Really? I've had many maps that take more than 3 hours to compile. As I understand, that's just a symptom of the fact we are pushing hammer mapping to the limits with our giant, outdoor maps. Pretty much every mapping optimization guide I've read says not to make outdoor maps because it makes the source engine QQ. Yet, we do it because Empires wouldn't be the same without it. @OP: You might want to try func_visclustor. Your map looks pretty open, so if you just throw a couple of these bad boys in there it may reduce your compile time considerably. Also, this has some good optimization tips.
not everyone has god machines like you, blizzerd. Me and my 1.5 gigs of ram like to take our time :p I once compiled an urban map fully optimised for 6 hours and then remembered i forgot to turn a visgroup back on
I know this optimization guide but your right . its not compatible with big outdoormaps. with func visculator i dont have any experiences, maybe i try this later . I solved my problem by splitting the map into 3 pieces and clip everything off thats not in the part you are. since this i dont had any performens problems.
I just reduced the compile time of a map from 24+ hours to 1 hour by including a couple func_visclusters, to give you an idea of the benefits.
@ LordDz I "fixed" the sky like you say and make an testcompile with fastvis 1 block sky 2min 09 sec fixedsky 2min 27 sec as you see it will take longer than before ... Oo
I tryed the func_viscluster and run fastvis to see how it effekted after 3min 34sec vvis was done but "crash" after compile and stuck in taskmanager maybe entdataoverflow? befor adding func_viscluster it was at 99,3% .. maybe its just to much after adding.
The Invisible mines are not invisible .. they just tiny little red blinking dots if you cant see them good just use the flashlight and they will be glowing like hell (btw mines can be disarmed by pressing "use" key. dosnt matter what class you are) the nude grafiks :/ i think we all old enought and its not to hard ... it was just an sign textur i needet to block view course of big performens problems. I did not think that it disrupts anyone (btw its just alex. no reallifepic :D ) .... but if ppl say it should be removed i maybe can replace it with an other texture in next version ... we will see Unfortunaly my optimization techniques sucks like hell that was the first map i ever buildet for empires or halflife2 years ago i buildet some maps for half-life 1 but there i didnt need to optimizing something . I read alot of tutorials about "otimization" but nothing help if i cant compile the map in fullvis .... and this just take too much time the open areas maybe can block much ... but it shouldnt be impossible to get forward... maybe there is an place you can block everyone with one single rifleman ... the map is still beta and not everything is testet yet The team that go fast forward will get blocked more and more by turrents .... means if your team reach the next area first, some turrents will be aktivated and block you. If your team is behind there will be no turrents when reaching next area. also there will be an shortcut for the team thats behind at the second building----> if team 1 reach last checkpoint there will be an message "something is breaking". its an window in the first floor open an shortcut for team 2 maybe you dont know all this if you played the map for first time but its a bit balanced so no team can go to faraway
ok now i tryed everything i ever read or hear about optimizing .. but nothing seems to be work ... exept full compile and here is my question: Is it possible to start an compile and stop or pause it .... save ... and finish compile later? second question: Can I inrcease the entdata somehow? (I like to build in a "noobhelpbutton" that show up some help for those who never played before, but my entdata is full -.-)