TTT Map Crashes When a New Round Starts or Executing TTT_RoundRestart

When starting up my TTT listen server and choosing my map, players are able to join the server and walk around with no issues prior before the round begins.

Problem:

When the number of players OR bots exceeds two, upon executing the command “ttt_roundrestart” in the console OR allowing the round to end, upon a new round beginning, the server will crash and generate a .dump file.

What I have done:

  1. I have tried to load the .vmf in “mapanalyst” to check for any possible reading errors and noticed it generated an error and noted the line where the error persisted. I checked the .vmf and found it was with regards to a number of game_text entities that were missing the “**
    **” syntax required for creating a break and producing a second line.

Evidence, from the valve dev wiki:


Message Text <string>
    Message to display onscreen. 
 signifies a new line in the text.
    Bug:Hammer will automatically change 
 to /n. The only known workaround is to edit the vmf in notepad.


  1. Another suspicion I have was on the number of physics props in my map. I have relied heavily on the use of prop_static props to detail my map. Such uses include:
    grass, fences and trees. The number of prop_physics_multiplayer entities is relatively low.

I would greatly appreciate any assistance or direction with respect to this issue. I have spent a great deal of time and effort into this project and would be devastated to see it fail.

If you wish to reach me on steam, please do so at www.steamcommunity.com/id/streammapping

Provided Below are the Map Compile Log of the .VMF as well as the Dump File Log of the .DUMP file generated when HL2 Crashed.

Compile Log for Map



materialPath: z:\steam\steamapps\xxxxxx\garrysmod\garrysmod\materials
Loading Z:\Steam\steamapps\xxxxxx\sourcesdk_content\Now Testing\Prep Final	tt_projectsuburb_prep2.vmf
Can't find surfaceprop asphalt for material REALWORLDTEXTURES/NEWER/1/ASPHALT_1_06, using default
Can't find surfaceprop sheetrock for material WALLPAPER/YELLOW02, using default
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in z:\steam\steamapps\xxxxxx\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/ttt_projectsuburb_prep2/suburb_skybox/sub_skybox_wvt_patch
Patching WVT material: maps/ttt_projectsuburb_prep2/nature/blendrockdirt006b_lowfrict_wvt_patch
Patching WVT material: maps/ttt_projectsuburb_prep2/de_tides/blendgrassstonepath_wvt_patch
Patching WVT material: maps/ttt_projectsuburb_prep2/pk02/pk02_rock01_ground01_blend_wvt_patch
Patching WVT material: maps/ttt_projectsuburb_prep2/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
env_cubemap pointing at deleted brushside near (-262, -1857, 155)
env_cubemap pointing at deleted brushside near (-262, -1857, 155)
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
env_cubemap pointing at deleted brushside near (-200, -2487, 155)
env_cubemap pointing at deleted brushside near (-200, -2487, 155)
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break 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 (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 4648 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing Z:\Steam\steamapps\xxxxxx\sourcesdk_content\Now Testing\Prep Final	tt_projectsuburb_prep2.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/mpa02*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/mpa02*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
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 (1) (12705889 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 13221 texinfos to 8832
Reduced 890 texdatas to 784 (53742 bytes to 48587)
Writing Z:\Steam\steamapps\xxxxxx\sourcesdk_content\Now Testing\Prep Final	tt_projectsuburb_prep2.bsp
13 seconds elapsed

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




4 threads
reading z:\steam\steamapps\xxxxxx\sourcesdk_content
ow testing\prep final	tt_projectsuburb_prep2.bsp
reading z:\steam\steamapps\xxxxxx\sourcesdk_content
ow testing\prep final	tt_projectsuburb_prep2.prt
5812 portalclusters
16691 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 1716848 visible clusters (8.52%)
Total clusters visible: 20146350
Average clusters visible: 3466
Building PAS...
Average clusters audible: 4937
visdatasize:7393995  compressed from 8462272
writing z:\steam\steamapps\xxxxxx\sourcesdk_content
ow testing\prep final	tt_projectsuburb_prep2.bsp
11 seconds elapsed

