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Old 07-13-2003, 07:00 PM   #1
zeimi
 
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Angry Horrible compilation times.

Okay, time to solve my problem :/
I'll make this as simple as I can:
I am using JK2Radiant to build maps. I have managed to crash ("JK2Radiant.exe has generated errors and will be closed by Windows") the editor multiple times by now. Every time the editor crashes the compilation times grow and grow (I'm not sure if growing really follows crashing but so far they have happened quite around same times). Now even the smallest and simplest map takes up to 1 minute 20 seconds to compile and that sort of map used to take only not even 20 seconds.
My computer is fairly fast, processor is AMD Athlon 2100+ and I have 256 RAM.
Any ideas how to fix this? I have tried re-installing JK2Radiant with no success.

Sorry for my crappy English...
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Old 07-13-2003, 07:20 PM   #2
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Well in my opinion, a minute and 20 seconds isn't a wait time at all. If your levels work, then I don't see what the problem is. I would try a reinstall of JK2 Radiant after you redownload it. Might not sound logical but it works.
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Old 07-13-2003, 07:32 PM   #3
Emon
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Use GtkRadiant, it's a far superior editor, much more stable, fast, easier to use, and is updated often. It also comes with an incredible compiler that makes your maps look better, run faster and compile much faster.

http://qeradiant.com

The newest stable version is 1.2.11, with the 1.2.13 update.
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Old 07-13-2003, 10:52 PM   #4
Eldritch
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*Looks at Emon's post in the 'Why Won't JO...?' thread. Looks at Emon's post here.*

*blinks*

I'm going to have to agree with Emon on this, no matter which thread he posts it in.

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Old 07-14-2003, 12:25 AM   #5
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Yeah, I posted in that one on accident, but I left it there anyway 'cause the guy used JK2Radiant.
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Old 07-14-2003, 01:21 AM   #6
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I'm not trying to offend anyone but I think anyone that thinks a one min compile time is long than....................... I'll leave it at that but still a one minute compile time is nothing to fuss over. My latest map takes 45 minutes and there is no telling how long Eldritch's Hogwarts map takes to compile *gueses a 2 hours at the LEAST* If it's shorter than that than you must have one hell of a computer, no wait server farm

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Old 07-14-2003, 01:59 AM   #7
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If you really want short compile times (and you already consider yourself to be a "responsible" mapper when it comes to things like structural/detail and caulk), then you need to be using q3map2. The newest version is 2.5.4; it is retardedly feature-rich compared to the paltry sof2map we all used to use. Use q3map2toolz to ease yourself into the world of q3map2 compiling, and have fun!
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Old 07-14-2003, 02:18 AM   #8
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How do I instal the new verssion of q3map2? I don't fully unerstand the readme that is provided.

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Old 07-14-2003, 03:06 AM   #9
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When I installed q3map2-2.5.4, I put it in the gamedata/tools/ directory. I'm not sure if it really matters where you put it, all I know is that you need to know where it is so you can point q3map2toolz down the correct path to q3map2.exe when you fire it up the first time (when it asks for "path to q3map" browse to q3map2.exe). Oh, and by the way, the latest chapel builds I've been doing are taking seven to eight hours apiece to compile, thanks to q3map2 radiosity ;^) If I only use compile-features that are available in sof2map but compile in q3map2 intead, though, it compiles in under ten minutes, while it still takes two hours to compile in sof2map. Ydnar (Randy Reddig), the guy that programmed q3map2, is an absolute genius.
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Old 07-14-2003, 03:21 AM   #10
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OMG 8 hours? atleast it looks nice (based that insumption on your beta) btw thx i'll try it that way but what is q3map2toolz?

