a leak that i don't understand

chestburster

Newbie
Joined
Dec 4, 2004
Messages
138
Reaction score
0
hey

i´m pretty new regarding hl2dm mapping and there is a leaked ladderdismount in my logfile. i have made a ladder and it worked. now i made a copy of it (moved it elsewhere), gave it a new name and added several info_ladderdismount entities (tied to the newly named ladder) close to it. now i got the error. testing leads to hl2dm crash.

what can i do now?

Thanks for any help!


** Executing...
** Command: Change Directory
** Parameters: "F:\Programme\Valve\Steam\SteamApps\myname\sourcesdk"


** Executing...
** Command: Copy File
** Parameters: "F:\Programme\Valve\Steam\SteamApps\myname\sourcesdk\hl2mp_sample_content\maps\georg.vmf" "F:\Programme\Valve\Steam\SteamApps\myname\sourcesdk\hl2mp_sample_content\maps\georg.vmf"


** Executing...
** Command: "F:\Programme\Valve\Steam\SteamApps\myname\sourcesdk\bin\vbsp.exe"
** Parameters: -game "F:\Programme\Valve\Steam\SteamApps\myname\sourcesdk\hl2mp_sample_content" "F:\Programme\Valve\Steam\SteamApps\myname\sourcesdk\hl2mp_sample_content\maps\georg"

Valve Software - vbsp.exe (Nov 22 2004)
1 threads
materialPath: F:\Programme\Valve\Steam\SteamApps\myname\sourcesdk\hl2mp_sample_content\materials
Loading F:\Programme\Valve\Steam\SteamApps\myname\sourcesdk\hl2mp_sample_content\maps\georg.vmf
Detected multiplayer map, building linux dedicated server data
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity info_ladder_dismount (-241.00 431.00 209.00) leaked!

Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (23179 bytes)
Building Physics collision data...
done (1) (23179 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing F:\Programme\Valve\Steam\SteamApps\myname\sourcesdk\hl2mp_sample_content\maps\georg.bsp
3 seconds elapsed
Memory leak: mempool blocks left in memory: 49

** Executing...
** Command: "F:\Programme\Valve\Steam\SteamApps\myname\sourcesdk\bin\vvis.exe"
** Parameters: -game "F:\Programme\Valve\Steam\SteamApps\myname\sourcesdk\hl2mp_sample_content" "F:\Programme\Valve\Steam\SteamApps\myname\sourcesdk\hl2mp_sample_content\maps\georg"

Valve Software - vvis.exe (Nov 22 2004)
1 threads
reading f:\programme\valve\steam\steamapps\myname\sourcesdk\hl2mp_sample_content\maps\georg.bsp
reading f:\programme\valve\steam\steamapps\myname\sourcesdk\hl2mp_sample_content\maps\georg.prt
LoadPortals: couldn't read f:\programme\valve\steam\steamapps\myname\sourcesdk\hl2mp_sample_content\maps\georg.prt


** Executing...
** Command: "F:\Programme\Valve\Steam\SteamApps\myname\sourcesdk\bin\vrad.exe"
** Parameters: -game "F:\Programme\Valve\Steam\SteamApps\myname\sourcesdk\hl2mp_sample_content" "F:\Programme\Valve\Steam\SteamApps\myname\sourcesdk\hl2mp_sample_content\maps\georg"

Valve Software - vrad.exe (Dec 1 2004)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading f:\programme\valve\steam\steamapps\myname\sourcesdk\hl2mp_sample_content\maps\georg.bsp
No vis information, direct lighting only.
477 faces
66567 square feet [9585688.00 square inches]
0 displacements
0 square feet [0.00 square inches]
9 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
Build Patch/Sample Hash Table(s).....Done<0.0115 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 231/8192 2772/98304 ( 2.8%)
brushsides 1401/65536 11208/524288 ( 2.1%)
planes 216/65536 4320/1310720 ( 0.3%)
vertexes 622/65536 7464/786432 ( 0.9%)
nodes 268/65536 8576/2097152 ( 0.4%)
texinfos 170/12288 12240/884736 ( 1.4%)
texdata 11/2048 352/65536 ( 0.5%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 477/65536 26712/3670016 ( 0.7%)
origfaces 268/65536 15008/3670016 ( 0.4%)
leaves 270/65536 15120/3670016 ( 0.4%)
leaffaces 527/65536 1054/131072 ( 0.8%)
leafbrushes 102/65536 204/131072 ( 0.2%)
surfedges 3336/512000 13344/2048000 ( 0.7%)
edges 1826/256000 7304/1024000 ( 0.7%)
worldlights 9/8192 792/720896 ( 0.1%)
waterstrips 46/32768 460/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 669/65536 1338/131072 ( 1.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 254696/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 6056/393216 ( 1.5%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/940 ( 0.1%)
dtl prp lght [variable] 1/34 ( 2.9%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 19998/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 23179/4194304 ( 0.6%)
==== Total Win32 BSP file data space used: 432248 bytes ====

Linux Specific Data:
physicssurface [variable] 23179/6291456 ( 0.4%)
==== Total Linux BSP file data space used: 432248 bytes ====

Total triangle count: 1310
Writing f:\programme\valve\steam\steamapps\myname\sourcesdk\hl2mp_sample_content\maps\georg.bsp
3 seconds elapsed
 
found it: there has been a hole in my map. i have also solved the ladderdismount by getting rid of its entities crossing each other. as far as i have found out by searching this forum the memory leak 49 seems to appear nearly everywhere and it should not disturb the map´s calculation.
 
apparantly the memory leak errors are nothing to worry about (though if you get loads its probably a cause for concern) I think generally people just get a couple at most. plus the #49 error.
 
someone has leaked your work, play the map then type pointfile 1 in your console...i think
 
Back
Top