[SOLVED] Entity logic_auto (-1552.00 -512.00 -16.00) leaked!
Quote from innocentive on February 13, 2013, 3:38 amHello everybody!
I got the above compile error message. Problem is there's no logic_auto at this point, not even an entity nor anything else.
- I checked visibility (everything visible),
- I pressed "u" (nothing),
- I checked the Entity Report (no logic_auto!),
- I created a cordon so that the leak point would be outside (leak error still appears),
- I hid all point_entities of the map (leak error still appears),
- I loaded point file (red line starts and ends in the void),
- I closed the other map that was open in another Hammer window (leak error still appears).
(Not in this exact order...)I really just have four entites and some (not leaking) brushes in the map which was designed merely for testing purposes. Any ideas? Or have I just stumbled over the thing that makes the Portal 2 Authoring Tools a beta? ;D
Hello everybody!
I got the above compile error message. Problem is there's no logic_auto at this point, not even an entity nor anything else.
- I checked visibility (everything visible),
- I pressed "u" (nothing),
- I checked the Entity Report (no logic_auto!),
- I created a cordon so that the leak point would be outside (leak error still appears),
- I hid all point_entities of the map (leak error still appears),
- I loaded point file (red line starts and ends in the void),
- I closed the other map that was open in another Hammer window (leak error still appears).
(Not in this exact order...)
I really just have four entites and some (not leaking) brushes in the map which was designed merely for testing purposes. Any ideas? Or have I just stumbled over the thing that makes the Portal 2 Authoring Tools a beta? ;D
Quote from srs bsnss on February 13, 2013, 3:41 amDid you ever HAVE a logic_auto in your map, or any instances there? Hammer's memory could perhaps be dodgy.
Also, make sure "Radius Culling" is off.
Did you ever HAVE a logic_auto in your map, or any instances there? Hammer's memory could perhaps be dodgy.
Also, make sure "Radius Culling" is off.
Quote from innocentive on February 13, 2013, 3:47 amNope ... just six brushes forming a room, an info_player_start, a light and two prop_dynamics. All placed close to point (0 0 0).
Nope ... just six brushes forming a room, an info_player_start, a light and two prop_dynamics. All placed close to point (0 0 0).

Quote from BenVlodgi on February 13, 2013, 4:01 amTry opening up the vmf in a text editor, search for the the coordinates, you will probably find something there, delete the whole entity entry, and save.
the specific property will look like this
- Code: Select all
"origin" "-1552 -512 -16"
EDIT:
If you aren't savy enough to delete the whole item entry, just set the origin to be "0 0 0"... assuming of course part of your map surrounds the origin... which btw is bad practice!
Try opening up the vmf in a text editor, search for the the coordinates, you will probably find something there, delete the whole entity entry, and save.
the specific property will look like this
- Code: Select all
"origin" "-1552 -512 -16"
EDIT:
If you aren't savy enough to delete the whole item entry, just set the origin to be "0 0 0"... assuming of course part of your map surrounds the origin... which btw is bad practice!
Quote from innocentive on February 13, 2013, 4:06 amOh ... and yeah: radius culling is off.
I succeeded compiling the map now by copying the vmf into another folder and opening it from there?!?
Maybe the error was due to me overwriting an existing vmf file with the new map. Can it be that some of the old files created when compiling the original vmf still existed and provided wrong information during compile? That's the only explanation I can come up with but I'm not really familiar with the compiling process.
Oh ... and yeah: radius culling is off.
I succeeded compiling the map now by copying the vmf into another folder and opening it from there?!?
Maybe the error was due to me overwriting an existing vmf file with the new map. Can it be that some of the old files created when compiling the original vmf still existed and provided wrong information during compile? That's the only explanation I can come up with but I'm not really familiar with the compiling process.

Quote from BenVlodgi on February 13, 2013, 4:18 aminnocentive wrote:Oh ... and yeah: radius culling is off.I succeeded compiling the map now by copying the vmf into another folder and opening it from there?!?
Maybe the error was due to me overwriting an existing vmf file with the new map. Can it be that some of the old files created when compiling the original vmf still existed and provided wrong information during compile? That's the only explanation I can come up with but I'm not really familiar with the compiling process.
Hammer can goof, sometimes I've had to copy the contents in hammer to a new vmf... but I suppose now that it is working...
yay
Edit: and yes to the overwriting of old files.... I'm not exactly sure how hammer does it, but if you are going to overwrite a file that was loaded in hammer, make sure to restart hammer before you load the new one back up... it will probably cause you problems (which it looks like it did)
I succeeded compiling the map now by copying the vmf into another folder and opening it from there?!?
Maybe the error was due to me overwriting an existing vmf file with the new map. Can it be that some of the old files created when compiling the original vmf still existed and provided wrong information during compile? That's the only explanation I can come up with but I'm not really familiar with the compiling process.
Hammer can goof, sometimes I've had to copy the contents in hammer to a new vmf... but I suppose now that it is working... yay
Edit: and yes to the overwriting of old files.... I'm not exactly sure how hammer does it, but if you are going to overwrite a file that was loaded in hammer, make sure to restart hammer before you load the new one back up... it will probably cause you problems (which it looks like it did)