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Зависание карты.

ZIKURIK

New member
Nov 1, 2012
3
0
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Зависание карты.

Компилируется хорошо, но при запуске карты загрузка встает на 8 делении и игра зависает. (Starting local game server)

LOG компиляции:
Code:
hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlcsg -----
Command line: hlcsg.exe -estimate -nowadtextures metro.map 
Entering metro.map

Current hlcsg Settings
Name                 |  Setting  |  Default
---------------------|-----------|-------------------------
threads               [       4 ] [  Varies ]
verbose               [     off ] [     off ]
log                   [      on ] [      on ]
developer             [       0 ] [       0 ]
chart                 [     off ] [     off ]
estimate              [      on ] [     off ]
max texture memory    [ 4194304 ] [ 4194304 ]
max lighting memory   [ 6291456 ] [ 6291456 ]
priority              [  Normal ] [  Normal ]

noclip                [     off ] [     off ]
null texture stripping[      on ] [      on ]
clipnode economy mode [      on ] [      on ]
clip hull type        [  legacy ] [  legacy ]
onlyents              [     off ] [     off ]
wadtextures           [     off ] [      on ]
skyclip               [      on ] [      on ]
hullfile              [    None ] [    None ]
nullfile              [    None ] [    None ]
min surface area      [   0.500 ] [   0.500 ]
brush union threshold [   0.000 ] [   0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
 (0.02 seconds)
SetModelCenters:
 (0.00 seconds)
CSGBrush:
 (0.09 seconds)

Using Wadfile: \valera\counter-strike online\data\cstrike\zs_trap.wad
 - Contains 0 used textures, 0.00 percent of map (14 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\zs_trace.wad
 - Contains 0 used textures, 0.00 percent of map (56 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\zs_lostcity.wad
 - Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\zs_evolution.wad
 - Warning: Larger than expected texture (348972 bytes): '{EVOL_G01'
 - Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\zs_double.wad
 - Contains 1 used texture, 25.00 percent of map (52 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\zs_decoy.wad
 - Contains 0 used textures, 0.00 percent of map (78 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\zs_contact.wad
 - Contains 0 used textures, 0.00 percent of map (93 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\zs_anni.wad
 - Contains 0 used textures, 0.00 percent of map (53 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\zs_angra.wad
 - Contains 1 used texture, 25.00 percent of map (67 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\zm_tomb2.wad
 - Contains 0 used textures, 0.00 percent of map (10 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\zm_tomb.wad
 - Contains 0 used textures, 0.00 percent of map (60 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\zm_bioplant.wad
 - Contains 0 used textures, 0.00 percent of map (70 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\zm_abyss3.wad
 - Contains 0 used textures, 0.00 percent of map (25 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\zm_abyss2.wad
 - Contains 0 used textures, 0.00 percent of map (43 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\zm_abyss.wad
 - Contains 1 used texture, 25.00 percent of map (48 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\ze_skyline.wad
 - Contains 1 used texture, 25.00 percent of map (96 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\ze_castle.wad
 - Contains 0 used textures, 0.00 percent of map (58 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\z_havana.wad
 - Contains 0 used textures, 0.00 percent of map (33 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\vegas.wad
 - Contains 0 used textures, 0.00 percent of map (113 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\tswad.wad
 - Contains 0 used textures, 0.00 percent of map (29 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\torntextures.wad
 - Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI'
 - Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF'
 - Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
 - Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
 - Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP'
 - Contains 0 used textures, 0.00 percent of map (162 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\tempdecal.wad
 - Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\tdm01.wad
 - Contains 0 used textures, 0.00 percent of map (66 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\ntdm2.wad
 - Contains 0 used textures, 0.00 percent of map (5 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\grid_cso.wad
 - Contains 0 used textures, 0.00 percent of map (52 textures in wad)

Warning: More than 8 wadfiles are in use. (25)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.


