Help With Map Crash!

Alright i have a jungle map with enough props for a jungle but for some odd reason im having trouble actually running it without crashing.

I was able to join on my server with the map on it but around 5 minutes in or so the whole server crashes.

I would appreciate anyone’s help at this point.

If you need the .vmf or the .bsp just add me on steam: (DJ)Led Zeppelin

Or pm me on FP

Sorry if this is dumb, but what type of server? Just a regular one you made or a hosted one?

im hosting off of xenonservers.com i have no problem with the other maps. Only the one I made and put in.

Have you tested it on a computer?

Do you have power of 4 displacements?

Do you have a logic_auto firing an i/o on a delay.

This is a map you made? Obvious question but it helps us rule it out: do you have a leak?

Also check out zombie@computer’s optimisation guide.

no leaks and the map has displacements but on singleplayer it crashes, but on multi player you can play for 5 minutes then it crashes the server

They are all a power of 4 but i don’t see how that would matter?

I used displacements with a power of 4 which increased my Vrad Physics data to approx 300% and resulted in crashing my map. You really don’t need a power of 4. A power of 3 leaves plenty of room and flexibility to mold displacements.

Change them to power of 3s and see how that helps you.

well i did that and it f***** up my displacements

This is an internet forum you don’t have to censor your curse words.

Fuck.

Elaborate on it “fucked up my displacements”

I try to be polite :wink: anyway all my displacements were destroyed and since my buildings were on top of hills the buildings are in the air plus the river that runs in between the map disappears

But does the map now run?

Chances are you just thought power of 4 was best and made it that, without considering that using power of 4 on small displacements increases verticie density and crashes the map as a result. Either make the displacements bigger as power of four, or make the ones you have now a power of 3.

still crashed

Sew the destroyed displacements and add some noice to the flat parts left.

i fixed the displacements but it just doesnt work

Anyone? i could really use the help.

Post the compile log.

Should have been one of the first things to do.



================== VBSP ==================



materialPath: c:\program files (x86)\steam\steamapps\multichaos123\counter-strike source\cstrike\materials
Loading C:\Users\Sean\Desktop\Folders\Files 2\rp_vietnam_b3.vmf
material "wood/woodwall047e" not found.
Material not found!: WOOD/WOODWALL047E
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "wood/woodwall048b" not found.
Material not found!: WOOD/WOODWALL048B
material "wood/woodwall049" not found.
Material not found!: WOOD/WOODWALL049
material "concrete/concretewall_bunker06d" not found.
Material not found!: CONCRETE/CONCRETEWALL_BUNKER06D
material "lights/blue001" not found.
Material not found!: LIGHTS/BLUE001
material "wood/woodwall048c" not found.
Material not found!: WOOD/WOODWALL048C
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\multichaos123\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/rp_vietnam_b3/nature/blenddirtgrass008b_lowfriction_wvt_patch
Patching WVT material: maps/rp_vietnam_b3/nature/blendgrassgravel001a_wvt_patch
Patching WVT material: maps/rp_vietnam_b3/nature/infblendgrassdirt001a_wvt_patch
Patching WVT material: maps/rp_vietnam_b3/stone/infflrd_blend_dirt_wvt_patch
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
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 (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 220 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Sean\Desktop\Folders\Files 2\rp_vietnam_b3.prt...Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_04*.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_04*.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
material "overlays/paintswatch01a" not found.
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (1) (8033011 bytes)
Error loading studio model ""!
Error loading studio model "models/gm_forest/grass.mdl"!
Error loading studio model "models/gm_forest/tree_oak1.mdl"!
Error loading studio model "models/cherokemodels/palmy/strom1.mdl"!
Static prop models/shiroko3/nm2_treeh02.mdl outside the map (-6033.09, -12394.10, 124.12)
Placing detail props : 0...1...2...3...4...5...6...7...8...9..Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
.Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
10
Compacting texture/material tables...
Reduced 4000 texinfos to 2903
Reduced 247 texdatas to 216 (9003 bytes to 7925)
Writing C:\Users\Sean\Desktop\Folders\Files 2\rp_vietnam_b3.bsp
15 seconds elapsed

