project-navigation
Personal tools

Author Topic: problem with compiling maps (r29501)  (Read 11942 times)

Offline Edi

  • Squad Leader
  • ****
  • Posts: 296
    • View Profile
Re: problem with compiling maps (r29501)
« Reply #15 on: April 30, 2010, 11:53:10 pm »
Is there a way to let my video card compile these two maps? My dualcore compiles over 6 hours... Or can I exclude these two maps? 6 hours compiling this stuff is 6 hours more I have to wait, until I can begin this savegame-testing...

It's very frustrating.

EDIT: Sorry, it's one map (but two lengthy compile processes day/night).
Leave the computer on for the night to compile them. That's what I did and it took nearly six hours to get done, but the good thing is you only need to do it once, because the first time it does all the maps.

ChemBro

  • Guest
Re: problem with compiling maps (r29501)
« Reply #16 on: May 01, 2010, 12:55:02 pm »
Leave the computer on for the night to compile them. That's what I did and it took nearly six hours to get done, but the good thing is you only need to do it once, because the first time it does all the maps.

First: The computer is in the same room I'm sleeping and I don't like it, when it's on (while I'm sleeping).

Second: It's already the second time I had to do this (the first time I had to compile it in 4 hours). And it won't be the last time.

So the I guess, I have to rename it.

Offline BTAxis

  • Administrator
  • PHALANX Commander
  • *******
  • Posts: 2607
    • View Profile
Re: problem with compiling maps (r29501)
« Reply #17 on: May 01, 2010, 01:18:20 pm »
You can speed up the compilation time a lot by using the -quant parameter. If you pass -quant 6, the lightmap will be scaled down, which means you get a lot faster lightmap generation.

In comparison, the map took me 1 hour 16 minutes to compile normally. With -quant 6, the map only took about 11 minutes. Considerable gain.

Offline Legendman3

  • Sergeant
  • *****
  • Posts: 306
    • View Profile
Re: problem with compiling maps (r29501)
« Reply #18 on: May 02, 2010, 02:24:04 am »
My computer must suck because it takes me 1.5 days to compile

Offline Destructavator

  • Combination Multiple Specialty Developer
  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1908
  • Creater of Scorchcrafter, knows the zarakites...
    • View Profile
Re: problem with compiling maps (r29501)
« Reply #19 on: May 02, 2010, 02:27:25 am »
My computer must suck because it takes me 1.5 days to compile

 :o

In that case you may want to try the map-downloading script to stay up-to-date.

Offline Legendman3

  • Sergeant
  • *****
  • Posts: 306
    • View Profile
Re: problem with compiling maps (r29501)
« Reply #20 on: May 02, 2010, 03:28:32 am »
lol dl link please?

Offline Destructavator

  • Combination Multiple Specialty Developer
  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1908
  • Creater of Scorchcrafter, knows the zarakites...
    • View Profile
Re: problem with compiling maps (r29501)
« Reply #21 on: May 02, 2010, 04:21:26 am »
It's actually a python script, something you click on if you have python installed, the script is under "contrib" folder IIRC although I've never used it myself.

Offline Muton

  • Sergeant
  • *****
  • Posts: 496
    • View Profile
Re: problem with compiling maps (r29501)
« Reply #22 on: May 02, 2010, 08:01:18 am »
Not all maps there are up2date!
~100 are outdated

Offline Legendman3

  • Sergeant
  • *****
  • Posts: 306
    • View Profile
Re: problem with compiling maps (r29501)
« Reply #23 on: May 02, 2010, 01:44:13 pm »
Oh well in can wait that long for the whole game to compile

ChemBro

  • Guest
Re: problem with compiling maps (r29501)
« Reply #24 on: May 04, 2010, 12:06:15 pm »
You can speed up the compilation time a lot by using the -quant parameter. If you pass -quant 6, the lightmap will be scaled down, which means you get a lot faster lightmap generation.

And how do I do that? "make maps -quant 6" doesn't work.

Offline BTAxis

  • Administrator
  • PHALANX Commander
  • *******
  • Posts: 2607
    • View Profile
Re: problem with compiling maps (r29501)
« Reply #25 on: May 04, 2010, 12:15:44 pm »
You can edit build/maps.mk, add -quant 6 to UFO2MAPFLAGS.

ChemBro

  • Guest
Re: problem with compiling maps (r29501)
« Reply #26 on: May 04, 2010, 03:19:05 pm »
You can edit build/maps.mk, add -quant 6 to UFO2MAPFLAGS.

Thanks. I saw in that specific file (build/maps.mk), that "make maps-fast" should do the same, shouldn't it? The only problem here is, that I don't get a "progress feedback" like this 0..1..2..3.. and so on. There is only the text "[compile] maps/city/citybldl_4x4_2a.map".

Is this normal or is this an untested feature or is it better to edit "build/maps.mk"? I'll wait an hour and kill it, if it's not ready.

EDIT: Nevermind. It already finished it. Well, that was fast.
« Last Edit: May 04, 2010, 03:29:15 pm by ChemBro »

Offline geever

  • Project Coder
  • PHALANX Commander
  • ***
  • Posts: 2561
    • View Profile
Re: problem with compiling maps (r29501)
« Reply #27 on: May 06, 2010, 10:59:13 am »
Thanks. I saw in that specific file (build/maps.mk), that "make maps-fast" should do the same, shouldn't it? The only problem here is, that I don't get a "progress feedback" like this 0..1..2..3.. and so on. There is only the text "[compile] maps/city/citybldl_4x4_2a.map".

Is this normal or is this an untested feature or is it better to edit "build/maps.mk"? I'll wait an hour and kill it, if it's not ready.


It's about verbosity levels ( -v switch of ufo2map IIRC )

-geever