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




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

Loading z:\steam\steamapps\xxxxxx\sourcesdk_content
ow testing\prep final	tt_projectsuburb_prep2.bsp
Loaded alpha texture materials\models\props_foliage\ah_foliage_sheet001.vtf
Loaded alpha texture materials\Models\props_wasteland\fence_alpha.vtf
Loaded alpha texture materials\models\props_foliage\Mall_trees_branches01.vtf
25156 faces
6 degenerate faces
8045117 square feet [1158496896.00 square inches]
816 Displacements
2856406 Square Feet [411322464.00 Square Inches]
25150 patches before subdivision
332876 patches after subdivision
306 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 17534673, max 970
transfer lists: 133.8 megs
0...1...2...3...4...5...6...7...8...9...10    Bounce #1 added RGB(1042608, 1013991, 786989)
0...1...2...3...4...5...6...7...8...9...10    Bounce #2 added RGB(227542, 218453, 149234)
0...1...2...3...4...5...6...7...8...9...10    Bounce #3 added RGB(58767, 46879, 27719)
0...1...2...3...4...5...6...7...8...9...10    Bounce #4 added RGB(20260, 13398, 7073)
0...1...2...3...4...5...6...7...8...9...10    Bounce #5 added RGB(7152, 3644, 1732)
0...1...2...3...4...5...6...7...8...9...10    Bounce #6 added RGB(2748, 1074, 470)
0...1...2...3...4...5...6...7...8...9...10    Bounce #7 added RGB(1093, 319, 131)
0...1...2...3...4...5...6...7...8...9...10    Bounce #8 added RGB(451, 99, 39)
0...1...2...3...4...5...6...7...8...9...10    Bounce #9 added RGB(191, 31, 12)
0...1...2...3...4...5...6...7...8...9...10    Bounce #10 added RGB(82, 10, 4)
0...1...2...3...4...5...6...7...8...9...10    Bounce #11 added RGB(36, 3, 1)
0...1...2...3...4...5...6...7...8...9...10    Bounce #12 added RGB(16, 1, 0)
0...1...2...3...4...5...6...7...8...9...10    Bounce #13 added RGB(7, 0, 0)
0...1...2...3...4...5...6...7...8...9...10    Bounce #14 added RGB(3, 0, 0)
0...1...2...3...4...5...6...7...8...9...10    Bounce #15 added RGB(2, 0, 0)
0...1...2...3...4...5...6...7...8...9...10    Bounce #16 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1399 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 2 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 380/1024        18240/49152    (37.1%) 
brushes               7422/8192        89064/98304    (90.6%) VERY FULL!
brushsides           53346/65536      426768/524288   (81.4%) VERY FULL!
planes               25768/65536      515360/1310720  (39.3%) 
vertexes             50406/65536      604872/786432   (76.9%) 
nodes                14282/65536      457024/2097152  (21.8%) 
texinfos              8832/12288      635904/884736   (71.9%) 
texdata                784/2048        25088/65536    (38.3%) 
dispinfos              816/0          143616/0        ( 0.0%) 
disp_verts           57160/0         1143200/0        ( 0.0%) 
disp_tris            89184/0          178368/0        ( 0.0%) 
disp_lmsamples     6873513/0         6873513/0        ( 0.0%) 
faces                25156/65536     1408736/3670016  (38.4%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces            19114/65536     1070384/3670016  (29.2%) 
leaves               14663/65536      469216/2097152  (22.4%) 
leaffaces            34669/65536       69338/131072   (52.9%) 
leafbrushes          21047/65536       42094/131072   (32.1%) 
areas                   19/256           152/2048     ( 7.4%) 
surfedges           177253/512000     709012/2048000  (34.6%) 
edges               125062/256000     500248/1024000  (48.9%) 
LDR worldlights        306/8192        26928/720896   ( 3.7%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            2/32768          24/393216   ( 0.0%) 
waterstrips              0/32768           0/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices             0/65536           0/131072   ( 0.0%) 
cubemapsamples         355/1024         5680/16384    (34.7%) 
overlays                14/512          4928/180224   ( 2.7%) 
LDR lightdata         [variable]    29731900/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]     7393995/16777216 (44.1%) 
entdata               [variable]      653357/393216   (166.2%) VERY FULL!
LDR ambient table    14663/65536       58652/262144   (22.4%) 
HDR ambient table    14663/65536       58652/262144   (22.4%) 
LDR leaf ambient     53589/65536     1500492/1835008  (81.8%) VERY FULL!
HDR leaf ambient     14663/65536      410564/1835008  (22.4%) 
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]           1/113430   ( 0.0%) 
pakfile               [variable]    35789877/0        ( 0.0%) 
physics               [variable]    12705889/4194304  (302.9%) VERY FULL!
physics terrain       [variable]           0/1048576  ( 0.0%) 