Texture usage is at 0.27 mb (of 4.00 mb MAX)
0.23 seconds elapsed

-----   END   hlcsg -----



hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlbsp -----
Command line: hlbsp.exe -estimate metro.map 

Current hlbsp Settings
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       4 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [      on ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
priority            [  Normal ] [  Normal ]

noclip              [     off ] [     off ]
nofill              [     off ] [     off ]
noopt               [     off ] [     off ]
null tex. stripping [      on ] [      on ]
notjunc             [     off ] [     off ]
subdivide size      [     240 ] [     240 ] (Min 64) (Max 512)
max node size       [    1024 ] [    1024 ] (Min 64) (Max 8192)


SolidBSP [hull 0] 284 (0.01 seconds)
Warning: === LEAK in hull 0 ===
Entity info_player_deathmatch @ (-2016,-1824,-2448)
Error: 
  A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region.  The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted.  Some complex rotating objects entities need
their origins outside the map.  To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 1] 373 (0.01 seconds)
Warning: === LEAK in hull 1 ===
Entity info_player_deathmatch @ (-2016,-1824,-2448)
SolidBSP [hull 2] 337 (0.02 seconds)
Warning: === LEAK in hull 2 ===
Entity info_player_deathmatch @ (-2016,-1824,-2448)
SolidBSP [hull 3] 382 (0.01 seconds)
Warning: === LEAK in hull 3 ===
Entity info_player_deathmatch @ (-2016,-1824,-2448)
0.29 seconds elapsed

-----   END   hlbsp -----



hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlvis -----
Command line: hlvis.exe -estimate -full metro.map 
>> There was a problem compiling the map.
>> Check the file metro.log for the cause.

-----   END   hlvis -----



hlrad v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlrad -----
Command line: hlrad.exe -estimate -chart -extra -dscale 1 -bounce 4 -smooth 100 metro.map 
>> There was a problem compiling the map.
>> Check the file metro.log for the cause.

-----   END   hlrad -----
 

xDShot

Well-known member
Dec 20, 2010
1,844
Компилируется хорошо
Warning: === LEAK in hull 0 ===
Entity info_player_deathmatch @ (-2016,-1824,-2448)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush
Дыра по-твоему нормально?
 

ZIKURIK

New member
Nov 1, 2012
3
0
0
Закрыл дыру, но опять же карта зависает от 2 до 6 делений.
Новый LOG:
Code:
hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlcsg -----
Command line: hlcsg.exe -estimate -nowadtextures metro.map 
Entering metro.map

Current hlcsg Settings
Name                 |  Setting  |  Default
---------------------|-----------|-------------------------
threads               [       4 ] [  Varies ]
verbose               [     off ] [     off ]
log                   [      on ] [      on ]
developer             [       0 ] [       0 ]
chart                 [     off ] [     off ]
estimate              [      on ] [     off ]
max texture memory    [ 4194304 ] [ 4194304 ]
max lighting memory   [ 6291456 ] [ 6291456 ]
priority              [  Normal ] [  Normal ]

noclip                [     off ] [     off ]
null texture stripping[      on ] [      on ]
clipnode economy mode [      on ] [      on ]
clip hull type        [  legacy ] [  legacy ]
onlyents              [     off ] [     off ]
wadtextures           [     off ] [      on ]
skyclip               [      on ] [      on ]
hullfile              [    None ] [    None ]
nullfile              [    None ] [    None ]
min surface area      [   0.500 ] [   0.500 ]
brush union threshold [   0.000 ] [   0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
 (0.02 seconds)
SetModelCenters:
 (0.00 seconds)
CSGBrush:
 (0.10 seconds)

