Loading Problems (CS:S)

Loading Problems (CS:S)

Re: Loading Problems (CS:S) Posted by supacomix.njb on Sat Oct 28th 2006 at 5:38pm
supacomix.njb
33 posts
Posted 2006-10-28 5:38pm
33 posts 133 snarkmarks Registered: Sep 16th 2006 Occupation: Student Location: England
Right i've just started making a new map, its got a sky box, light_environment, a small building, a CT spawn point, a T spawn point, buyzones and a bomb site.

But when i load the map from both the console and the create server area the map begins to load but then the game just crashed and shuts down.

This has not happened to me before, i have 2 other working maps and the maps which come with CSS work.

So whats the problem, i checked the Compiling Log and the only errors were some models which don't load. But everything else seems fine.

Anyone got any suggestions?
Re: Loading Problems (CS:S) Posted by omegaslayer on Sat Oct 28th 2006 at 5:58pm
omegaslayer
2481 posts
Posted 2006-10-28 5:58pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Post your compile log - lots of times people miss things. Chances are I think you will have a similar problem like this guy:

http://www.snarkpit.net/forums.php?forum=6&topic=7288&6
Posting And You
Re: Loading Problems (CS:S) Posted by supacomix.njb on Sat Oct 28th 2006 at 6:08pm
supacomix.njb
33 posts
Posted 2006-10-28 6:08pm
33 posts 133 snarkmarks Registered: Sep 16th 2006 Occupation: Student Location: England
This is my compile log:

** Executing...
** Command: "c:\program files\valve\steam\steamapps\scp_winter\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\scp_winter\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\scp_winter\sourcesdk_content\cstrike\mapsrc\de_area65"

Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: c:\program files\valve\steam\steamapps\scp_winter\counter-strike source\cstrike\materials
Loading C:\Program Files\Valve\Steam\SteamApps\scp_winter\sourcesdk_content\cstrike\mapsrc\de_area65.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity prop_static (308.00 -501.00 55.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_wasteland02rt"
Can't load skybox file skybox/sky_wasteland02 to build the default cubemap!
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 (0) (99910 bytes)
Error! prop_static using model "models/props/cs_office/file_cabinet1_group.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/file_cabinet1_group.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 324 texinfos to 210
Reduced 31 texdatas to 28 (740 bytes to 660)
Writing C:\Program Files\Valve\Steam\SteamApps\scp_winter\sourcesdk_content\cstrike\mapsrc\de_area65.bsp
7 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\scp_winter\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\scp_winter\counter-strike source\cstrike" -fast "C:\Program Files\Valve\Steam\SteamApps\scp_winter\sourcesdk_content\cstrike\mapsrc\de_area65"

Valve Software - vvis.exe (May 22 2006)
fastvis = true
1 threads
reading c:\program files\valve\steam\steamapps\scp_winter\sourcesdk_content\cstrike\mapsrc\de_area65.bsp
reading c:\program files\valve\steam\steamapps\scp_winter\sourcesdk_content\cstrike\mapsrc\de_area65.prt
LoadPortals: couldn't read c:\program files\valve\steam\steamapps\scp_winter\sourcesdk_content\cstrike\mapsrc\de_area65.prt

** Executing...
** Command: "c:\program files\valve\steam\steamapps\scp_winter\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\scp_winter\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\scp_winter\sourcesdk_content\cstrike\mapsrc\de_area65"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\scp_winter\sourcesdk_content\cstrike\mapsrc\de_area65.bsp
No vis information, direct lighting only.
1727 faces
816314 square feet [117549344.00 square inches]
2 displacements
76398 square feet [11001375.00 square inches]
12 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (110)
Build Patch/Sample Hash Table(s).....Done<0.0323 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 7/1024 336/49152 ( 0.7%)
brushes 286/8192 3432/98304 ( 3.5%)
brushsides 1738/65536 13904/524288 ( 2.7%)
planes 702/65536 14040/1310720 ( 1.1%)
vertexes 2537/65536 30444/786432 ( 3.9%)
nodes 1161/65536 37152/2097152 ( 1.8%)
texinfos 210/12288 15120/884736 ( 1.7%)
texdata 28/2048 896/65536 ( 1.4%)
dispinfos 2/0 352/0 ( 0.0%)
disp_verts 162/0 3240/0 ( 0.0%)
disp_tris 256/0 512/0 ( 0.0%)
disp_lmsamples 31840/0 31840/0 ( 0.0%)
faces 1727/65536 96712/3670016 ( 2.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 866/65536 48496/3670016 ( 1.3%)
leaves 1169/65536 37408/2097152 ( 1.8%)
leaffaces 2067/65536 4134/131072 ( 3.2%)
leafbrushes 508/65536 1016/131072 ( 0.8%)
areas 3/256 24/2048 ( 1.2%)
surfedges 11549/512000 46196/2048000 ( 2.3%)
edges 6686/256000 26744/1024000 ( 2.6%)
LDR worldlights 12/8192 1056/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 114/32768 1140/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1758/65536 3516/131072 ( 2.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 5/512 1760/180224 ( 1.0%)
LDR lightdata [variable] 2248400/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 4321/393216 ( 1.1%)
LDR leaf ambient 1169/65536 28056/1572864 ( 1.8%)
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] 1/3802 ( 0.0%)
pakfile [variable] 20288/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 99910/4194304 ( 2.4%)

