My Map is crashing linux servers....

I know this is not a gmod map, but it pretty much has similar compile bugs, so I thought id post it just in case anyone knows how to fix this issue.

My Map:

It runs fine on Windows servers, but as soon as you change to it on Linux servers it crashes before it even loads.

The dump error is this:

classname missing from entity!

I’ve googled it and have not found any diagnosis of the problem and I have no idea what it could potentially be. So im stumped.

Does anyone know anything about this error? It seems wierd that it can run fine on windows servers, but crash Linux servers.

Thanks

Does the Linux servers do this with any other maps?

Accroding to the server owner it has done it on one more occasion with a zombie escape map, if memory serves me correctly it was this map;

http://steamgamers.org/downloads/cstrike/maps/zm_ATIX_apocalypse_b1.bsp.bz2

It could be his server.

Thats what I initially thought, but I have tested it on someone elses linux server after he reported this problem to me and it had the same effect on the other server.

It doesnt even get to the first bar on loading the map, it just instantly crashes.

The way the map is set out though, everything is overlapped which could be an issue, but im really not sure.

I’ve tried alt+p and found no major bugs that would cause it. Theres no leaks in my map. Fixed all the console errors.

But yet this error dump message still pops up on linux servers and I cant find any threads on google that have found a solution to it.

You have things overlapping? What do you mean?

Also, post the compile log.
In [noparse]




[/noparse]

The map is designed to have 16 maps in 1 just in one small room. The map is chosen after 5 seconds and the relevant mini map is spawned in the room.


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\pojrovers\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\pojrovers\counter-strike source\cstrike" "C:\Users\Paul\Desktop\30in1\30in1_v14"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\pojrovers\counter-strike source\cstrike\materials
Loading C:\Users\Paul\Desktop\30in1\30in1_v14.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Paul\Desktop\30in1\30in1_v14.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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...
done (2) (757571 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1067 texinfos to 813
Reduced 51 texdatas to 47 (1185 bytes to 1060)
Writing C:\Users\Paul\Desktop\30in1\30in1_v14.bsp
8 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\pojrovers\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\pojrovers\counter-strike source\cstrike" "C:\Users\Paul\Desktop\30in1\30in1_v14"

Valve Software - vvis.exe (Nov  8 2007)
2 threads
reading c:\users\paul\desktop\30in1\30in1_v14.bsp
reading c:\users\paul\desktop\30in1\30in1_v14.prt
 308 portalclusters
 896 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 7 visible clusters (0.00%)
Total clusters visible: 31263
Average clusters visible: 101
Building PAS...
Average clusters audible: 138
visdatasize:15387  compressed from 24640
writing c:\users\paul\desktop\30in1\30in1_v14.bsp
1 second elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\pojrovers\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\pojrovers\counter-strike source\cstrike" "C:\Users\Paul\Desktop\30in1\30in1_v14"

Valve Software - vrad.exe SSE (Nov  8 2007)
----- Radiosity Simulator ----
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files (x86)\steam\steamapps\pojrovers\sourcesdk\bin\ep1\bin\lights.rad.
Loading c:\users\paul\desktop\30in1\30in1_v14.bsp
9338 faces
6 degenerate faces
2275812 square feet [327716928.00 square inches]
0 displacements
0 square feet [0.00 square inches]
9332 patches before subdivision
121794 patches after subdivision
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (54)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (6)
transfers 11150693, max 530
transfer lists:  85.1 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(304783, 245768, 262492)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(15586, 10439, 16732)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(908, 514, 1322)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(56, 26, 107)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(4, 1, 10)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(0, 0, 1)
Build Patch/Sample Hash Table(s).....Done<0.0523 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 510/1024        24480/49152    (49.8%) 
brushes               1449/8192        17388/98304    (17.7%) 
brushsides           12232/65536       97856/524288   (18.7%) 
planes               12238/65536      244760/1310720  (18.7%) 
vertexes             14000/65536      168000/786432   (21.4%) 
nodes                 7163/65536      229216/2097152  (10.9%) 
texinfos               813/12288       58536/884736   ( 6.6%) 
texdata                 47/2048         1504/65536    ( 2.3%) 
dispinfos                0/0               0/0        ( 0.0%) 
disp_verts               0/0               0/0        ( 0.0%) 
disp_tris                0/0               0/0        ( 0.0%) 
disp_lmsamples           0/0               0/0        ( 0.0%) 
faces                 9338/65536      522928/3670016  (14.2%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             7748/65536      433888/3670016  (11.8%) 
leaves                7674/65536      245568/2097152  (11.7%) 
leaffaces             9657/65536       19314/131072   (14.7%) 
leafbrushes           1730/65536        3460/131072   ( 2.6%) 
areas                    6/256            48/2048     ( 2.3%) 
surfedges            76604/512000     306416/2048000  (15.0%) 
edges                42724/256000     170896/1024000  (16.7%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips            121/32768        1210/327680   ( 0.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1929/65536        3858/131072   ( 2.9%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     3224196/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       15387/16777216 ( 0.1%) 
entdata               [variable]      277347/393216   (70.5%) 
LDR leaf ambient      7674/65536      184176/1572864  (11.7%) 
HDR leaf ambient         0/65536           0/1572864  ( 0.0%) 
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]           1/12       ( 8.3%) 
pakfile               [variable]      173952/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]      757571/4194304  (18.1%) 
==== Total Win32 BSP file data space used: 7182133 bytes ====

Total triangle count: 24456
Writing c:\users\paul\desktop\30in1\30in1_v14.bsp
1 minute, 4 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Paul\Desktop\30in1\30in1_v14.bsp" "c:\program files (x86)\steam\steamapps\pojrovers\counter-strike source\cstrike\maps\30in1_v14.bsp"


Spawned in the room?

That’s silly, why not just have the players teleported to the map?

Uh. Because it is his map and not yours?

Uh, Because it’s the more logical way of doing it?

Fixed thanks to this solution;