Drastic memory overflow

This is CS:GO so I’m not sure if this is the right place.
Well considering I can’t search on the forums yet, and have gone over solutions in Google, I’ll post here for some help. After decompiling our servers JB map (last mapper got perma’d, so no original .vmf), I’ve had the problem whenever I compile it always says


DRASTIC MEMORY OVERFLOW: Fell out of small block heap!

I’ve even moved all func_detail’s to world geometry but I still get the same message.
Another error I get is


Reference count for materials ___error (1) !=0

The server also won’t start at all if it’s put on.

Here’s the compile log if needed.


materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\maps\ba_jail_hellsgamers_go10yh.vmf
Map revision 107
ConVarRef gpu_level doesn't point to an existing ConVar
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
Can't find surfaceprop stone for material STONE/INFWLLC, using default
Patching WVT material: maps/ba_jail_hellsgamers_go10yh/nature/infblendgrassdirt001a_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 2104 detail faces...done (5)
Merging details...done (8)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\maps\ba_jail_hellsgamers_go10yh.prt...Building visibility clusters...
done (0)
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (4) (2268924 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 7306 texinfos to 4518
Reduced 477 texdatas to 413 (23863 bytes to 20945)
Writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\maps\ba_jail_hellsgamers_go10yh.bsp
24 seconds elapsed
Reference Count for Material ___error (1) != 0



6 threads
reading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\csgo\maps\ba_jail_hellsgamers_go10yh.bsp
reading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\csgo\maps\ba_jail_hellsgamers_go10yh.prt
3924 portalclusters
11746 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 7258 visible clusters (0.00%)
Total clusters visible: 899412
Average clusters visible: 229
Building PAS...
Average clusters audible: 835
visdatasize:985284  compressed from 3892608
writing c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\csgo\maps\ba_jail_hellsgamers_go10yh.bsp
5 minutes, 35 seconds elapsed



[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\csgo\maps\ba_jail_hellsgamers_go10yh.bsp
24182 faces
9 degenerate faces
1466244 square feet [211139136.00 square inches]
2 Displacements
143 Square Feet [20608.33 Square Inches]
24173 patches before subdivision
zero area child patch
zero area child patch
247439 patches after subdivision
366 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 49595181, max 1493
transfer lists: 378.4 megs
0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(3240795, 2920529, 2017442)
0...1...2...3...4...5...6...7...8...9...10	Bounce #2 added RGB(596375, 530321, 329974)
0...1...2...3...4...5...6...7...8...9...10	Bounce #3 added RGB(177795, 150747, 80690)
0...1...2...3...4...5...6...7...8...9...10	Bounce #4 added RGB(46592, 38505, 18831)
0...1...2...3...4...5...6...7...8...9...10	Bounce #5 added RGB(15224, 11822, 5117)
0...1...2...3...4...5...6...7...8...9...10	Bounce #6 added RGB(4808, 3551, 1400)
0...1...2...3...4...5...6...7...8...9...10	Bounce #7 added RGB(1699, 1170, 414)
0...1...2...3...4...5...6...7...8...9...10	Bounce #8 added RGB(599, 388, 125)
0...1...2...3...4...5...6...7...8...9...10	Bounce #9 added RGB(224, 136, 40)
0...1...2...3...4...5...6...7...8...9...10	Bounce #10 added RGB(85, 48, 13)
0...1...2...3...4...5...6...7...8...9...10	Bounce #11 added RGB(33, 18, 4)
0...1...2...3...4...5...6...7...8...9...10	Bounce #12 added RGB(13, 7, 1)
0...1...2...3...4...5...6...7...8...9...10	Bounce #13 added RGB(5, 3, 1)
0...1...2...3...4...5...6...7...8...9...10	Bounce #14 added RGB(2, 1, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #15 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<1.6897 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 427/1024        20496/49152    (41.7%) 
brushes               5905/8192        70860/98304    (72.1%) 
brushsides           45717/65536      365736/524288   (69.8%) 
planes               33134/65536      662680/1310720  (50.6%) 
vertexes             39464/65536      473568/786432   (60.2%) 
nodes                11502/65536      368064/2097152  (17.6%) 
texinfos              4518/12288      325296/884736   (36.8%) 
texdata                413/2048        13216/65536    (20.2%) 
dispinfos                2/0             352/0        ( 0.0%) 
disp_verts             106/0            2120/0        ( 0.0%) 
disp_tris              160/0             320/0        ( 0.0%) 
disp_multiblend          0/0               0/0        ( 0.0%) 
disp_lmsamples         480/0             480/0        ( 0.0%) 
faces                24182/65536     1354192/3670016  (36.9%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces            16802/65536      940912/3670016  (25.6%) 
facebrushes           3628/0            7256/0        ( 0.0%) 
facebrushlists       24182/0           96728/0        ( 0.0%) 
leaves               11930/65536      381760/2097152  (18.2%) 
leaffaces            29914/65536       59828/131072   (45.6%) 
leafbrushes          11014/65536       22028/131072   (16.8%) 
areas                   34/256           272/2048     (13.3%) 
surfedges           183664/512000     734656/2048000  (35.9%) 
edges               109972/256000     439888/1024000  (43.0%) 
LDR worldlights        366/8192        36600/819200   ( 4.5%) 
HDR worldlights          0/8192            0/819200   ( 0.0%) 
leafwaterdata            9/32768         108/393216   ( 0.0%) 
waterstrips           2187/32768       21870/327680   ( 6.7%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         40719/65536       81438/131072   (62.1%) 
cubemapsamples          95/1024         1520/16384    ( 9.3%) 
overlays                 8/512          2816/180224   ( 1.6%) 
LDR lightdata         [variable]    12975871/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      985284/16777216 ( 5.9%) 
entdata               [variable]      549237/393216   (139.7%) VERY FULL!
LDR ambient table    11930/65536       47720/262144   (18.2%) 
HDR ambient table    11930/65536       47720/262144   (18.2%) 
LDR leaf ambient     37026/65536     1036728/1835008  (56.5%) 
HDR leaf ambient     11930/65536      334040/1835008  (18.2%) 
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]           1/48992    ( 0.0%) 
pakfile               [variable]     7258205/0        ( 0.0%) 
physics               [variable]     2268924/4194304  (54.1%) 
physics terrain       [variable]         402/1048576  ( 0.0%) 