Total Win32 BSP file data space used: 2820447 bytes

Total triangle count: 4655
Writing c:\program files\valve\steam\steamapps\scp_winter\sourcesdk_content\cstrike\mapsrc\de_area65.bsp
1 minute, 52 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\scp_winter\sourcesdk_content\cstrike\mapsrc\de_area65.bsp" "c:\program files\valve\steam\steamapps\scp_winter\counter-strike source\cstrike\maps\de_area65.bsp"

I even ran it on Fast Vis like u suggested the guy on that link u gave me should do, but it still doesn't work.
Re: Loading Problems (CS:S) Posted by omegaslayer on Sat Oct 28th 2006 at 6:13pm
omegaslayer
2481 posts
Posted 2006-10-28 6:13pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Valve Software - vvis.exe (May 22 2006)

fastvis = true

1 threads

reading c:\program files\valve\steam\steamapps\scp_winter\sourcesdk_content\cstrike\mapsrc\de_area65.bsp

reading c:\program files\valve\steam\steamapps\scp_winter\sourcesdk_content\cstrike\mapsrc\de_area65.prt

LoadPortals: couldn't read c:\program files\valve\steam\steamapps\scp_winter\sourcesdk_content\cstrike\mapsrc\de_area65.prt
I don't know why...but vis isn't even getting done here. Alls I can
suggest is try compiling the map on full vis. Now if you come back and
tell me that full vis takes to long, then you need to do some
optimization of vis before continuing.

Edit:

Here is a great place to read up on optimization of vis:

http://developer.valvesoftware.com/wiki/Controlling_Geometry_Visibility_and_Compile_Times
Posting And You
Re: Loading Problems (CS:S) Posted by Campaignjunkie on Sat Oct 28th 2006 at 8:52pm
Campaignjunkie
1309 posts
Posted 2006-10-28 8:52pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
**** leaked ****
Entity prop_static (308.00 -501.00 55.00) leaked!

You have a leak, and it's almost definitely the source of all your problems. It's why VIS isn't running and why CS:S crashes on map load - it can't optimize your map because of the leak. Read this article on the Valve wiki for more information and how to fix it: http://developer.valvesoftware.com/wiki/Leak
Re: Loading Problems (CS:S) Posted by omegaslayer on Sat Oct 28th 2006 at 9:29pm
omegaslayer
2481 posts
Posted 2006-10-28 9:29pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Damn how did I miss that?!
Posting And You
Re: Loading Problems (CS:S) Posted by supacomix.njb on Sun Oct 29th 2006 at 1:33pm
supacomix.njb
33 posts
Posted 2006-10-29 1:33pm
33 posts 133 snarkmarks Registered: Sep 16th 2006 Occupation: Student Location: England
Well i fixed the leaks, but it still does not work.

But i am unsure how i'd set it to use Full Vis, all i can see is Fast Vis.
Re: Loading Problems (CS:S) Posted by Orpheus on Sun Oct 29th 2006 at 1:45pm
Orpheus
13860 posts
Posted 2006-10-29 1:45pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
supacomix.njb said:
Well i fixed the leaks, but it still does not work.
Uh huh. How about reposting the newer log and letting our eyes behold the wonders?

Sometimes, as Master Omega so aptly displayed, more eyes = better results.

The best things in life, aren't things.
Re: Loading Problems (CS:S) Posted by supacomix.njb on Sun Oct 29th 2006 at 2:39pm
supacomix.njb
33 posts
Posted 2006-10-29 2:39pm
33 posts 133 snarkmarks Registered: Sep 16th 2006 Occupation: Student Location: England
Wait i fixed it.

It was something to do with me not doing a set of glass properly, i tried to make that glass which you can shoot then crawl through, but when i removed it the map worked.

Thanx for everyones help!
Re: Loading Problems (CS:S) Posted by omegaslayer on Sun Oct 29th 2006 at 10:42pm
omegaslayer
2481 posts
Posted 2006-10-29 10:42pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
supacomix.njb said:
Well i fixed the leaks, but it still does not work.
Uh huh. How about reposting the newer log and letting our eyes behold the wonders?

Sometimes, as Master Omega so aptly displayed, more eyes = better results.
Master...more like the master of POO! (Napoleon Dynamite reference)
Posting And You