Map is corrupted? It will not launch in my server, but works in single player.
5 replies, posted
Hello guys. I'm having some trouble with my map. The map launches fine in single player, but once I try to launch it in my server, It gets hung up in "Server is changing map". I've recompiled 4 times with different settings to see if it was a compile option I was using, with no results. I 'think' I know what the problem is, that being the entdata is at 136.9%. Im going to do a recompile after I remove some of that and give it a shot.
Currently, would any of you mind reading over the compile log to see if there is something I missed?
Here it is.
[CODE]** Executing...
** Command: "c:\program files (x86)\steam\steamapps\n00b1f13r\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\common\GarrysMod\garrysmod" "c:\program files (x86)\steam\steamapps\n00b1f13r\sourcesdk_content\new folder\adasddad3r4"
Valve Software - vbsp.exe (Oct 31 2012)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\common\GarrysMod\garrysmod\materials
Loading c:\program files (x86)\steam\steamapps\n00b1f13r\sourcesdk_content\new folder\adasddad3r4.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/adasddad3r4/nature/blendgrassgravel002a_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (4)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (3)
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 354 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (5)
writing c:\program files (x86)\steam\steamapps\n00b1f13r\sourcesdk_content\new folder\adasddad3r4.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_07*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_07*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (2) (4170050 bytes)
Error loading studio model "models/props/cs_assault/camera.mdl"!
Error loading studio model "models/props/cs_assault/firehydrant.mdl"!
Error loading studio model "models/props/cs_office/shelves_metal.mdl"!
Error loading studio model "models/props/cs_office/sofa.mdl"!
Error loading studio model "models/props/cs_assault/ventilationduct02.mdl"!
Error loading studio model "models/props/cs_assault/billboard.mdl"!
Error loading studio model "models/props/cs_assault/acunit01.mdl"!
Error loading studio model "models/props/cs_office/light_inset.mdl"!
Error loading studio model "models/props/cs_office/Light_security.mdl"!
Error loading studio model "models/props/cs_italy/it_mkt_shelf1.mdl"!
Error loading studio model "models/props/cs_office/exit_ceiling.mdl"!
Error loading studio model "models/props/cs_militia/mailbox01.mdl"!
Error loading studio model "models/props/cs_assault/light_shop2.mdl"!
Error loading studio model "models/props/de_inferno/bench_wood.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 8581 texinfos to 6325
Reduced 652 texdatas to 566 (27036 bytes to 24071)
Writing c:\program files (x86)\steam\steamapps\n00b1f13r\sourcesdk_content\new folder\adasddad3r4.bsp
24 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\n00b1f13r\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -fast -game "c:\program files (x86)\steam\steamapps\common\GarrysMod\garrysmod" "c:\program files (x86)\steam\steamapps\n00b1f13r\sourcesdk_content\new folder\adasddad3r4"
Valve Software - vvis.exe (Oct 31 2012)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\n00b1f13r\sourcesdk_content\new folder\adasddad3r4.bsp
reading c:\program files (x86)\steam\steamapps\n00b1f13r\sourcesdk_content\new folder\adasddad3r4.prt
6911 portalclusters
20194 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (23)
Optimized: 1537632 visible clusters (9.14%)
Total clusters visible: 16814850
Average clusters visible: 2433
Building PAS...
Average clusters audible: 6107
visdatasize:8597599 compressed from 11942208
writing c:\program files (x86)\steam\steamapps\n00b1f13r\sourcesdk_content\new folder\adasddad3r4.bsp
28 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\n00b1f13r\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -fast -game "c:\program files (x86)\steam\steamapps\common\GarrysMod\garrysmod" "c:\program files (x86)\steam\steamapps\n00b1f13r\sourcesdk_content\new folder\adasddad3r4"
Valve Software - vrad.exe SSE (Oct 31 2012)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\n00b1f13r\sourcesdk_content\new folder\adasddad3r4.bsp
Setting up ray-trace acceleration structure... Done (8.50 seconds)
31686 faces
56 degenerate faces
3918870 square feet [564317376.00 square inches]
86 Displacements
238922 Square Feet [34404840.00 Square Inches]
31630 patches before subdivision
31630 patches after subdivision
light has _fifty_percent_distance of 67.000000 but _zero_percent_distance of 40.000000
sun extent from map=0.087156
light has _fifty_percent_distance of 67.000000 but _zero_percent_distance of 40.000000
light has _fifty_percent_distance of 67.000000 but _zero_percent_distance of 40.000000
light has _fifty_percent_distance of 67.000000 but _zero_percent_distance of 40.000000
545 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (796)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (78)
transfers 7583424, max 2385
transfer lists: 57.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(182521, 151928, 106366)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(50090, 38336, 24283)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(16879, 12187, 7582)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(6388, 4395, 2756)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(2729, 1797, 1151)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1247, 782, 510)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(604, 360, 238)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(303, 170, 114)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(156, 82, 56)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(82, 41, 27)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(44, 20, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(24, 10, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(13, 5, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(7, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #15 added RGB(4, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #17 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.2138 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (26)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (46)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 233/1024 11184/49152 (22.8%)
brushes 7907/8192 94884/98304 (96.5%) VERY FULL!