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Old 07-14-2003, 07:21 AM   #11
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I know 1 minute 20 seconds isn't long time to compile a map but for christ's sake why does it have to grow! A simplest map with only 1 room without any special stuff takes the same time as in example a map with 4 rooms, complicated lighting, water shaders doors, plats and things like that. I wonder if I'd make a huge map would it compile in 1 minute 20 seconds too
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Old 07-14-2003, 10:02 AM   #12
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q3map2toolz is a GUI front-end to q3map2.exe. You use q3map2toolz instead of Radiant's "BSP" menu when you are ready to compile. Design map in Radiant, save, fire up q3map2toolz, pick your compile options, hit the "build" button. There are a lot more options in q3map2 than in sof2map, and a lot of them are sort of difficult to understand, so using a program like q3map2toolz helps out a lot.
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Old 07-14-2003, 12:51 PM   #13
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Quote:
Originally posted by zeimi
I wonder if I'd make a huge map would it compile in 1 minute 20 seconds too
Naaaope

I think there's some kind of inefficiency for really small map compiles isn't there, something like that? Anyway, as long as you build your maps well with detail brushes in the right places and all then you should get decent compile times, so don't worry!


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Old 07-15-2003, 04:46 AM   #14
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Quote:
Originally posted by zeimi
I know 1 minute 20 seconds isn't long time to compile a map but for christ's sake why does it have to grow! A simplest map with only 1 room without any special stuff takes the same time as in example a map with 4 rooms, complicated lighting, water shaders doors, plats and things like that. I wonder if I'd make a huge map would it compile in 1 minute 20 seconds too
well the more u add to a map the longer the bsp will be even if u added a small bench the bsp will take a few more seconds to compile. The key to mapping (Imho) is patience. If you take the time to make everything in your map top-notch the first time than it will come out good in the end (most of the time) <--has nothing to do with comiling: /

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Old 07-15-2003, 12:58 PM   #15
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Just get GtkRadiant 1.2.11 and upgrade to 1.2.13, it has built in Q3Map2 support.

Hahaha... if you guys think those compile times are long, you should see how long it takes Sine_Nomen's Nar Shaddaa to do a full, final compile. Well likely over 16 hours for all BSPs, total. And that's after having used foghulls, a technique that can radically decrease compile times in VIS.
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Old 07-15-2003, 01:00 PM   #16
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Also, getting more RAM would help. 256 MB was the minimum amount several years ago, most computers come with at least 512 MB of RAM today, but more likely 768 or 1024.
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Old 07-15-2003, 06:00 PM   #17
Leslie Judge
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Previously I had 512 MB RAM. There was times when it was a problem for q3map2 to allocate 1.7 GB at once in lighting.

Now I have 768 MB RAM. Last time I tried to run a final compile just to see how lighting looks on the new parts q3map complained because it couldn't allocate 207 GB at once.

That -lomem switch in 2.5.5 is quite handy but slower.


L. J.
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Old 07-15-2003, 09:16 PM   #18
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I agree with getting more ram. RAM is cheap and easy to find and install. It improves your framerate tremendously and also compile times for maps. I now have a minimum of 512 soon to be 1024!! You can NEVER have enough RAM regarding gaming or mapping!!

WOOT!! Post # 100


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Old 07-15-2003, 10:41 PM   #19
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When i used JK2Radiant, it took like 0.01 seconds... but it didn't work. Now it goes in like 20 seconds, with GTK.


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Old 07-16-2003, 03:11 AM   #20
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On this comp I can comile a good sized mop map in 45 mins with the q3map2 oldstyle lighting. the thing is this comp is screwed up so i have been having to use sofmap2 on the otehr slower comp. (can't instal gtk on other comp for some reason:s)

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Old 07-16-2003, 04:50 AM   #21
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Uh, why would you use oldstyle lighting? You should always use -fast, it doesn't decrease image quality.


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Old 07-16-2003, 04:52 AM   #22
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Quote:
Originally posted by Emon
Uh, why would you use oldstyle lighting? You should always use -fast, it doesn't decrease image quality.
I dunno why i use it I just like it for some reason (mainly cause i dunno what the other do )

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Old 07-17-2003, 07:31 AM   #23
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I started using GtkRadiant and it almost works wonders but I have a little problem with it.
When I open a map of mine I have made with JK2Radiant and try to compile it with any other than oldstyle lighting doesn't work. It says it's missing a prt file or crashes the editor. Why (god, why)?
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