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Old 09-30-2009, 02:38 AM   #1
Tapp
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Default Map refuses to compile


I have been working on two maps simultaneously, and at about the same time both of them ceased to compile. I have tried many different things (some extremely risky) such as deleting the GCF and re-installing, doing the same with the actual source sdk folders, and checking EVERYWHERE for leaks and errors. Cordoning off my map seems to allow it to compile, but I need the whole thing for devshots. A copy of my map is here (please don't steal my- I mean Uriak's idea/game mode). I have a feeling that it might simply be a lack of ram, as it stops at an arbitrary location in VRAD. Any ideas?

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Old 09-30-2009, 10:28 AM   #2
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Default Map refuses to compile


So it just stops on Vrad... Do you have a bunch of dynamic lights? Did you name any of your lights?
Also, which file is it? There are several on that mediafire link.

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Old 09-30-2009, 12:03 PM   #3
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Default Map refuses to compile


Mine used to do this. I beleive where it stops is by chance and that you may be having errors somewhere along the line.

My maps being odd though it compiles i can see the BSP file and it wont run on tf2
 
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Old 09-30-2009, 02:53 PM   #4
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Default Map refuses to compile


Do you have a compile log that could be posted? No idea if it would show anything, but where it stops might make the problem obvious to someone who sees it.

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Old 09-30-2009, 03:17 PM   #5
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Default Map refuses to compile


this may sound very wrong but i have this problem and when it freezes i end vvis.exe in taskmanager and voila map compiles and runs/looks beautifull
 
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Old 09-30-2009, 07:33 PM   #6
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Default Map refuses to compile


Vvis will take a while, especially on slower machines. If is the posit at which it lights the level. If you use Vista or win7, the compile window will freeze and you can't see the progress of the compile. I reccomend VBCT (google it) as it gives you a compile progress that won't freeze and pits less stress on your system/other programs while compiling.

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Old 09-30-2009, 07:48 PM   #7
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Default Map refuses to compile


I second the recommendation of VBCT.

Can you post a log about how it "stops at an arbitrary location in VRAD"?

As Cyrax mentions, none of your lights should have a "Name:" value unless you actively plan to turn them on or off.
 
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Old 09-30-2009, 08:28 PM   #8
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Default Map refuses to compile


Optimize your lightmaps
 
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Old 10-01-2009, 01:53 AM   #9
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Default Map refuses to compile


None of my lights have names. I have no dynamic lights. All lightmaps are at default, as it is still in beta. I have tried the batch compiler and it freezes as well in the same place. I will double-check for anything out of the ordinary, and try excessively cutting down on world brushes to see if that helps. As it is right now, everything that isn't a massive, square, important and grid aligned has been turned into a func_detail. I have but one areaportal at this point at time, but I will try turning it off. Also, how do you get the batch compiler to run at a lower priority? It still crashes my computer.

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Old 10-01-2009, 02:06 AM   #10
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Default Map refuses to compile


Add the -low parameter to the three different compile stages.

VVIS and VRAD both take their time, possibly hours depending on a) your map and b) your computer. How much ram and what CPU do you have?
Also, post a compile log.

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