svc_bad

svc_bad

Re: svc_bad Posted by Renegade on Sat Mar 6th 2004 at 8:10am
Renegade
5 posts
Posted 2004-03-06 8:10am
Renegade
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5 posts 1 snarkmarks Registered: Mar 6th 2004 Location: Australia
A map that i made has svc_bad errors in it, so i cut back on the breakables and so on, but it still isn't working, even though i have cut back to like 10 entities that spawn models, any help?
Re: svc_bad Posted by $loth on Sat Mar 6th 2004 at 9:07am
$loth
2256 posts
Posted 2004-03-06 9:07am
$loth
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2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
This is usually a memory problem. This error is usually caused by too many entitys that create models - like gib shooters, breakables and pushables. a solution.....Cut back on these
also compiling with -onlyents flag and having changed the geometry of the map can cause problems . Also the SVC problem can happen because of various combinations of entities that are on the map together, often a common cause of SVC bad is a bad compile where a brush based entity hasn't been compiled properly, so this can even be caused by a brush based entity with an invalid shape.
Good luck!
Re: svc_bad Posted by Orpheus on Sat Mar 6th 2004 at 9:14am
Orpheus
13860 posts
Posted 2004-03-06 9:14am
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
post your compile log.

i am betting its tools.
Re: svc_bad Posted by Renegade on Sun Mar 7th 2004 at 10:14am
Renegade
5 posts
Posted 2004-03-07 10:14am
Renegade
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5 posts 1 snarkmarks Registered: Mar 6th 2004 Location: Australia
Thanks for your help, this is my log file.

hlcsg v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (
zoner@gearboxsoftware.com)
----- BEGIN hlcsg -----
Command line: "E:\\Program Files\\worldcraft\\ZHLT\\hlcsg.exe"-wadinclude camo.wad -wadinclude Opfor.wad -wadinclude halflife.wad -wadinclude xeno.wad -estimate E:\\alex\\prefab\\mission2.map


-= Current hlcsg Settings =-
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]


noclip [ off ] [ off ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]


Wadinclude list :
[zhlt.wad]
[camo.wad]
[Opfor.wad]
[halflife.wad]
[xeno.wad]


entering E:\\alex\\prefab\\mission2.map
CreateBrush:
(27.72 seconds)
SetModelCenters:
(0.02 seconds)
CSGBrush:
(11.20 seconds)
Using WAD File: \\program files\\half-life\\gearbox\\decals.wad
Embedding textures from WAD File [\\program files\\half-life\\gearbox\\halflife.wad] into BSP
Using WAD File: \\program files\\half-life\\gearbox\\op4ctf.wad
Embedding textures from WAD File [\\program files\\half-life\\gearbox\\opfor.wad] into BSP
Embedding textures from WAD File [\\program files\\half-life\\gearbox\\xeno.wad] into BSP
Embedding textures from WAD File [\\program files\\half-life\\gearbox\\camo.wad] into BSP
added 16 additional animating textures.
Texture usage is at 0.85 mb (of 4.00 mb MAX)
45.61 seconds elapsed


----- END hlcsg -----



hlbsp v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (
zoner@gearboxsoftware.com)
----- BEGIN hlbsp -----
Command line: "E:\\Program Files\\worldcraft\\ZHLT\\hlbsp.exe"-estimate E:\\alex\\prefab\\mission2.map


-= Current hlbsp Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]


noclip [ off ] [ off ]
nofill [ off ] [ off ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'E:\\alex\\prefab\\mission2.prt'
24.48 seconds elapsed


----- END hlbsp -----



hlvis v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (
zoner@gearboxsoftware.com)
----- BEGIN hlvis -----
Command line: "E:\\Program Files\\worldcraft\\ZHLT\\hlvis.exe"-estimate E:\\alex\\prefab\\mission2.map


-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]


fast vis [ off ] [ off ]
full vis [ off ] [ off ]


792 portalleafs
2691 numportals
BasePortalVis:
(42.10 seconds)
LeafThread:
(2489.95 seconds)
average leafs visible: 147
g_visdatasize:35002 compressed from 78408
2534.09 seconds elapsed [42m 14s]


----- END hlvis -----



hlrad v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (
zoner@gearboxsoftware.com)
----- BEGIN hlrad -----
Command line: "E:\\Program Files\\worldcraft\\ZHLT\\hlrad.exe"-extra -smooth 90 -estimate E:\\alex\\prefab\\mission2.map


-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]


vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 256.000 ] [ 256.000 ]
circus mode [ off ] [ off ]


smoothing threshold [ 90.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]


texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]


global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 ] [ 1.000 ]
global gamma amount [ 0.500 ] [ 0.500 ]
global sky diffusion [ 1.000 ] [ 1.000 ]


opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]


4626 faces
Create Patches : 27693 base patches
0 opaque faces
432096 square feet [62221924.00 square inches]
10 direct lights


