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TROUBLE-SHOOTING
See also: Crash - Compile Errors - Poly Count Blues - R-Speeds -
Updated April 21, 2001 - 11:19 PM

 

Trouble-Shooting the Wild Half-Life Bug
and other tales of damnation and redemption from the front lines of combat game design

Compile Errors - the process of compiling your map into a playable file requires running several programs, each of which can generate errors for various reasons.
See also Compiling - R_Speeds -

Run-Time Trouble:
- Disappearing Brushes - Slow - Stuck -

Editor Trouble -see WorldCraft - Editors

Do you have the latest Half-Life upgrade patch? If not, go download it now!

Avoid trouble before it starts -- use these Level Design principles.

 

Long Pathnames - Don't Do It

Various compiler programs -- qrad, vis, qbsp2, qcsg -- do not recognize long file names (although WorldCraft does). This poses problems: see Compile Errors.
 

Disappearing Brushes: Things disappear from certain viewpoints, then re-appear when you move elsewhere

  • Very thin entity brushes are prone to this problem
  • Sky brushes seem particularly vulnerable
  • Problem escalates with larger and more complex spaces
    • But can also happen in small, relatively simple spaces
  • Might be exacerbated by overlapping brushes

Answer:

  • Remove or simplify the problem brushes
  • Remove or simplify other brushes in the area, to reduce load
  • Replace Sky textures with simple textures

 

 

Player Stuck: move to some spot where you get stuck ... when you crouch, you can't un-crouch ...

  • Players get caught in map pinch-points, where two or more brushes form a critical angle.
  • Answer: re-work the map -- more space between key brushes, etc.
  • Or: add clip brushes to keep players out of critical places
  • If the player's spawn point overlaps a wall, even a little bit, then the player is spawned stuck at that point.
 

Slow ... play-speed lags, drags, stutters ....

Slowness factors might include --

  • Map too complex for the computer
    • Answer: simpler maps
    • Or: more computer power
  • Map not Vis-compiled
    • Answer: run full complete, including Vis
  • Map corrupt
    • Answer: fix it or delete it

  • One huge func_water brush that covers the whole level, overlapping one or more world-type brushes. (This can be true even in a simple map with low r-speeds.)
    • Answer: make an individual func_water for each water-filled area
    • (This requires extra effort, getting the entities in place and getting the textures right)
    • Thanks to Chris for this tip
    • Similar considerations apply to other entity brush types, e.g. func_wall, trigger_hurt, env_bubbles ... you can overlap these brushes, and often it's useful or necessary to do so in order to get desired effect ... but there's load on the system ....

  • Overlapping world brushes -- always a bad idea -- !
    • No overlap -- ! Brushes should tesselate gracefully
    • Remove, re-shape, re-size brushes
    • Common causes of overlap:
      • Copy-and-paste, followed by an accidental paste
      • Resizing objects in groups ... resize is proportional -- be careful about the effect of resizing on vertex positions.
    • You can, to some extent, overlap entity brushes

  • Stuck in Walk Mode ... sometimes my systems gets confused about keyboard states ... I can't run -- I'm reduced to Walking speed ... seems to be caused by high rate of keyboard input ...
    • ANSWER: press Escape key twice
    • SIMILAR PROBLEM -- stuck in Crouch mode

  • Network Issues ... this is a big topic ... I'm no expert ... anyone want to volunteer their genius?

 

 
Trouble-Shooting the Wild Half-Life Bug
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