Multi-core compiling tip


Forces the compile processes to use only three cores, allowing me to browse web pages without my mouse completely locking up. Running on a single core temporarily, system performance is improved over the jerky non-mouse controlled wang that it is otherwise. Under absolutely no circumstances should you attempt to do anything remotely CPU intensive, since the other three cores are working flat out. Just stick to posting forum messages 
Comments on this are welcome. I've yet to experience any negative gameplay-related issues with this method.
The longest compile time for my 15 MB maps is around 40 seconds (full final compile mode), so it's not that big of a deal to wait a few seconds.
satchmo wrote:
Hmm, I'd rather finish my compile quickly and get on to testing the map.The longest compile time for my 15 MB maps is around 40 seconds (full final compile mode), so it's not that big of a deal to wait a few seconds.
A man of optimisation!
Doing a final lighting compile with the correct settings for models etc. will make a compile take twice as long, seeing as it does another pass of the vrad. Using more cores for the final compile would be a good idea.
Planning ahead also helps in the map layout and VIS rendering.
When I map, I optimize as I go. I do not save it as the last step.
I've recently tried adding a load of detail, and now my compile crashes on vrad @ 90% 'building leafs' - I've spent three days trying to work out where I went wrong?!
From experience, hint brushes do not shorten compile time at all. They certainly do not fix compilation crashes or errors.
Using hint brushes can reduce framerates by limiting the amount of material being rendered in-game.
satchmo wrote:
From experience, hint brushes do not shorten compile time at all. They certainly do not fix compilation crashes or errors.
Hint brushes in the right place DO reduce compile times. I think it's mentioned somewhere in the VDC.