It helps to enter your compile log here: [url]http://www.interlopers.net/errors/[/url]
Upon doing so its clear that you are running vvis.exe on -fast mode. This is okay for prototyping but causes errors in a finished map. Try running the map with vis on normal and seeing if the problem persists.
Furthermore, "warning: too many light styles on a face at (-225.035004, 2227.000000, -217.500000)" means you have too many differently named lights in a certain area. Reduce the number of named lights or have some of them share the same name.
Finally, if you are still getting problems then post some screenshots of the map.
Thanks for the help. one of my problems is I can't run vvis on normal as it would take hours, i'm not sure how to fix that. I have no leaks as far as I can tell. another issue is that when I try to seal a small room with an area portal even though its aligned with the walls it'll leak and when I load the pointfile hte red line just goes straight through the wall. here are some screenshots
Just outside, pretty normal fps
[IMG]http://i.imgur.com/T3kQKVA.jpg[/IMG]
as soon as i step through the area portal, note the spike
[IMG]http://i.imgur.com/aLy3NcM.jpg[/IMG]
inside the largest area. a little bit better.
[IMG]http://i.imgur.com/1Y7NCuB.jpg[/IMG]
this is looking away from the area where I noticed it spikes
[IMG]http://i.imgur.com/Yx9yb43.jpg[/IMG]
this is looking at said area
[img]http://i.imgur.com/SiUoTQK.jpg[/img]
I think it has something to do with this room as if I remove it the fps improves a little bit. This is the one I tried to seal with an area portal.
[IMG]http://i.imgur.com/yGelWvF.jpg[/IMG]
Thanks again for the help. I'm pretty new to mapping so all this stuff is very confusing.
Half of it could be the gamemode's terrible coding lagging things.
[QUOTE=Stiffy360;50622989]Half of it could be the gamemode's terrible coding lagging things.[/QUOTE]
Its not. A gamemode itself on a empty server can't produce this much lag. At least a official one cant.
However, I figured out whats lagging the map - its the weapon pickups. Those don't exist in sandbox but I'll guess there's a lot of them in the map. Considering the map is poorly optimized they are all drawn at once and cause lag.
OP, you need to find lots and lots of tutorials on map optimization. Check out how func_detail works and when you learn what its all about you will be able to compile the map with vis on normal. Then the lag will go away.
I figured it was just my awful attempt at optimization that was causing this. I sealed off some other areas with portals so it wasn't rendering all at once and deleted a few weapon spawns. the fps seems to have increased substantially so. thanks for the advice all!
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