Level flags = 1

Total triangle count: 50393
Writing z:\steam\steamapps\xxxxxx\sourcesdk_content
ow testing\prep final	tt_projectsuburb_prep2.bsp
6 minutes, 47 seconds elapsed

**Dump File Analysis Log

**


Crash Dump Analysis provided by OSR Open Systems Resources, Inc. (http://www.osr.com)
Online Crash Dump Analysis Service
See http://www.osronline.com for more information
Windows 7 Version 7601 (Service Pack 1) MP (4 procs) Free x86 compatible
Product: WinNt, suite: SingleUserTS
kernel32.dll version: 6.1.7601.17651 (win7sp1_gdr.110715-1504)
Machine Name:
Debug session time: Sat Jun 23 19:00:09.000 2012 (UTC - 4:00)
System Uptime: not available
Process Uptime: 0 days 0:14:43.000
  Kernel time: 0 days 0:00:58.000
  User time: 0 days 0:24:03.000
TRIAGER: Could not open triage file : e:\dump_analysis\program	riage\oca.ini, error 2
TRIAGER: Could not open triage file : e:\dump_analysis\program\winxp	riage.ini, error 2
TRIAGER: Could not open triage file : e:\dump_analysis\program	riage\user.ini, error 2
*******************************************************************************
*                                                                             *
*                        Exception Analysis                                   *
*                                                                             *
*******************************************************************************

*** WARNING: Unable to verify timestamp for datacache.dll
*** ERROR: Module load completed but symbols could not be loaded for datacache.dll
TRIAGER: Could not open triage file : e:\dump_analysis\program	riage\guids.ini, error 2
Unable to load image Z:\Steam\crashhandler.dll, Win32 error 0n2
*** WARNING: Unable to verify timestamp for crashhandler.dll
*** ERROR: Module load completed but symbols could not be loaded for crashhandler.dll
*** WARNING: Unable to verify timestamp for Steam.dll
*** ERROR: Module load completed but symbols could not be loaded for Steam.dll
Unable to load image z:\Steam\steamapps\xxxxxx\garrysmod\bin\vstdlib.dll, Win32 error 0n2
*** WARNING: Unable to verify timestamp for vstdlib.dll
*** ERROR: Module load completed but symbols could not be loaded for vstdlib.dll
*** WARNING: Unable to verify timestamp for tier0.dll
*** ERROR: Module load completed but symbols could not be loaded for tier0.dll
*** WARNING: Unable to verify timestamp for engine.dll
*** ERROR: Module load completed but symbols could not be loaded for engine.dll
*** WARNING: Unable to verify timestamp for nvd3dum.dll
*** ERROR: Module load completed but symbols could not be loaded for nvd3dum.dll
*** WARNING: Unable to verify timestamp for client.dll
*** ERROR: Module load completed but symbols could not be loaded for client.dll
*** WARNING: Unable to verify timestamp for libcef.dll
*** ERROR: Module load completed but symbols could not be loaded for libcef.dll
Unable to load image Z:\Steam	ier0_s.dll, Win32 error 0n2
*** WARNING: Unable to verify timestamp for tier0_s.dll
*** ERROR: Module load completed but symbols could not be loaded for tier0_s.dll
*** WARNING: Unable to verify timestamp for steamclient.dll
*** ERROR: Module load completed but symbols could not be loaded for steamclient.dll
TRIAGER: Could not open triage file : e:\dump_analysis\program	riage\modclass.ini, error 2

