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HavenForts: Construct JetFists - The Chronicles of Wargasm (Episode 2, NeoForts)
  #1  
Old 04-24-2005
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Default Slow and Laggy Server when I run my Map on it!

Ok.. i made a small "testmap" to see if i culd create a basic SF map... of course.. i failed so whenever i run my map on my server which ive hosted a million.. it laggs, i dont have a grav gun and i can barely walk because of the lagg... ne suggestions?
heres the compile log...

Quote:
** Executing...
** Command: "c:\program files\valve\steam\steamapps\nozgenocide\sourcesdk\ bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\SteamApps\SourceMods\SourceForts " "C:\Program Files\Valve\Steam\SteamApps\SourceMods\sourceforts \maps\sf_test_map"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\program files\valve\steam\SteamApps\SourceMods\SourceForts \materials
Loading C:\Program Files\Valve\Steam\SteamApps\SourceMods\sourceforts \maps\sf_test_map.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Valve\Steam\SteamApps\SourceMods\sourceforts \maps\sf_test_map.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Run buildcubemaps in the engine to get the correct cube maps.
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) (17909 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (17909 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Program Files\Valve\Steam\SteamApps\SourceMods\sourceforts \maps\sf_test_map.bsp
2 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 6

** Executing...
** Command: "c:\program files\valve\steam\steamapps\nozgenocide\sourcesdk\ bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\SteamApps\SourceMods\SourceForts " "C:\Program Files\Valve\Steam\SteamApps\SourceMods\sourceforts \maps\sf_test_map"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:\program files\valve\steam\steamapps\sourcemods\sourceforts \maps\sf_test_map.bsp
reading c:\program files\valve\steam\steamapps\sourcemods\sourceforts \maps\sf_test_map.prt
88 portalclusters
210 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 7536
Average clusters visible: 85
Building PAS...
Average clusters audible: 88
visdatasize:2644 compressed from 2816
writing c:\program files\valve\steam\steamapps\sourcemods\sourceforts \maps\sf_test_map.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\nozgenocide\sourcesdk\ bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\SteamApps\SourceMods\SourceForts " "C:\Program Files\Valve\Steam\SteamApps\SourceMods\sourceforts \maps\sf_test_map"

Valve Software - vrad.exe (Mar 8 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\sourcemods\sourceforts \maps\sf_test_map.bsp
308 faces
344929 square feet [49669848.00 square inches]
0 displacements
0 square feet [0.00 square inches]
308 patches before subdivision
10440 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 498846, max 226
transfer lists: 3.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0243 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 9/1024 432/49152 ( 0.9%)
brushes 45/8192 540/98304 ( 0.5%)
brushsides 270/65536 2160/524288 ( 0.4%)
planes 168/65536 3360/1310720 ( 0.3%)
vertexes 514/65536 6168/786432 ( 0.8%)
nodes 217/65536 6944/2097152 ( 0.3%)
texinfos 110/12288 7920/884736 ( 0.9%)
texdata 13/2048 416/65536 ( 0.6%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 308/65536 17248/3670016 ( 0.5%)
origfaces 108/65536 6048/3670016 ( 0.2%)
leaves 227/65536 12712/3670016 ( 0.3%)
leaffaces 365/65536 730/131072 ( 0.6%)
leafbrushes 116/65536 232/131072 ( 0.2%)
surfedges 1806/512000 7224/2048000 ( 0.4%)
edges 1111/256000 4444/1024000 ( 0.4%)
worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 20/32768 200/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 246/65536 492/131072 ( 0.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 429440/0 ( 0.0%)
visdata [variable] 2644/16777216 ( 0.0%)
entdata [variable] 235366/393216 (59.9%)
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] 1/12 ( 8.3%)
pakfile [variable] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 17909/4194304 ( 0.4%)
==== Total Win32 BSP file data space used: 772537 bytes ====

Linux Specific Data:
physicssurface [variable] 17909/6291456 ( 0.3%)
==== Total Linux BSP file data space used: 772537 bytes ====

Total triangle count: 758
Writing c:\program files\valve\steam\steamapps\sourcemods\sourceforts \maps\sf_test_map.bsp
4 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\SourceMods\sourceforts \maps\sf_test_map.bsp" "c:\program files\valve\steam\SteamApps\SourceMods\SourceForts \maps\sf_test_map.bsp"
and i dnt have ne lights... just two flags spawns pieces for building and a giant wall.... so i need some help.....
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  #2  
Old 04-25-2005
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did you put logic_gametimer in? also, is map small, big or HUGE?
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  #3  
Old 04-26-2005
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yea... i have a logic_gametimer... and my map isnt gigantic... maybe the size of sf_abandon and wider than it.... i dunno if you want the vmf ask or Instant message me on AIM... aim = PyRo 92 911
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  #4  
Old 04-26-2005
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this is the only thing i saw at a quick glance from the log you posted. not sure if this is causing the lag.

entdata [variable] 235366/393216 (59.9%)

the part about not havign a ggun, did you not chage the player start from the deathmatch one to a combine or rebel. i know from testing that you can play a map with the old dm player spawns, you can even play the old dm maps without many problems, but im not sure what a dm spawnpoint would act like with a gametimer because the only reason i know about the dm spawner working was because i loaded a dm map back in 1.4.1 to see if it would work. that is the only think i can think of as long as you have the gmaetimer but you said you did.

edit: i just saw that your log said you have a leak
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 6
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  #5  
Old 04-26-2005
Dredge
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Yahoo, that memory leak is normal. Happens every time

However that entdata line isn't normal at all, and I'm sure that's what causing the lag. Normal map has maybe 400 entities. Your's has 235366.

Check your Entity report from the Map-menu. It should list all the entities.
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  #6  
Old 04-27-2005
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holy shat.... thats a fukin ton more... but then how did u guys fit all of ur prop_physics in there without gettin the error thing??? cuz i no that fieldtrip has more pieces in it than mine... and the spawn im using is info_player_combine and info_player_rebel... my map works better now... still a little lag tho... o well... more optimizing
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  #7  
Old 04-27-2005
FuzionMonkey
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sa sa sa spawners.


make spawners instead of piles of lag. :P
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  #8  
Old 04-27-2005
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that will help... and a math_counter to limit the pieces thanx guys.. hopefully my map wont be a failure... =(
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  #9  
Old 04-28-2005
Dredge
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Fieldtrip has a lot of blocks but I bet it still has less than 500 entities. I mean that 250k is not normal. There's something wrong with your map, settings or compilers.
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  #10  
Old 04-28-2005
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250k entities??? :shock:

/kill

you REALLY need to use spawnes.


anyway, i can take a look, where that 250k entities are. email to .murkrow [AATT] volja [WOOT A DOT] net. in rar please.
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