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Leak with no point file. *SOLVED*

Posted: Fri Aug 28, 2009 6:31 pm
by Pat Howard
Hi,

Quick question: I keep getting leaks in my maps even though they are completely sealed off from the void. I don't get a point file, but a random entity is still selected and the map is definitely leaked. This means I have a corrupt entity or a bad entity origin, right? I've seen this discussed before but I have never found a solution.

If you know of any fixes or have a useful thread on the subject please let me know.

Thanks!
-pat

Re: Leak with no point file.

Posted: Fri Aug 28, 2009 6:36 pm
by obsidian
Do you have an info_player_deathmatch somewhere in your map?

Re: Leak with no point file.

Posted: Fri Aug 28, 2009 8:38 pm
by fKd
start working backwards.. only way i got rid of the phantom leak... it is indeed a randon one

Re: Leak with no point file.

Posted: Fri Aug 28, 2009 9:20 pm
by $NulL
The compiler can produce two leak messages, but only one of them is actually critical.

The message: Entity 1, Brush 0: Entity leaked
Can be safely ignored.


Yet the message:
**********************
******* leaked *******
**********************

Is critical and should have produced a .lin file (pointfile).

Re: Leak with no point file.

Posted: Fri Aug 28, 2009 9:51 pm
by sock
$NulL wrote:The message: Entity 1, Brush 0: Entity leaked
Can be safely ignored.
You get this message if you bury a light entity inside of a brush or any other type game specific entity, like for example ammo/weapons. The compiler will warn about this and *usually* delete the stuff buried inside of brushes for you.

Re: Leak with no point file.

Posted: Fri Aug 28, 2009 11:51 pm
by Pat Howard
Wow, thanks for the fast responses, guys!

Entity 11, Brush 0: Entity leaked is my error, so I guess I'll just ignore it (even though it makes me cringe every time I compile.)

Afterthoughts: @obsidian: Yes, I'm using info_player_deathmatch exclusively. Why do you ask?

@sock: I've gone through my whole map and I'm fairly certain there are no entities buried inside or even overlapping my brushes. I did have botroams inside other entities (is this bad?) but I relocated them and still no fix. Also, I tried deleting all my lights. Think this could be something else?

-pat

Re: Leak with no point file.

Posted: Sat Aug 29, 2009 12:01 am
by 4days
iirc, no info_player_deathmatch means that the map won't compile, probably with an entity error.

think there's a command in radient to select all entities - could save the map with a new name and then select/delete all of them and see what happens?

Re: Leak with no point file.

Posted: Sat Aug 29, 2009 3:51 am
by obsidian
It's a fairly common mistake to forget the info_player_deathmatch and it will report it as a leak because the compiler won't be able to tell a convex from a concave volume. But that's clearly not the case here.

Re: Leak with no point file.

Posted: Sat Aug 29, 2009 7:12 am
by sock
Pat Howard wrote:Entity 11, Brush 0: Entity leaked is my error
You can find brush/entities in the editor using the 'misc' menu option and then use the 'find brush' option. I am not sure if that is there in GTK ver 1.5, but it certainly exists in the menu with earlier versions. If not just open the map file in an editor and find entity 11 in the list.

Re: Leak with no point file.

Posted: Sat Aug 29, 2009 7:27 am
by Hipshot
It's enough that an .ase origin is on the same plane as a brush edge.
Sometimes, not even that I think, just close to an edge...

Re: Leak with no point file.

Posted: Sat Aug 29, 2009 5:43 pm
by Pat Howard
Alright I got it. Turns out I actually did have a tiny origin brush stuck in a wall somewhere (oops). You guys are always right.

@fKd, rather than working backwards, try this: Hide all world brushes with View>Filter>World or Alt+1. Then hold Alt and click and drag select a rectangle around half of your map. Delete, compile, and see if it worked. If the problem persists, the corrupt entity is in the other half of the map. Keep halving your selections until you pinpoint the troublemaker.

Now, it seems like radiant actually will tell you which entity is causing the problem, and it doesn't just select a random one. I just didn't realize this before because I usually had a bunch of problem entities in my maps and I never worked fully down the list before giving up. Anyway I just thought the alternative solution above was an interesting one.

Getting back to work now. Thanks again to everyone who helped me out.
-pat