• 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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