Map is corrupted? It will not launch in my server, but works in single player.

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.


** Executing...
** Command: "c:\program files (x86)\steam\steamapps
00b1f13r\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\common\GarrysMod\garrysmod" "c:\program files (x86)\steam\steamapps
00b1f13r\sourcesdk_content
ew 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
00b1f13r\sourcesdk_content
ew 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
00b1f13r\sourcesdk_content
ew 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
00b1f13r\sourcesdk_content
ew folder\adasddad3r4.bsp
24 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps
00b1f13r\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -fast -game "c:\program files (x86)\steam\steamapps\common\GarrysMod\garrysmod" "c:\program files (x86)\steam\steamapps
00b1f13r\sourcesdk_content
ew folder\adasddad3r4"

Valve Software - vvis.exe (Oct 31 2012)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps
00b1f13r\sourcesdk_content
ew folder\adasddad3r4.bsp
reading c:\program files (x86)\steam\steamapps
00b1f13r\sourcesdk_content
ew 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
00b1f13r\sourcesdk_content
ew folder\adasddad3r4.bsp
28 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps
00b1f13r\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -fast -game "c:\program files (x86)\steam\steamapps\common\GarrysMod\garrysmod" "c:\program files (x86)\steam\steamapps
00b1f13r\sourcesdk_content
ew 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
00b1f13r\sourcesdk_content
ew 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
00b1f13r\sourcesdk_content
ew folder\adasddad3r4.bsp
16 minutes, 2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps
00b1f13r\sourcesdk_content
ew 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"



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.

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. :stuck_out_tongue:

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.