brushsides 64652/65536 517216/524288 (98.7%) VERY FULL!
planes 44678/65536 893560/1310720 (68.2%)
vertexes 53464/65536 641568/786432 (81.6%) VERY FULL!
nodes 16506/65536 528192/2097152 (25.2%)
texinfos 6325/12288 455400/884736 (51.5%)
texdata 566/2048 18112/65536 (27.6%)
dispinfos 86/0 15136/0 ( 0.0%)
disp_verts 7174/0 143480/0 ( 0.0%)
disp_tris 11392/0 22784/0 ( 0.0%)
disp_lmsamples 217020/0 217020/0 ( 0.0%)
faces 31686/65536 1774416/3670016 (48.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 18466/65536 1034096/3670016 (28.2%)
leaves 16740/65536 535680/2097152 (25.5%)
leaffaces 36456/65536 72912/131072 (55.6%)
leafbrushes 18921/65536 37842/131072 (28.9%)
areas 6/256 48/2048 ( 2.3%)
surfedges 229269/512000 917076/2048000 (44.8%)
edges 138078/256000 552312/1024000 (53.9%)
LDR worldlights 545/8192 47960/720896 ( 6.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 3266/32768 32660/327680 (10.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 55353/65536 110706/131072 (84.5%) VERY FULL!
cubemapsamples 43/1024 688/16384 ( 4.2%)
overlays 8/512 2816/180224 ( 1.6%)
LDR lightdata [variable] 36910304/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 8597599/16777216 (51.2%)
entdata [variable] 538357/393216 (136.9%) VERY FULL!
LDR ambient table 16740/65536 66960/262144 (25.5%)
HDR ambient table 16740/65536 66960/262144 (25.5%)
LDR leaf ambient 49364/65536 1382192/1835008 (75.3%)
HDR leaf ambient 16740/65536 468720/1835008 (25.5%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/43340 ( 0.0%)
pakfile [variable] 3933750/0 ( 0.0%)
physics [variable] 4170050/4194304 (99.4%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 91479
Writing c:\program files (x86)\steam\steamapps\n00b1f13r\sourcesdk_content\new folder\adasddad3r4.bsp
16 minutes, 2 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps\n00b1f13r\sourcesdk_content\new folder\adasddad3r4.bsp" "c:\program files (x86)\steam\steamapps\common\GarrysMod\garrysmod\maps\adasddad3r4.bsp"
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\common\GarrysMod\hl2.exe"
** Parameters: -dev -console -allowdebug -game "c:\program files (x86)\steam\steamapps\common\GarrysMod\garrysmod" +map "adasddad3r4"
[/CODE]
As far as I can tell, there is nothing I can see that would cause the map not to function in multiplayer, although Hammer has its fair share or mysterious bugs.
That just adds to the fun, right?
[editline]12th October 2013[/editline]
Wait, does
Error loading studio model "models/props/cs_assault/camera.mdl"!
Error loading studio model "models/props/cs_assault/firehydrant.mdl"!
Error loading studio model "models/props/cs_office/shelves_metal.mdl"!
Error loading studio model "models/props/cs_office/sofa.mdl"!
Error loading studio model "models/props/cs_assault/ventilationduct02.mdl"!
Error loading studio model "models/props/cs_assault/billboard.mdl"!
Error loading studio model "models/props/cs_assault/acunit01.mdl"!
Error loading studio model "models/props/cs_office/light_inset.mdl"!
Error loading studio model "models/props/cs_office/Light_security.mdl"!
Error loading studio model "models/props/cs_italy/it_mkt_shelf1.mdl"!
Error loading studio model "models/props/cs_office/exit_ceiling.mdl"!
Error loading studio model "models/props/cs_militia/mailbox01.mdl"!
Error loading studio model "models/props/cs_assault/light_shop2.mdl"!
Error loading studio model "models/props/de_inferno/bench_wood.mdl"!
this happen in singleplayer?
entdata [variable] 538357/393216 (136.9%) VERY FULL!
Holy Jesus, how.
[QUOTE]WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.[/QUOTE]
Try getting rid of these to the power of 4 displacements first as it's fairly common for them to cause crashes; it would also explain why it crashes in multi-player and not single player possibly.
Entdata aren't a problem. Even if it goes above 250%, it's still okay. :p
Just picked one above 100%, but still, brushes near 100%, dangerous life you lead. I'd advise using models. I myself use power 4 displacements and they work in multiplayer so I cannot think of it as a problem, maybe because I use them correctly.
Also : fastvis = true - not sure if it's an issue, try compiling your map on full.
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