Mysterious and rare in game Map crash


TOP GUN Mav
05-14-2006, 08:15 PM
Hi guys,

I have had ONE person explain to me that they get a crash in my Map (which requires a reboot) when they enter one particular room. It is a darker room with some breakable wooden beams at one end that opens out to a canal area. This room is not unique as there are others that are similar and don't have this problem.

I haven't been able to re-produce the crash on my system, and it hasn't been reported from any of the previous 10 versions. The crash still occurs for this person even on the older versions. It seems to be just one room and one person......

I cant figure it out, any ideas as to why?

Has anyone come across this error before.

Is there a command to use to get steam engine to output a realtime bug report into a text document, so I can find out what happens just before the map crashes??

Here is my compile log for the map

NOTE only one error of ZERO AREA CHILDPATCH which I have been advised by interlopers can be ignored


** Executing...
** Command: "d:\steam\steamapps\...\sourcesdk\bin\vbsp.exe"
** Parameters: -game "d:\steam\steamapps\...\day of defeat source\dod" "D:\Steam\SteamApps\SourceMods\...\mapsrc\dod_tiger _prvtest6"

Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: d:\steam\steamapps\...\day of defeat source\dod\materials
Loading D:\Steam\SteamApps\SourceMods\...\mapsrc\dod_tiger _prvtest6.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 2060 detail faces...done (2)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing D:\Steam\SteamApps\SourceMods\...\mapsrc\dod_tiger _prvtest6.prt...done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_dod_04_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_dod_04_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) (2601937 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (6047755 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 5927 texinfos to 3314
Reduced 371 texdatas to 326 (15533 bytes to 12688)
Writing D:\Steam\SteamApps\SourceMods\...\mapsrc\dod_tiger _prvtest6.bsp
37 seconds elapsed
Memory leak: mempool blocks left in memory: 26

** Executing...
** Command: "d:\steam\steamapps\...\sourcesdk\bin\vvis.exe"
** Parameters: -game "d:\steam\steamapps\...\day of defeat source\dod" "D:\Steam\SteamApps\SourceMods\...\mapsrc\dod_tiger _prvtest6"

Valve Software - vvis.exe (Jan 2 2006)
1 threads
reading d:\steam\steamapps\sourcemods\...\mapsrc\dod_tiger _prvtest6.bsp
reading d:\steam\steamapps\sourcemods\...\mapsrc\dod_tiger _prvtest6.prt
3407 portalclusters
10123 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (67)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (10966)
Optimized: 35734 visible clusters (0.00%)
Total clusters visible: 1058419
Average clusters visible: 310
Building PAS...
Average clusters audible: 1727
visdatasize:1652757 compressed from 2943648
writing d:\steam\steamapps\sourcemods\...\mapsrc\dod_tiger _prvtest6.bsp
3 hours, 3 minutes, 58 seconds elapsed

** Executing...
** Command: "d:\steam\steamapps\...\sourcesdk\bin\vrad.exe"
** Parameters: -both -game "d:\steam\steamapps\...\day of defeat source\dod" "D:\Steam\SteamApps\SourceMods\...\mapsrc\dod_tiger _prvtest6"

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

Loading d:\steam\steamapps\sourcemods\...\mapsrc\dod_tiger _prvtest6.bsp
10332 faces
14 degenerate faces
797424 square feet [114829088.00 square inches]
520 displacements
129069 square feet [18586016.00 square inches]
10318 patches before subdivision
zero area child patch
70499 patches after subdivision
41 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (544)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (223)
transfers 3336437, max 719
transfer lists: 25.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(235784, 202048, 109269)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(31787, 23941, 10159)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(5020, 3317, 1156)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(967, 575, 182)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(230, 124, 41)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(71, 35, 13)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(28, 12, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(13, 5, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(7, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0972 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
8 of 8 (100% 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 44/1024 2112/49152 ( 4.3%)
brushes 3477/8192 41724/98304 (42.4%)
brushsides 24981/65536 199848/524288 (38.1%)
planes 21200/65536 424000/1310720 (32.3%)
vertexes 30759/65536 369108/786432 (46.9%)
nodes 7162/65536 229184/2097152 (10.9%)
texinfos 3314/12288 238608/884736 (27.0%)
texdata 326/2048 10432/65536 (15.9%)
dispinfos 520/0 91520/0 ( 0.0%)
disp_verts 16424/0 328480/0 ( 0.0%)
disp_tris 22592/0 45184/0 ( 0.0%)
disp_lmsamples 403116/0 403116/0 ( 0.0%)
faces 10332/65536 578592/3670016 (15.8%)
origfaces 6600/65536 369600/3670016 (10.1%)
leaves 7207/65536 230624/2097152 (11.0%)
leaffaces 15319/65536 30638/131072 (23.4%)
leafbrushes 12572/65536 25144/131072 (19.2%)
areas 3/256 24/2048 ( 1.2%)
surfedges 77240/512000 308960/2048000 (15.1%)
edges 50885/256000 203540/1024000 (19.9%)
LDR worldlights 40/8192 3520/720896 ( 0.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1791/32768 17910/327680 ( 5.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 30120/65536 60240/131072 (46.0%)
cubemapsamples 102/1024 1632/16384 (10.0%)
overlays 66/512 23232/180224 (12.9%)
LDR lightdata [variable] 3180324/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1652757/16777216 ( 9.9%)
entdata [variable] 117699/393216 (29.9%)
LDR leaf ambient 7207/65536 172968/1572864 (11.0%)
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] 1/39716 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/67524 ( 0.0%)
pakfile [variable] 8950417/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 2601937/4194304 (62.0%)
==== Total Win32 BSP file data space used: 20913078 bytes ====

