compile process crashing almost every time!?

ok facepunch, heres a good one for you.

its a 1 in 100 chance that the compile will work without dicking up after i do anything to the map.
i even got so pissed off with it, that i just created a new map and copied a few of the buildings in from the
old one. building it extremely carefully, testing it after every little thing i did. and when something
went wrong, i undid what i did before the error and ran it again, yet the compile process still crashes
even though it worked fine when the map was in that exact state before the error.

-hammer cant detect any problems with problem checker (as usual)
-interlopers cant really help me that much when i cant give it an updated compile log
-func_viscluster and func_detail have been used to optimize the map as much as i can
-no, there arent any leaks
-left it overnight to see if it just takes a long time, it definitely crashed to a full stop

building this map feels like trying to ride a bike with the brakes on and its got those kind of pedals where you have special shoes that lock into it so you cant take your feet off the pedals and it makes it really hard to balance when youre moving slowly.

i think what i am asking here is: ‘how can i find what is causing this?’ and ‘what are the common causes for this?’

UPDATE

looking into it further, the process definitely crashes. i left it running all night but it was still “not responding” in the morning. and this is an 8 hour sleep we are talking about here. EIGHT HOURS.
if i end vvis before i end hammer, vrad runs and the map starts up. but with a shit ton of errors. the lighting doesnt work properly, the water is invisble, and some textures are stretched.

it pretty much ruins the map.

arent you people lucky? i found an unfinished compile log with the vmf!

keep in mind, i can only get a compile log when i force end vrad and vvis. youre going to see that it didnt finish properly.

You could try using VBCT

I usually find that stops issues with crashing.

hm. i tried it. it did a better job than hammer but it gets to 9… and it doesnt finish the compile. anything else i could try?

On which compiler is it slowing down on like that? Vvis or vrad?

Also, as it reaches the end of its compile stage it can tend to come to a crawl, especially if your map is either very complex, or highly unoptimized.

Can you post some screenshots from inside of hammer of your map?

You could try cordon parts of your map until you find the section that’s having trouble compiling.

when you compile, it generates a txt file in the file path of where the map file is saved and compiled.

copy and paste that text and i will tell you what is wrong (most likely)

(sidenote) marcolade is right

If you have a less than optimal processor, and or if map in question is poorly optimized, than compile times can reach unreasonable times without a way to check progress.

Best thing to know is if it hasn’t crashed, then its still compiling.

Hope this helps.

It may say ‘not responding’ but the map may still be compiling.

Try running VVIS on fast.

ok folkes, glad to see youre all helping. heres some screenshots for starters:

top view:

front view:

side view:

(those 4 large yellow brushes are func_visclusters btw)

vvis crashes first, if i force end the compile in task manager, vrad will run and the map will startup in garrys mod.

however, because i have had no choice but to shut it off, the map has all sorts of errors occur. water invisible, fully lit map (no lighting).

What happens when you have no vis clusters?

With the amount of issues you have been having, I would have expected a far more complex map. Those visclusters look completely unnecessary.

Can you show a Hammer screenshot of inside the map? I want to know what that giant blue rectangle is.

I bet most of your problems could be solved by adherence to the 8-grid, extensive use of prop_static and func_detail, and removing the vis clusters. But a look inside would help us diagnose.

yes, i know. its hardly even in beta yet. the map is so basic right now with hardly any detail.
heres some screencaps of the 3D view

theres not really much more to see. those are the only detailed spots.

[editline]19th January 2016[/editline]

adherence to grid 8?

[editline]19th January 2016[/editline]

removed all the visclusters, same issue so that wasnt it.

how long are you waiting before it crashes, and when it crashes it what stops responding?

[editline]19th January 2016[/editline]

If it’s taking time, draw a massive brush from wach corner of your map with the trigger texture, and make it a func_viscluster, leave it 30 maybe 40 minuets. Don’t do anything on your PC watch porn or load up an old Ebook on your phone or what ever the kids do these days. I think your just rushing it a bit. And I know you already have Visclusters but they look like they’re devided.

i have tried the viscluster thing in all sorts of shapes, sizes, and layouts but thats definitly not the problem as it doesnt even make a noticeable difference.

anyone?

Is this the same map as your other thread?

If so, did you try func_detail-ing your complex brush work. From the compile log you posted in your original post I found this:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4910.0 2048.0 -1413.3)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: Brush 19679: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4910.0 2048.0 -1537.8)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: Brush 19683: 

Interlopers error page suggested this based on the above:

I’m assuming from screenshots of you map, that your brushwork is not as tidy as it could be, meaning, it’s off the grid which gives the compiler a hard time at working things out. It’s important to func_Detail any complex brush work.

Give that a try and see if it works.

This link might help you explain func_Detail better.

[editline]21st January 2016[/editline]

Interlopers error page Is also a helpful place to find out about errors in your map through your compile log. You can copy and paste the entire thing in, hit ‘check log’ and it will list any errors it finds and give you possible solutions.

Wait, so, making brushes off a grid is bad? Well I’ve almost finished my massive map and they don’t stay on the grid :confused: what should I do, just make them func_detail?

bad for compile times, optimization, and general tinyness in the grid views
just having it set on at least 8 and putting everything on that should be enough