Map causing CSS to crash after I die
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Quote
Re: Map causing CSS to crash after I die
Posted by Edamr on Mon Feb 6th at 6:17pm 2006


Ok, this is really odd. For some reason now my map causing CSS to crash after I die (through kill in console, falling a large distance, or through a trigger_hurt). I die, and the camera moves about for a couple of seconds as normal, yet when the game tries to reset the round and spawn my again, it just crashes for no apparant reason.

I can't think of anything I've done that could cause this, other than adding player_clip brushes since the last time the map was working properly.


Here's the compile log if you need it.

** Executing...
** Command: "c:program filesvalvesteamsteamappsedamsourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsedamcounter-strike sourcecstrike" "C:Program FilesValveSteamSteamAppsedamsourcesdk_contentcstrikemapsrcde_seaman"

Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: c:program filesvalvesteamsteamappsedamcounter-strike sourcecstrikematerials
Loading C:Program FilesValveSteamSteamAppsedamsourcesdk_contentcstrikemapsrcde_seaman.vmf
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
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...
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:Program FilesValveSteamSteamAppsedamsourcesdk_contentcstrikemapsrcde_seaman.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...
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...
done (2) (2343693 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (7351046 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 789 texinfos to 717
Reduced 114 texdatas to 109 (5218 bytes to 4751)
Writing C:Program FilesValveSteamSteamAppsedamsourcesdk_contentcstrikemapsrcde_seaman.bsp
18 seconds elapsed
Memory leak: mempool blocks left in memory: 12

** Executing...
** Command: "c:program filesvalvesteamsteamappsedamsourcesdkbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsedamcounter-strike sourcecstrike" "C:Program FilesValveSteamSteamAppsedamsourcesdk_contentcstrikemapsrcde_seaman"

Valve Software - vvis.exe (Jan 2 2006)
1 threads
reading c:program filesvalvesteamsteamappsedamsourcesdk_contentcstrikemapsrcde_seaman.bsp
reading c:program filesvalvesteamsteamappsedamsourcesdk_contentcstrikemapsrcde_seaman.prt
1467 portalclusters
5009 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (11)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (30988)
Optimized: 7082 visible clusters (0.00%)
Total clusters visible: 563087
Average clusters visible: 383
Building PAS...
Average clusters audible: 1384
visdatasize:465506 compressed from 539856
writing c:program filesvalvesteamsteamappsedamsourcesdk_contentcstrikemapsrcde_seaman.bsp
8 hours, 36 minutes, 40 seconds elapsed

** Executing...
** Command: "c:program filesvalvesteamsteamappsedamsourcesdkbinvrad.exe"
** Parameters: -both -game "c:program filesvalvesteamsteamappsedamcounter-strike sourcecstrike" "C:Program FilesValveSteamSteamAppsedamsourcesdk_contentcstrikemapsrcde_seaman"

Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:program filesvalvesteamsteamappsedamsourcesdk_contentcstrikemapsrcde_seaman.bsp
4671 faces
5 degenerate faces
1184156 square feet [170518544.00 square inches]
266 displacements
420769 square feet [60590772.00 square inches]
4666 patches before subdivision
69919 patches after subdivision
20 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (457)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (141)
transfers 3099936, max 534
transfer lists: 23.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(569675, 542377, 488175)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(100084, 62826, 53177)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(30903, 11737, 10931)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(12821, 2829, 3018)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(6104, 948, 1206)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(3210, 345, 501)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1760, 149, 246)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1025, 65, 117)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(609, 30, 61)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(380, 14, 31)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(240, 7, 17)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(157, 3, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(103, 2, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(70, 1, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(48, 0, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(33, 0, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(23, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #18 added RGB(16, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(11, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(8, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #23 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #24 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #25 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #26 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #27 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0800 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (25)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 50/1024 2400/49152 ( 4.9%)
brushes 546/8192 6552/98304 ( 6.7%)
brushsides 3544/65536 28352/524288 ( 5.4%)
planes 2918/65536 58360/1310720 ( 4.5%)
vertexes 8650/65536 103800/786432 (13.2%)
nodes 2842/65536 90944/2097152 ( 4.3%)
texinfos 717/12288 51624/884736 ( 5.8%)
texdata 109/2048 3488/65536 ( 5.3%)
dispinfos 266/0 46816/0 ( 0.0%)
disp_verts 20778/0 415560/0 ( 0.0%)
disp_tris 32896/0 65792/0 ( 0.0%)
disp_lmsamples 1029411/0 1029411/0 ( 0.0%)
faces 4671/65536 261576/3670016 ( 7.1%)
origfaces 2415/65536 135240/3670016 ( 3.7%)
leaves 2893/65536 92576/2097152 ( 4.4%)
leaffaces 5177/65536 10354/131072 ( 7.9%)
leafbrushes 1845/65536 3690/131072 ( 2.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 31754/512000 127016/2048000 ( 6.2%)
edges 17075/256000 68300/1024000 ( 6.7%)
LDR worldlights 20/8192 1760/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 407/32768 4070/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6399/65536 12798/131072 ( 9.8%)
cubemapsamples 50/1024 800/16384 ( 4.9%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2593136/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 465506/16777216 ( 2.8%)
entdata [variable] 39985/393216 (10.2%)
LDR leaf ambient 2893/65536 69432/1572864 ( 4.4%)
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] 1/23576 ( 0.0%)
pakfile [variable] 4431579/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 2343693/4194304 (55.9%)
==== Total Win32 BSP file data space used: 12564628 bytes ====

Linux Specific Data:
physicssurface [variable] 7351046/6291456 (116.8%) VERY FULL!
==== Total Linux BSP file data space used: 17571981 bytes ====

Total triangle count: 12728
Writing c:program filesvalvesteamsteamappsedamsourcesdk_contentcstrikemapsrcde_seaman.bsp
10 minutes, 31 seconds elapsed
Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:program filesvalvesteamsteamappsedamsourcesdk_contentcstrikemapsrcde_seaman.bsp
4671 faces
5 degenerate faces
1184156 square feet [170518544.00 square inches]
266 displacements
420769 square feet [60590772.00 square inches]
4666 patches before subdivision
69919 patches after subdivision
20 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (452)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (141)
transfers 3099936, max 534
transfer lists: 23.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(323135, 315502, 307317)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(57626, 37182, 33844)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(17843, 6987, 6947)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(7388, 1641, 1873)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(3527, 539, 737)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1863, 192, 304)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1021, 83, 149)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(595, 36, 70)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(352, 17, 37)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(219, 8, 18)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(136, 4, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(89, 2, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(58, 1, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(39, 0, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(26, 0, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #16 added RGB(18, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(13, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #23 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #24 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #25 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0786 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (26)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 50/1024 2400/49152 ( 4.9%)
brushes 546/8192 6552/98304 ( 6.7%)
brushsides 3544/65536 28352/524288 ( 5.4%)
planes 2918/65536 58360/1310720 ( 4.5%)
vertexes 8650/65536 103800/786432 (13.2%)
nodes 2842/65536 90944/2097152 ( 4.3%)
texinfos 717/12288 51624/884736 ( 5.8%)
texdata 109/2048 3488/65536 ( 5.3%)
dispinfos 266/0 46816/0 ( 0.0%)
disp_verts 20778/0 415560/0 ( 0.0%)
disp_tris 32896/0 65792/0 ( 0.0%)
disp_lmsamples 1029411/0 1029411/0 ( 0.0%)
faces 4671/65536 261576/3670016 ( 7.1%)
origfaces 2415/65536 135240/3670016 ( 3.7%)
leaves 2893/65536 92576/2097152 ( 4.4%)
leaffaces 5177/65536 10354/131072 ( 7.9%)
leafbrushes 1845/65536 3690/131072 ( 2.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 31754/512000 127016/2048000 ( 6.2%)
edges 17075/256000 68300/1024000 ( 6.7%)
LDR worldlights 20/8192 1760/720896 ( 0.2%)
HDR worldlights 20/8192 1760/720896 ( 0.2%)
waterstrips 407/32768 4070/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6399/65536 12798/131072 ( 9.8%)
cubemapsamples 50/1024 800/16384 ( 4.9%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2593136/0 ( 0.0%)
HDR lightdata [variable] 2593136/0 ( 0.0%)
visdata [variable] 465506/16777216 ( 2.8%)
entdata [variable] 39985/393216 (10.2%)
LDR leaf ambient 2893/65536 69432/1572864 ( 4.4%)
HDR leaf ambient 2893/65536 69432/1572864 ( 4.4%)
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] 1/23576 ( 0.0%)
pakfile [variable] 4431579/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 2343693/4194304 (55.9%)
==== Total Win32 BSP file data space used: 15228956 bytes ====