================== VVIS ==================




4 threads
reading c:\users\sean\desktop\folders\files 2\rp_vietnam_b3.bsp
reading c:\users\sean\desktop\folders\files 2\rp_vietnam_b3.prt
3948 portalclusters
13187 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 454825 visible clusters (3.22%)
Total clusters visible: 14113214
Average clusters visible: 3574
Building PAS...
Average clusters audible: 3945
visdatasize:3860994  compressed from 3916416
writing c:\users\sean\desktop\folders\files 2\rp_vietnam_b3.bsp
20 seconds elapsed

================== VRAD ==================




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

Loading c:\users\sean\desktop\folders\files 2\rp_vietnam_b3.bsp
Patch Sample Radius Clamped!
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12027 faces
15 degenerate faces
13478016 square feet [1940834304.00 square inches]
183 Displacements
4029632 Square Feet [580267008.00 Square Inches]
12012 patches before subdivision
zero area child patch
zero area child patch
150930 patches after subdivision
48 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 8684118, max 1492
transfer lists:  66.3 megs
0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(114117, 86965, 48956)
0...1...2...3...4...5...6...7...8...9...10	Bounce #2 added RGB(18408, 12869, 6271)
0...1...2...3...4...5...6...7...8...9...10	Bounce #3 added RGB(3422, 2218, 940)
0...1...2...3...4...5...6...7...8...9...10	Bounce #4 added RGB(703, 423, 154)
0...1...2...3...4...5...6...7...8...9...10	Bounce #5 added RGB(152, 84, 26)
0...1...2...3...4...5...6...7...8...9...10	Bounce #6 added RGB(35, 17, 5)
0...1...2...3...4...5...6...7...8...9...10	Bounce #7 added RGB(8, 4, 1)
0...1...2...3...4...5...6...7...8...9...10	Bounce #8 added RGB(2, 1, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1353 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                  62/1024         2976/49152    ( 6.1%) 
brushes               1700/8192        20400/98304    (20.8%) 
brushsides           22013/65536      176104/524288   (33.6%) 
planes               29340/65536      586800/1310720  (44.8%) 
vertexes             17649/65536      211788/786432   (26.9%) 
nodes                 7223/65536      231136/2097152  (11.0%) 
texinfos              2903/12288      209016/884736   (23.6%) 
texdata                216/2048         6912/65536    (10.5%) 
dispinfos              183/0           32208/0        ( 0.0%) 
disp_verts           37383/0          747660/0        ( 0.0%) 
disp_tris            65472/0          130944/0        ( 0.0%) 
disp_lmsamples     5511341/0         5511341/0        ( 0.0%) 
faces                12027/65536      673512/3670016  (18.4%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             6445/65536      360920/3670016  ( 9.8%) 
leaves                7286/65536      233152/2097152  (11.1%) 
leaffaces            14623/65536       29246/131072   (22.3%) 
leafbrushes           5558/65536       11116/131072   ( 8.5%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            84285/512000     337140/2048000  (16.5%) 
edges                48779/256000     195116/1024000  (19.1%) 
LDR worldlights         44/8192         3872/720896   ( 0.5%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips           1116/32768       11160/327680   ( 3.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         20373/65536       40746/131072   (31.1%) 
cubemapsamples         108/1024         1728/16384    (10.5%) 
overlays                13/512          4576/180224   ( 2.5%) 
LDR lightdata         [variable]     8298460/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]     3860994/16777216 (23.0%) 
entdata               [variable]      129909/393216   (33.0%) 
LDR ambient table     7286/65536       29144/262144   (11.1%) 
HDR ambient table     7286/65536       29144/262144   (11.1%) 
LDR leaf ambient     33775/65536      945700/1835008  (51.5%) 
HDR leaf ambient      7286/65536      204008/1835008  (11.1%) 
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]           1/302600   ( 0.0%) 
pakfile               [variable]    11555303/0        ( 0.0%) 
physics               [variable]     8033011/4194304  (191.5%) VERY FULL!
physics terrain       [variable]           0/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 34458
Writing c:\users\sean\desktop\folders\files 2\rp_vietnam_b3.bsp
9 minutes, 36 seconds elapsed