'Invisible' leak?
I did a quick play through and something is clearly wrong with the lighting; some of the plastic surfaces (the ones with the circles on) have turned matt black, and there are a few square black patches just on standard test chamber floor.
If anyone has heard of similar problems and could point me on the right track then it'd be greatly appreciated, Thanks.
Probably all I can suggest is to make sure the surfaces that are going black are either world brushes or func_details.
see if that gives you any errors, then if it doesnt (or even if it does) read your compile log line by line as there are sometimes blindingly obvious errors that interlopers doesnt spot.
Farragar wrote:
The number of direct lights has also reduced from around 5,000 to 600 odd.
What is a "direct light"?
It sounds like you could be over one or more maxobjects limit.
MrTwoVideoCards wrote:
Holy shit! 600 lights, wtf are you making, the Vega strip? You do not need that many lights. Even ep2 maps don't reach that number, the highest you should ever go is 60 or 70.
No, I think it means the number of light patches for doing the vrad radiosity simulation. Like if you had a light entity that would be one direct light, but if you had a 32x32 texture light with 16 units per luxel that would be 2x2=4 direct lights.
Firstly, Fusion, I'm using a majority of texture strip lighting for the recessed lights, with some entity lights with a high constant to even things out, and yes I'm using HDR lighting. I had a quick double check of the brushes, and they're all func_detail
, apart from one which has to be tied to a moving object, but that's been not black before ^^Thanks for the link YouMe, hopefuly I'll be able to throw it at that link later today.
And Fusion answered the other two questions for me. Thanks.
On an awesome sidenote, I saw the Rentests, Logicportals and Chamber 21 on the demo disk of this months issue of PC Gamer in the UK 
Farragar wrote:
On an awesome sidenote, I saw the Rentests, Logicportals and Chamber 21 on the demo disk of this months issue of PC Gamer in the UK
Whoa. Are you serious?
Fusion wrote:
No, I think it means the number of light patches for doing the vrad radiosity simulation. Like if you had a light entity that would be one direct light, but if you had a 32x32 texture light with 16 units per luxel that would be 2x2=4 direct lights.
Uh no.... The light patches yes, but Lightmap's, do not effect that scale at all, as that is in a different lump, he just must have too many lights.
And no, it was this issue.

Farragar wrote:
Problem is now solved, thanks for everyone's contributions and expect a release in the next week or so!
And the problem/solution was?