Garry's Mod crashes when player looks at certain area
17 replies, posted
Hey all, hope someone can shed some light on this issue.
First of all it would beneficial to say that this is my first map. The main issue that I'm running into is that when I compile my map and run it in Garry's Mod, there is a certain area where two brushes meet that makes the map crash [B]when you look at them[/B]. The map runs fine in Garry's Mod unless you walk through or look at the area. I have tried moving the brushes around so that they don't meet, completely deleted the brushes all together; still no results. Now the main thing that confuses me is that I ran the map in Half-Life 2: Episode 2 and the problem area does not cause Half-Life 2 to crash. Naturally, I thought the issue was a problematic add-on; nope still crashes. I've attached the map so you can see the problem area. The picture below highlights the area that causes the map to crash. [IMG]http://i.imgur.com/u2VCbRT.jpg[/IMG] Any help is appreciated. Thanks!
Link to map: [url]http://www.filedropper.com/suburbs[/url]
Did you texture a func_breakable_surf with a texture other than the one ending in 070a.vtf? (I can't remember its full name right now)
Nope I definitely did not. Is their anything else I can give for investigation? I have the crash log here:
[url]http://www.filedropper.com/hl2140713crash201486t02811c0[/url]
Can you post a screenshot of the visleafs (mat_visleaf 3)? I suspect it might be part of the problem.
Was just about to post settings for compilation:
Run BSP: Normal
Run VIS: Fast
Run RAD: Fast (HDR checked)
No parameters
How does it work set to normal?
I've actually been compiling using normal settings since I last posted. I'll update when it completes.
[QUOTE=Shmigle;45605957]Any way I could locate mat_visleaf 3? [/QUOTE]
Use the console.
Rule of thumb for future reference, if compiling VIS on fast ever actually saves you time, your map probably needs serious optimization. I can already tell you VIS shouldn't have taken 8 seconds on such a small and simple map, so you may want to look into that.
Definitely get us a screen of the visleaves for further analysis, though.
By compiling your map on fast; your map is susceptible to this problem.
rp_evocity_v2d had a similar problem, if anyone entered the cave it would cause the whole server to crash.
Most servers prevented this by placing scripted playerclips or placing props in the way.
However in your case, I'm sure this can be fixed by making sure that the map is compiled on normal.
rp_evocity_v2d was compiled with -fast? I remember it ran pretty well for a map of its size.
Might ask Sgt. I think this error is only encounterable with -fast.
Yup I'm gonna need to optimize my map a lot. It's still compiling.
[editline]6th August 2014[/editline]
Ok I took a couple screenshots using mat_leafvis 3. Here are the results:
[IMG]http://imgur.com/tR7k455.jpg[/IMG]
[IMG]http://imgur.com/XoP974U.jpg[/IMG]
[IMG]http://i.imgur.com/P1evpq9.jpg[/IMG]
If there are any other angles that would help to solve the problem please tell me and I'll post more.
EDIT: I also noticed I only crash in Garry's Mod when I'm walking and look at the area. If I no-clip there are no problems.
Yeah, wow.
Look into some [url=https://developer.valvesoftware.com/wiki/Visibility_optimization]optimzation.[/url] Even just a few proper func_details could help this.
Ok i'm gonna be nice. if you send me the VMF file i will happily optimise your map. Other whys you can set the fence to func detail. don't box your map, spend time making a proper skybox and only put a skybox around the outside and where you can see the out side.
And another note "does it block your view if no make it a Func_Detail if yes keep it a world brush"
[editline]6th August 2014[/editline]
here is a handy video to help optimising [url]https://www.youtube.com/watch?v=swBfUW-Bsxs&list=LLNhaLh6RYZ7P-J8KqatqNTQ&index=2[/url]
[QUOTE]Ok i'm gonna be nice. if you send me the VMF file i will happily optimise your map.[/QUOTE]
Thanks for the offer but I should really learn how to do this since I'll probably be making more maps in the future. I'm going to start working on optimizing the map and I'll report back here with the outcome. Again thanks for all the help guys.
[url=http://www.optimization.interlopers.net/]This is my go to guide[/url] for optimization. It covers everything in a way that almost anyone can understand.
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