BuildFacelights:
(669.56 seconds)
visibility matrix : 45.7 megs
BuildVisLeafs:
(1195.76 seconds)
MakeScales:
(755.62 seconds)
SwapTransfers:
(913.56 seconds)
Transfer Lists : 48553620 transfers
Indices : 13608360 bytes
Data : 194214480 bytes
GatherLight:
(668.29 seconds)
FinalLightFace:
(101.93 seconds)
4464.94 seconds elapsed [1h 14m 24s]


----- END hlrad -----
Re: svc_bad Posted by Orpheus on Sun Mar 7th 2004 at 12:10pm
Orpheus
13860 posts
Posted 2004-03-07 12:10pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
well doo doo..

unless i missed something, the log was no help.. all i noticed was, why are you wadincluding known wads into the bsp? this might overinflate it for no reason.. tis nothin to do with the error maybe, but i did read something about textures someplace in my google search.. but damned if i can remember.

have you tried running a test map without any ents?

i would remove anything custom.. leave the lights, and items and whatnot, but remove anything you have constructed.. might narrow it down, if the error goes away.
Re: svc_bad Posted by Leperous on Sun Mar 7th 2004 at 12:14pm
Leperous
3382 posts
Posted 2004-03-07 12:14pm
Leperous
Creator of SnarkPit!
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3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
That looks mostly fine to me, except I don't think you need the -smooth 90 option when you run RAD. And like Orph said, don't -wadinclude those WADs, as they're huge! Try just a -nowadtextures option instead.

If you still have a problem:

Does the error still happen if you remove all your breakables? What about if you delete pretty much all the entities in your map? (make a backup of your RMF before you do this though, and don't bother with the VIS/RAD parts of your compile when you're messing around with the entities). If you're still having problems, try to find out what brushes might be causing it by deleting whole chunks of your map (and again, only run the CSG/BSP compilers). Bear in mind that it might be possible that VIS/RAD is causing this though :wink: Basically the message is to try to find your problem by reducing it down, but good luck :smile:
Re: svc_bad Posted by 7dk2h4md720ih on Sun Mar 7th 2004 at 1:20pm
7dk2h4md720ih
1976 posts
Posted 2004-03-07 1:20pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Is your E:/ drive your primary drive? If it's not try compiling off C:/. Hammer has problems working with more than one drive.
Re: svc_bad Posted by Orpheus on Sun Mar 7th 2004 at 1:26pm
Orpheus
13860 posts
Posted 2004-03-07 1:26pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Alien_Sniper said:
Is your E:/ drive your primary drive? If it's not try compiling off C:/. Hammer has problems working with more than one drive.
what dave said is true, but after looking at the log again... it appears as if all the processes are on "E"

but if dave is correct, and you do have some stuff on another drive, you will eventually run into trouble.

best follow Dave's advice just in case.

for the record tho, i am unsure if this error is cause by multiple drives :confused:

seems to me the final line is missing.. the "copy blah,blah onto blah, cannot overwrite blah" nonsense..

that line would show us if your compiler is on a different drive than halflife.
Re: svc_bad Posted by 7dk2h4md720ih on Sun Mar 7th 2004 at 1:43pm
7dk2h4md720ih
1976 posts
Posted 2004-03-07 1:43pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
I wasn't sure either, that's why I didn't mark it as an answer. Though it worth a mention though just in case. :smile:

I didn't find anything in english with a search either.
Re: svc_bad Posted by Renegade on Wed Mar 10th 2004 at 9:46am
Renegade
5 posts
Posted 2004-03-10 9:46am
Renegade
member
5 posts 1 snarkmarks Registered: Mar 6th 2004 Location: Australia
I will try getting rid all the entities and c what happens, thanks
Re: svc_bad Posted by Hornpipe2 on Wed Mar 10th 2004 at 7:07pm
Hornpipe2
636 posts
Posted 2004-03-10 7:07pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
ALT+P
Re: svc_bad Posted by Cash Car Star on Sun Mar 21st 2004 at 11:10pm
Cash Car Star
1260 posts
Posted 2004-03-21 11:10pm
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
Not to be a necromancer, but you don't have a func_plat with a negative height value, do you? Negative values in the wrong places on func_plats can cause this, if I remember right.
Re: svc_bad Posted by 7dk2h4md720ih on Sun Mar 21st 2004 at 11:17pm
7dk2h4md720ih
1976 posts
Posted 2004-03-21 11:17pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Jesus, you're sick.

Oh necromancer I get it. :dodgy:

And you're right, func_plats with negative values do indeed cause this error. I learned the hard way.
Re: svc_bad Posted by Orpheus on Sun Mar 21st 2004 at 11:27pm
Orpheus
13860 posts
Posted 2004-03-21 11:27pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Alien_Sniper said:
Jesus, you're sick.

Oh necromancer I get it. :dodgy:

And you're right, func_plats with negative values do indeed cause this error. I learned the hard way.
get your mind out of the negative gutter area dave :smile: