that would be a good test actually, to try running it under ep1 with just bsp then under OB with just bsp and comparing the two. Personally I'm betting it's something to do with vrad. It'll compile and run fine without vrad (IE full bsp and fast vis) but turn on rad and BOOM! Engine Hunk Overflow. Hmph.
Well, over the weekend (IE when I'm not at work) I'll see about doing some more test compiles. I've chopped up all the water into nice bite-sized pieces, so I'll see if that makes a difference (I doubt it). Next I'll try removing sections of the water to see just how much water it can take. (BTW, I tried it without any water and with fast rad - compiled and ran fine).
But yea. I'd really like to see this map re-released, so I can release the next few.
EDIT: ACK! Page 10!? I thought I'd have them all released by now...
I guess my software engineering teacher was right - the first 90% of a project takes the same time as the remaining 90% of the project. (And yes, that math is correct when speaking about a software project).