Linux Specific Data:
physicssurface [variable] 6047755/6291456 (96.1%) VERY FULL!
==== Total Linux BSP file data space used: 24358896 bytes ====

Total triangle count: 30312
Writing d:\steam\steamapps\sourcemods\...\mapsrc\dod_tiger _prvtest6.bsp
13 minutes, 14 seconds elapsed
Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']

Loading d:\steam\steamapps\sourcemods\...\mapsrc\dod_tiger _prvtest6.bsp
10332 faces
14 degenerate faces
797424 square feet [114829088.00 square inches]
520 displacements
129069 square feet [18586016.00 square inches]
10318 patches before subdivision
zero area child patch
70499 patches after subdivision
41 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (544)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (224)
transfers 3336437, max 719
transfer lists: 25.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(203563, 176034, 97279)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(27529, 20903, 9056)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(4364, 2906, 1034)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(844, 505, 163)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(201, 109, 37)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(62, 31, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(24, 11, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(11, 4, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(6, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0976 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
8 of 8 (100% 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 44/1024 2112/49152 ( 4.3%)
brushes 3477/8192 41724/98304 (42.4%)
brushsides 24981/65536 199848/524288 (38.1%)
planes 21200/65536 424000/1310720 (32.3%)
vertexes 30759/65536 369108/786432 (46.9%)
nodes 7162/65536 229184/2097152 (10.9%)
texinfos 3314/12288 238608/884736 (27.0%)
texdata 326/2048 10432/65536 (15.9%)
dispinfos 520/0 91520/0 ( 0.0%)
disp_verts 16424/0 328480/0 ( 0.0%)
disp_tris 22592/0 45184/0 ( 0.0%)
disp_lmsamples 403116/0 403116/0 ( 0.0%)
faces 10332/65536 578592/3670016 (15.8%)
origfaces 6600/65536 369600/3670016 (10.1%)
leaves 7207/65536 230624/2097152 (11.0%)
leaffaces 15319/65536 30638/131072 (23.4%)
leafbrushes 12572/65536 25144/131072 (19.2%)
areas 3/256 24/2048 ( 1.2%)
surfedges 77240/512000 308960/2048000 (15.1%)
edges 50885/256000 203540/1024000 (19.9%)
LDR worldlights 40/8192 3520/720896 ( 0.5%)
HDR worldlights 40/8192 3520/720896 ( 0.5%)
waterstrips 1791/32768 17910/327680 ( 5.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 30120/65536 60240/131072 (46.0%)
cubemapsamples 102/1024 1632/16384 (10.0%)
overlays 66/512 23232/180224 (12.9%)
LDR lightdata [variable] 3180324/0 ( 0.0%)
HDR lightdata [variable] 3180324/0 ( 0.0%)
visdata [variable] 1652757/16777216 ( 9.9%)
entdata [variable] 117699/393216 (29.9%)
LDR leaf ambient 7207/65536 172968/1572864 (11.0%)
HDR leaf ambient 7207/65536 172968/1572864 (11.0%)
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] 1/39716 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/67524 ( 0.0%)
pakfile [variable] 8950417/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 2601937/4194304 (62.0%)
==== Total Win32 BSP file data space used: 24269890 bytes ====

Linux Specific Data:
physicssurface [variable] 6047755/6291456 (96.1%) VERY FULL!
==== Total Linux BSP file data space used: 27715708 bytes ====

Total triangle count: 30312
Writing d:\steam\steamapps\sourcemods\...\mapsrc\dod_tiger _prvtest6.bsp
13 minutes, 11 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Steam\SteamApps\SourceMods\...\mapsrc\dod_tiger _prvtest6.bsp" "d:\steam\steamapps\...\day of defeat source\dod\maps\dod_tiger_prvtest6.bsp"

Dash
05-14-2006, 08:44 PM
I'd consider that as a client-side bug. If he's the only one crashing there it's most likely his problem...