Using Wadfile: \valera\counter-strike online\data\cstrike\zs_trap.wad
 - Contains 0 used textures, 0.00 percent of map (14 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\zs_trace.wad
 - Contains 0 used textures, 0.00 percent of map (56 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\zs_lostcity.wad
 - Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\zs_evolution.wad
 - Warning: Larger than expected texture (348972 bytes): '{EVOL_G01'
 - Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\zs_double.wad
 - Contains 1 used texture, 25.00 percent of map (52 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\zs_decoy.wad
 - Contains 0 used textures, 0.00 percent of map (78 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\zs_contact.wad
 - Contains 0 used textures, 0.00 percent of map (93 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\zs_anni.wad
 - Contains 0 used textures, 0.00 percent of map (53 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\zs_angra.wad
 - Contains 1 used texture, 25.00 percent of map (67 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\zm_tomb2.wad
 - Contains 0 used textures, 0.00 percent of map (10 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\zm_tomb.wad
 - Contains 0 used textures, 0.00 percent of map (60 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\zm_bioplant.wad
 - Contains 0 used textures, 0.00 percent of map (70 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\zm_abyss3.wad
 - Contains 0 used textures, 0.00 percent of map (25 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\zm_abyss2.wad
 - Contains 0 used textures, 0.00 percent of map (43 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\zm_abyss.wad
 - Contains 1 used texture, 25.00 percent of map (48 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\ze_skyline.wad
 - Contains 1 used texture, 25.00 percent of map (96 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\ze_castle.wad
 - Contains 0 used textures, 0.00 percent of map (58 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\z_havana.wad
 - Contains 0 used textures, 0.00 percent of map (33 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\vegas.wad
 - Contains 0 used textures, 0.00 percent of map (113 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\tswad.wad
 - Contains 0 used textures, 0.00 percent of map (29 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\torntextures.wad
 - Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI'
 - Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF'
 - Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
 - Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
 - Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP'
 - Contains 0 used textures, 0.00 percent of map (162 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\tempdecal.wad
 - Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\tdm01.wad
 - Contains 0 used textures, 0.00 percent of map (66 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\ntdm2.wad
 - Contains 0 used textures, 0.00 percent of map (5 textures in wad)
Using Wadfile: \valera\counter-strike online\data\cstrike\grid_cso.wad
 - Contains 0 used textures, 0.00 percent of map (52 textures in wad)

Warning: More than 8 wadfiles are in use. (25)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.


Texture usage is at 0.27 mb (of 4.00 mb MAX)
0.32 seconds elapsed

-----   END   hlcsg -----



hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlbsp -----
Command line: hlbsp.exe -estimate metro.map 

Current hlbsp Settings
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       4 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [      on ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
priority            [  Normal ] [  Normal ]

noclip              [     off ] [     off ]
nofill              [     off ] [     off ]
noopt               [     off ] [     off ]
null tex. stripping [      on ] [      on ]
notjunc             [     off ] [     off ]
subdivide size      [     240 ] [     240 ] (Min 64) (Max 512)
max node size       [    1024 ] [    1024 ] (Min 64) (Max 8192)


SolidBSP [hull 0] 393 (0.01 seconds)
BSP generation successful, writing portal file 'metro.prt'
SolidBSP [hull 1] 478 (0.04 seconds)
SolidBSP [hull 2] 438 (0.04 seconds)
SolidBSP [hull 3] 479 (0.04 seconds)
0.23 seconds elapsed

-----   END   hlbsp -----



hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlvis -----
Command line: hlvis.exe -estimate -fast metro.map 
 173 portalleafs
 586 numportals

-= Current hlvis Settings =-
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       4 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [      on ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
max vis distance    [       0 ] [       0 ]
priority            [  Normal ] [  Normal ]

fast vis            [      on ] [     off ]
full vis            [     off ] [     off ]


BasePortalVis:
 (0.16 seconds)
average leafs visible: 144
g_visdatasize:4172  compressed from 3806
0.18 seconds elapsed

-----   END   hlvis -----



hlrad v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlrad -----
Command line: hlrad.exe -estimate -chop 128 metro.map 

-= Current hlrad Settings =-
Name                | Setting             | Default
--------------------|---------------------|-------------------------
threads              [                 4 ] [            Varies ]
verbose              [               off ] [               off ]
log                  [                on ] [                on ]
developer            [                 0 ] [                 0 ]
chart                [               off ] [               off ]
estimate             [                on ] [               off ]
max texture memory   [           4194304 ] [           4194304 ]
max lighting memory  [           6291456 ] [           6291456 ]
priority             [            Normal ] [            Normal ]

vismatrix algorithm  [          Original ] [          Original ]
oversampling (-extra)[               off ] [               off ]
bounces              [                 1 ] [                 1 ]
bounce dynamic light [                on ] [                on ]
ambient light        [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light        [           255.000 ] [           256.000 ]
circus mode          [               off ] [               off ]

smoothing threshold  [            50.000 ] [            50.000 ]
direct threshold     [            25.000 ] [            25.000 ]
direct light scale   [             2.000 ] [             2.000 ]
coring threshold     [             1.000 ] [             1.000 ]
patch interpolation  [                on ] [                on ]