FAULTING_IP: 
server+1e93d7
649d93d7 8b11            mov     edx,dword ptr [ecx]

EXCEPTION_RECORD:  ffffffff -- (.exr 0xffffffffffffffff)
ExceptionAddress: 649d93d7 (server+0x001e93d7)
   ExceptionCode: c0000005 (Access violation)
  ExceptionFlags: 00000000
NumberParameters: 2
   Parameter[0]: 00000000
   Parameter[1]: 00000000
Attempt to read from address 00000000

DEFAULT_BUCKET_ID:  NULL_POINTER_READ

PROCESS_NAME:  hl2.exe

ERROR_CODE: (NTSTATUS) 0xc0000005 - The instruction at "0x%08lx" referenced memory at "0x%08lx". The memory could not be "%s".

EXCEPTION_CODE: (NTSTATUS) 0xc0000005 - The instruction at "0x%08lx" referenced memory at "0x%08lx". The memory could not be "%s".

EXCEPTION_PARAMETER1:  00000000

EXCEPTION_PARAMETER2:  00000000

READ_ADDRESS:  00000000 

FOLLOWUP_IP: 
server+1e93d7
649d93d7 8b11            mov     edx,dword ptr [ecx]

FAULTING_THREAD:  000022b4

PRIMARY_PROBLEM_CLASS:  NULL_POINTER_READ

BUGCHECK_STR:  APPLICATION_FAULT_NULL_POINTER_READ

LAST_CONTROL_TRANSFER:  from 649da305 to 649d93d7

STACK_TEXT:  
WARNING: Stack unwind information not available. Following frames may be wrong.
0038cdd8 649da305 6b485058 6497a861 42cb9f48 server+0x1e93d7
0038cddc 6b485058 6497a861 42cb9f48 466ad1f8 server+0x1ea305
0038cde0 6497a861 42cb9f48 466ad1f8 000006e7 datacache+0x35058
0038cde4 42cb9f48 466ad1f8 000006e7 00000000 server+0x18a861
0038cde8 466ad1f8 000006e7 00000000 0d77c200 0x42cb9f48
0038cdec 00000000 00000000 0d77c200 000006e8 0x466ad1f8


STACK_COMMAND:  ~0s; .ecxr ; kb

SYMBOL_STACK_INDEX:  0

SYMBOL_NAME:  server+1e93d7

FOLLOWUP_NAME:  MachineOwner

MODULE_NAME: server

IMAGE_NAME:  server.dll

DEBUG_FLR_IMAGE_TIMESTAMP:  4f9567dc

FAILURE_BUCKET_ID:  NULL_POINTER_READ_c0000005_server.dll!Unknown

BUCKET_ID:  APPLICATION_FAULT_NULL_POINTER_READ_server+1e93d7

WATSON_STAGEONE_URL:  http://watson.microsoft.com/StageOne/hl2_exe/0_0_0_0/4fd10b64/server_dll/0_0_0_0/4f9567dc/c0000005/001e93d7.htm?Retriage=1

Followup: MachineOwner

Thanks.

physics [variable] 12705889/4194304 (302.9%)

That’s too high i believe. Reduce the amount of prop_physics.

The entdata too…

I thought 300% was the up to date max for the percentages.

I highly doubt the entdata has any effect on the issue. Within my map, I have relied heavily on prop_static props for detailing. I’m also running textureshadows as well as static poly shadows.

Could this possibly be categorized under “Physics”?