CoolHand
05-14-2006, 11:32 PM
Yeah this can happen for all sort of reason. I would not really bother unless more would come with a similar problem.

But I know Fuzzdad posted something about debugging map crashes. Maybe ask him how to do it. Can't remember where this was posted. Either here or on CoJ forum.

[SAS]==Colster==
05-15-2006, 12:29 AM
Was this while running on a linux server?

I'm not sure what this message means but I guess its trying to tell you something.


Linux Specific Data:
physicssurface [variable] 6047755/6291456 (96.1%) VERY FULL!

What is he doing in this room when it crashes?

In early versions of stquentin, I think it was a small gap in the brushwork that meant if someone fired a bazooka at it the shell could potentially go through and end up in the void beyond the map which seg faulted the server.

TOP GUN Mav
05-15-2006, 06:01 AM
The user has a very beefy system with a 256mb 7800gtx 2 gig ram 3500+ amd 64.

He is running in WIN32 so Linux is not the issue. That figure you see is for the physics surfaces data. I have heard of maps around 200% fullness that don't experience problems. Usually you will see physics bugs not map crashes when these figures are over 100%.

He is just walking through the room when it occurs, although once he said he made it trough the room then it crashed about 20 seconds after.

I'll check it again for leaks, and see how my hint brushes are around that area.

The tut Fuzzdad has written would be useful, i'll see if i can find it.

ATM it is only one person, but I'd like to find out why its doing this on my map, and not on other custom maps (he has most of them too he says)

Thanks for helping me too guys :)

Dash
05-15-2006, 07:16 AM
I didn't notice the

Linux Specific Data:
physicssurface [variable] 6047755/6291456 (96.1%) VERY FULL!

This can cause map crashes. Try putting occluder brushes in the walls of the room where he is, he might be having vertex overloads due to too many models being rendered.

TOP GUN Mav
05-15-2006, 08:47 AM
Interesting, Thanks for info DASH. (this guys has a 7800GTX 256mb video card and 2 gig of ram, I somewhat doubt that it is a vertext overload, as i have a 256mb 9600xt with only 756mb ram and It doesn't crash for me)

Does the Linux data effect the WIN32 Users?? Because the user who is having this problem is using WIN32 platform.

There is not alot of models etc near this spot of the map, infact he main street of my map has alot models and detail and there are no problems there. I am going to check out my displacements and see if I can reduce the Linux specific data some more. Down to a level that is not VERY FULL.

BUT, a previous version of my map had only 40% linux specific physics data and it was crashing for him too, in the same room :(

This is just something really wierd and really annoying to know about and not have any clue as to why it is occuring.

Does anyone know a console command or link for instructions to debugging my map via a dump of what is occuring in the valve engine when the map crashes?

HellStar
05-15-2006, 09:39 AM
I had a problem with one particular map, dod_tiger_source. Whenever I went below the bridge I crashed to desktop.

I also have a Geforce 7800 GTX 256mb, 2Gb ram, Athlon 4200+ Dual core cpu.

I found it was the nvidia forceware drivers doing this (78.03), when I installed the latest 84.21 drivers the problem went away.

Not sure if this is related, but it may help.

TOP GUN Mav
05-15-2006, 06:55 PM
LOL Hellstar,

That's the map he is having trouble with.

Thanks for the info, I'll pass it onto the player who is having the problem and see if that fixes it.

HellStar
05-16-2006, 10:12 AM
Lol, what a coincidence :)

Funnily enough when I ran this on our server someone else had the same problem, they actually emailed me explaining this same problem. At the time it worked fine for me (must have had different forceware drivers at the time).

I could'nt help them, but I did advise trying other gfx drivers in case it was those doing it.

When I had the problem myself I did not immeadiately conclude it was the forceware drivers doing it. It was after I installed the new forceware drivers I decided to 'brave' running underneath the bridge again to see if I crashed...and it did'nt! :)

TOP GUN Mav
05-17-2006, 06:56 PM
Well I've discovered that 2 people somewhere in the world with 7800GT's cards have had this problem.

Its seems the simple fix is for them to update their Nvidia graphics drivers to the latest ones (currently 84. something)

Thanks for the help and info guys.

TGM

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