texscale             [                on ] [                on ]
patch subdividing    [                on ] [                on ]
chop value           [           128.000 ] [            64.000 ]
texchop value        [            32.000 ] [            32.000 ]

global fade          [             1.000 ] [             1.000 ]
global falloff       [                 2 ] [                 2 ]
global light scale   [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma         [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale   [             1.000 ] [             1.000 ]
global sky diffusion [             1.000 ] [             1.000 ]

opaque entities      [                on ] [                on ]
sky lighting fix     [                on ] [                on ]
incremental          [               off ] [               off ]
dump                 [               off ] [               off ]

colour jitter        [       0.0 0.0 0.0 ] [       0.0 0.0 0.0 ]
monochromatic jitter [       0.0 0.0 0.0 ] [       0.0 0.0 0.0 ]
softlight hack       [   0.0 0.0 0.0 0.0 ] [   0.0 0.0 0.0 0.0 ]
diffuse hack         [                on ] [                on ]
spotlight points     [                on ] [                on ]

custom shadows with bounce light
                     [               off ] [               off ]
rgb transfers        [               off ] [               off ]


[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']

1780 faces
Create Patches : 7875 base patches
0 opaque faces
2940700 square feet [423460832.00 square inches]
Error: No Lights!
Description: lighting of map halted (I assume you do not want a pitch black map!)
Howto Fix: Put some lights in the map.


-----   END   hlrad -----
 

FiEctro

Супер Модератор
Staff member
Супер Модератор
Jul 28, 2006
17,167
33
  • Золотая медаль 213
  • Neh
2 ZIKURIK:
Валера, у тебя слишком много вадов :).
 

St.Snoop

New member
Feb 10, 2012
1,932
77
0
2 ZIKURIK:
Ты сохраняешь в мап через File - Export to .map? Если нет, то надо так. У меня раньше также зависало, когда я сохранял через File - Save as.
 

ZIKURIK

New member
Nov 1, 2012
3
0
0
St.Snoop said:
2 ZIKURIK:
Ты сохраняешь в мап через File - Export to .map?
Нет, сохраняю через Save As. И проблема не в этом...
xDShot said:
2 ZIKURIK:
может стоит дождаться загрузки?
ZIKURIK said:
Компилируется хорошо, но при запуске карты загрузка встает на 8 делении и игра зависает. (Starting local game server)
...

В общем пораскинул мозгами, объединил нужные мне вады, удалил лишние вады, поработал над освещением... Все заработало.
 
Staff member
VIP
Mar 28, 2010
15,566
315
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Кубань
  • Золотая медаль 215
  • Серебряная медаль 214
  • Золотая медаль 221
  • Cat
Между прочим - да. Есть в VHLT такой любопытный баг-оптимизация.
Дело в том, что он решительно обрезает все пути к вадам, оставляет только имена вадов - это вполне логично, во первых так их больше влезет в строку, а во вторых халфе только имя вада и требуется. Но! Если сам вад не будет найден, то халфа вместо того чтобы выдать ошибку "вад не найден" тупо зависает. Так шо будьте бдительны.
 

stproz

New member
Mar 31, 2009
1,647
29
Error: No Lights!
Description: lighting of map halted (I assume you do not want a pitch black map!)
Howto Fix: Put some lights in the map.

У тебя карта без освещения же, оттого и лагает.
 

Ayk

Member
Sep 15, 2012
207
12
18
2 StProZ^:
Это скорее оповещение, карта без света вполне играбельна, учитывая тот факт что она будет светлой, как без компила rad, даже с rad -extra.
А ты лучше всю тему читай прежде чем что-то писать.
 
Last edited:

iMba

New member
Oct 13, 2012
20
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0
0
мск
Ayk said:
2 StProZ^:
Это скорее оповещение, карта без света вполне играбельна, учитывая тот факт что она будет светлой, как без компила rad, даже с rad -extra.
А ты лучше всю тему читай прежде чем что-то писать.
не совсем так...я задавал вопрос по этой теме,после того как создал источник света,карта перестала лагать
это баг компилятора,нет разве?