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Autor Beitrag
000
20.08.2007, 15:24
Whazza



Hi ich hoffe ich poste das richtig hier! Habe da ein problem wenn anscheinent mehrer leute auf meiner map spielen fängt es erst mat laggen an und dann stürtzt der server ab. An was könnte das liegen er hat alles gut compieliert ohne fehler
und habe fast 100 env_shooter könnte es auch daran liegen?

** Executing...
** Command: Change Directory
** Parameters: D:\spiele\Steam\SteamApps\xxx\counter-strike

** Executing...
** Command: Copy File
** Parameters: "D:\map\kreuz.map" "D:\spiele\Steam\SteamApps\xxx\counter-strike\cstrike\maps\kreuz.map"

** Executing...
** Command: D:\PROGRA~1\VALVEH~1\tools\hlcsg.exe
** Parameters: "D:\spiele\Steam\SteamApps\xxx\counter-strike\cstrike\maps\kreuz"

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 (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: D:\PROGRA~1\VALVEH~1\tools\hlcsg.exe D:\spiele\Steam\SteamApps\xxx\counter-strike\cstrike\maps\kreuz
Entering D:\spiele\Steam\SteamApps\xxx\counter-strike\cstrike\maps\kreuz.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ 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 [ on ] [ 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]

18 brushes (totalling 108 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.09 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.39 seconds)

Using Wadfile: \spiele\steam\steamapps\xxx\counter-strike\valve\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \spiele\steam\steamapps\xxx\counter-strike\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (223 textures in wad)
Using Wadfile: \spiele\steam\steamapps\xxx\counter-strike\valve\halflife.wad
- Contains 7 used textures, 46.67 percent of map (3116 textures in wad)
Using Wadfile: \spiele\steam\steamapps\xxx\counter-strike\cstrike\other.wad
- Contains 8 used textures, 53.33 percent of map (58 textures in wad)

added 4 additional animating textures.
Texture usage is at 0.37 mb (of 4.00 mb MAX)
0.53 seconds elapsed

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

** Executing...
** Command: D:\PROGRA~1\VALVEH~1\tools\hlbsp.exe
** Parameters: "D:\spiele\Steam\SteamApps\xxx\counter-strike\cstrike\maps\kreuz"

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 (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: D:\PROGRA~1\VALVEH~1\tools\hlbsp.exe D:\spiele\Steam\SteamApps\xxx\counter-strike\cstrike\maps\kreuz

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ 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] 500...1000...1005 (0.06 seconds)
BSP generation successful, writing portal file 'D:\spiele\Steam\SteamApps\xxx\counter-strike\cstrike\maps\kreuz.prt'
SolidBSP [hull 1] 500...868 (0.06 seconds)
SolidBSP [hull 2] 500...782 (0.06 seconds)
SolidBSP [hull 3] 500...987 (0.08 seconds)
1.05 seconds elapsed

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

** Executing...
** Command: D:\PROGRA~1\VALVEH~1\tools\hlvis.exe
** Parameters: "D:\spiele\Steam\SteamApps\xxx\counter-strike\cstrike\maps\kreuz"

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 (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: D:\PROGRA~1\VALVEH~1\tools\hlvis.exe D:\spiele\Steam\SteamApps\xxx\counter-strike\cstrike\maps\kreuz
564 portalleafs
1598 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.50 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (53.89 seconds)
average leafs visible: 191
g_visdatasize:31210 compressed from 40044
54.44 seconds elapsed

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

** Executing...
** Command: D:\PROGRA~1\VALVEH~1\tools\hlrad.exe
** Parameters: "D:\spiele\Steam\SteamApps\xxx\counter-strike\cstrike\maps\kreuz"

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 (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: D:\PROGRA~1\VALVEH~1\tools\hlrad.exe D:\spiele\Steam\SteamApps\xxx\counter-strike\cstrike\maps\kreuz

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ 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 [ 64.000 ] [ 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 'D:\PROGRA~1\VALVEH~1\tools\lights.rad']
[1 texlights parsed from 'D:\PROGRA~1\VALVEH~1\tools\lights.rad']

3020 faces
Create Patches : 23030 base patches
0 opaque faces
303046 square feet [43638632.00 square inches]
26 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (33.31 seconds)
visibility matrix : 31.6 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (82.56 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (29.78 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (10.13 seconds)
Transfer Lists : 24137336 : 24.14M transfers
Indices : 15959112 : 15.22M bytes
Data : 96549344 : 92.08M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.47 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.63 seconds)
159.89 seconds elapsed [2m 39s]

----- END hlrad -----

--

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001
20.08.2007, 15:27
Xardas



Zitat:
und habe fast 100 env_shooter könnte es auch daran liegen?
Ja.Zumindest wenn die gleichzeitig getriggert werden darfst du gute Nacht sagen.

--

Music Artist / 2D Artist / Mapper

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002
20.08.2007, 15:38
Whazza



ne sie werden nicht alle zusammen getriggert ist 2 mal 30 und dann noch paar mal weniger.

--


Dieser Beitrag wurde am 20.08.2007 um 15:38 von Whazza bearbeitet.
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003
19.09.2007, 21:55
AlexS



Wenn du bedenktst, dass es in den standart Maps so ca 30 entities vorkommen kannst du dir schon vorstellen, dass du dir etwas viel vorgenommen hast.
Lösche doch die hälfte und probiere das ganze nochmal auf dem Server aus.

--

____Maps____________________________
[fy_barpark] [aim_assault_oa] [sc_dojo]
[sc_buro_prologue]

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