Linux Specific Data:
physicssurface [variable] 7351046/6291456 (116.8%) VERY FULL!
==== Total Linux BSP file data space used: 20236309 bytes ====

Total triangle count: 12728
Writing c:program filesvalvesteamsteamappsedamsourcesdk_contentcstrikemapsrcde_seaman.bsp
10 minutes, 26 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppsedamsourcesdk_contentcstrikemapsrcde_seaman.bsp" "c:program filesvalvesteamsteamappsedamcounter-strike sourcecstrikemapsde_seaman.bsp"

I find it odd, also, that VVIS takes 8 hours, whereas VRAD only takes 10 minutes.





Quote
Re: Map causing CSS to crash after I die
Posted by omegaslayer on Mon Feb 6th at 10:16pm 2006


For one: Vis should not take 8 hours to compile. My guess is this is your first HL2 map. And you have to understand that HL2 vis freaks out at the slightest amount of complex brush work. You can get around this by turning lots of brushes into func_detail. Generally when you hide all func_detail, your rooms should be relitively simple. (for examples in what to turn into func detail, look at the SDK maps). This massive vis data must be whats crashing CSS.

For two: it looks like you compiles RAD twice. In which case you only need to do it once (this may be the problem as well).






Quote
Re: Map causing CSS to crash after I die
Posted by wil5on on Mon Feb 6th at 11:46pm 2006


The fact that the Linux physicssurface data is over 100% full may be your problem... presumably thats because of complex brushwork. Try to simplify as many brushes as you can, as well as what Omegaslayer suggested.


&quot;If you talk at all during this lesson, you have detention. Do you understand?&quot;
- My yr11 Economics teacher



Quote
Re: Map causing CSS to crash after I die
Posted by Edamr on Tue Feb 7th at 8:26am 2006


Yeah, I think VVIS is due to my excessive use of displacements ?_?

So, destroyed all displacements just to test, and that didn't stop it crashing. Neither did turning brushes into func_detail.

VRAD runs twice because I'm making an HDR map.

Would reducing the displacements surfaces reduce the linuxphysicsurface?




Quote
Re: Map causing CSS to crash after I die
Posted by wil5on on Tue Feb 7th at 9:28am 2006


VIS ignores displacements, so deleting them wouldnt have affected it... I'm not sure what linuxphysicssurfaces is, displacements could contribute to that. Whatever it is thats sending that over 100%, it must be major, since generally youd have to have a gigantic map before worrying about those limits.


&quot;If you talk at all during this lesson, you have detention. Do you understand?&quot;
- My yr11 Economics teacher



Quote
Re: Map causing CSS to crash after I die
Posted by Edamr on Tue Feb 7th at 2:13pm 2006


Thing is, I imagine it's some sort of entity causing the problem, or something that alters on round change. It's not the death per se that causes the crash, it's the game trying to start a new round.




Quote
Re: Map causing CSS to crash after I die
Posted by omegaslayer on Tue Feb 7th at 6:07pm 2006


This sounds like it needs to be a hands on type of thing. You can send me the VMF via email (omegaslayer4777@hotmail.com), or send me a download link in a PM. Other than that, I can only suggest hitting alt-p to check for problems in the map.







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