Level flags = 4

Total triangle count: 67205
Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\csgo\maps\ba_jail_hellsgamers_go10yh.bsp
16 minutes, 50 seconds elapsed


You’re going to have to lower the amount of entities in your map. It’s full.

You can have like 4k I/O entities. I doubt that is the issue.

I have a map with 120ish% entdata that compiles perfectly fine.

I know it’s not entities, as there are previous versions of this map, is there another way to decompile csgo maps? Vmex doesn’t work and I haven’t found any other programs to do so.

You just straight decompiled a map and tried to recompile it without expecting problems?

You’re going to have to remake the map brush by brush. Decompiling isn’t perfect and it breaks stuff. You can’t expect a straight up recompile to work.

I didn’t straight recompile, I fixed many others problems with it, then I am trying to focus on these. Are you sure there aren’t any other ways to decompile CS:GO maps?

“Fixing other problems” doesn’t address the underlying problem that the map base is still a decompile. Decompiled maps aren’t meant to be “fixed up” or added to and recompiled, they’re solely for reference.

If you want to make the map work again, you need to rebuild it from scratch and not use any existing brush or displacement geometry.

Even if another map decompiler existed that would work on CS:GO, you’d still have to remake the map from scratch.

Alright, hoping one of our main devs has original vmf for CS:GO, thanks for your help.

VMEX? Seriously? Have you been living under a rock for the past two years?

http://ata4.info/bspsrc/downloads.html

So this problem came back, even though I’ve received the clean version of the .vmf that was originally being used to edit the map, I’ve continued making changes until all of a sudden it comes back. I got rid of it by copying and pasting the entire map into a new file but then it came back after one compile. Any of the func_detail’s I have recently made I put back to world geometry and it’s still there. Does anyone have an idea why this randomly pops up?
Always happens after

Even if I make everything that was a func_detail to world geometry, the error comes even earlier, and merge details become chop details.