Map Crashes Server


tizomiz
03-20-2006, 11:01 AM
Help me :(

Ok, I have come to my wits end with my map. It keeps crashing the server and I have no idea why. At first I noticed that there was an entity in the game that did not belong. I then removed that entity and then went over all my entities, errors, etc....
Now the map will play if you use it as "Create Server" but crashes the game server every time it is turned on. Usually this happens when things in the map are missing on the server, however we can not find anything missing or were it is not suppose to be. At this point im so aggrevated I cant think straight. Here is a copy of the map, res, and txt file in case anyone can think of somthing I have missed.


http://murdergrounds.com/mapping/dod_zendungraph_VR1.bsp

http://murdergrounds.com/mapping/dod_zendungraph_VR1.res

http://murdergrounds.com/mapping/dod_zendungraph_VR1.txt


What is even more fustrating is that I have not added anything to the map, merely switched stuff around and moved a few walls. With that being said, I found this error in my console

"
End loading faces (loads materials)
default error texture maps/dod_zendungraph_VR1/cubemapdefault"


Is this error related to not having a default cubemap for the skybox? If it is, does the game not supply it?

Is there any tips on when a map will plays fine on a person box but crashes the server with the same file?

KominAaa
03-20-2006, 01:05 PM
can you post the compile log?

tizomiz
03-20-2006, 04:31 PM
KominAaa



Darn, I forgot to copy the report from my compile a litte while ago. It stilled crashed the server after I made some changes, so I will try again and then post hte compile for review....... I thought lingering entities was to blame, however there are none now and it still crashes the server, but can run when someone loads it on their computer. I will have the compile report later tonight, after I get off at 11pm, I cna compile it and then post the results... Thank you for taking the time to reply, I know I dont have enough info to supply for trouble shooting as Im stummped to what it can be, I have gone over everything (or so I think)........Ill post later tonight..... Thanx guys


TiZ

Buzzaard
03-20-2006, 05:27 PM
Not Found
Sorry, the requested URL /mapping/dod_zendungraph_VR1.bsp was not found on this server.


I get a not found error.

PM me I have some mapping experiance and I have a dedicated server I can test it on and maybe catch some error codes.

dart
03-20-2006, 05:56 PM
Make sure you dont have any
brush #: bounds out of range

in your compile log, if you do go to that brush, delete it and remake it.

otF yetihw
03-20-2006, 06:59 PM
Do you mind if I decompile it to take alook?

tizomiz
03-20-2006, 07:28 PM
Im sorry guys, Im slammed at work and cant get off the phone....
i will be back late tonight with more info....... we think that my water had slivers still in the map when a carve went bad....this was causing some issues with the textures and entities with the water.....i think we may have figured it out, but I want to test later before we know for sure...i will keep u psoted as we examine this new found problllllllllllllllllllllllll dhopefully cause of the crash......es :))

El Capitan
03-20-2006, 07:59 PM
Try using func_ladders on a brush rather than the info_ladder/info_ladder_dismount.

I also noticed you only have one cubemap in there, and its underneath a displacement. Place it above the water surface and use the "pick" tool to select the water for "brush faces" - Make sure its not under the displacements as it is now!

Also add some more cubemaps in the rooms. Theres only 1 at the moment.

Then run buildcubemaps in console with HDR enabled THEN with HDR disabled and use pakrat to include any custom material AFTER doing this!

I'm pretty confident the problem is due to the cubemaps! Good luck!

Buzzaard
03-20-2006, 08:14 PM
Ok there are several errors the one that is probably killing the Linux server is this:


SurfFlagsToSortGroup: unhandled flags (400840) (nature/cliffface001a)!
- This implies you have a surfae (usually a displacement) embedded in solid.
- Look near (-2721.8, 1572.1, -33.0)

I can run it on my Widows based dedicated server but the linux one crashes with no logs.

I also had to run it as a listen server to grab all the errors.

See my attached condump for all the errors.

You also have an old format VTF file that you are using

CoolHand
03-20-2006, 11:40 PM
Originally posted by Buzzaard
I also had to run it as a listen server to grab all the errors.


How do you run it as a listen server to grab all the errors?

I would really appreciate the info :)

tizomiz
03-21-2006, 07:21 PM
Fellow Mappers

well im a total noob and deserve to be laughed at. I have been using -nolinuxdata as one of the parameters in my compiling. This of course after realizing it was the problem the whole time...im so stupid and over looked the basics...... I know that I need more cubemaps, upon terring the map apart I removed the cubmaps as I removed walls and stuff. Im so disappointed in myself for overlooking this major factor and putting my good friend B@D as well as -=KURT=- from ss through hell over this rookie amateur mistake. Since it is working now, I will fully compile it tonight and offer it for download tomorrow (after we test it and make sure it works) so far with basic compiles, it is running. Man I can not believe I overlooked it. Thanx for all the feed back guys, you are all very informal and have been a big help.....Kurt, I will e-mail you later .....thanx guys

tizomiz
03-22-2006, 10:51 AM
UPDATE::


Map is done and working good (Finally). I have some slight issue to iron out with it, but v2 can accomidate those things. If any of you are interested here is the compile report from my map.....I see some issues but they have not greatly affected the map playing in anyway. The map should be up on murdergrounds today and possibly the -=ss=- servers. This is my first real map and I still have tons to learn. These forums are so helpful, anyone can learn how to map just by reading all of your posts....


Till Next Time:






** Executing...
** Command: "c:\program files\steam\steamapps\tizomiz@yahoo.com\sourcesdk\ bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\tizomiz@yahoo.com\day of defeat source\dod" "c:\program files\steam\steamapps\tizomiz@yahoo.com\sourcesdk_ content\dod\mapsrc\test"

Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: c:\program files\steam\steamapps\tizomiz@yahoo.com\day of defeat source\dod\materials
Loading c:\program files\steam\steamapps\tizomiz@yahoo.com\sourcesdk_ content\dod\mapsrc\test.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 (1)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing c:\program files\steam\steamapps\tizomiz@yahoo.com\sourcesdk_ content\dod\mapsrc\test.prt...done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 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 (1) (1476146 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (2) (3522426 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 4543 texinfos to 2939
Reduced 89 texdatas to 83 (2841 bytes to 2436)
Writing c:\program files\steam\steamapps\tizomiz@yahoo.com\sourcesdk_ content\dod\mapsrc\test.bsp
24 seconds elapsed
Memory leak: mempool blocks left in memory: 10

** Executing...
** Command: "c:\program files\steam\steamapps\tizomiz@yahoo.com\sourcesdk\ bin\vvis.exe"
** Parameters: -fast -game "c:\program files\steam\steamapps\tizomiz@yahoo.com\day of defeat source\dod" "c:\program files\steam\steamapps\tizomiz@yahoo.com\sourcesdk_ content\dod\mapsrc\test"

Valve Software - vvis.exe (Jan 2 2006)
fastvis = true
1 threads
reading c:\program files\steam\steamapps\tizomiz@yahoo.com\sourcesdk_ content\dod\mapsrc\test.bsp
reading c:\program files\steam\steamapps\tizomiz@yahoo.com\sourcesdk_ content\dod\mapsrc\test.prt
3111 portalclusters
10401 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (124)
WARNING: Cluster portals saw into cluster
Optimized: 349330 visible clusters (0.00%)
Total clusters visible: 8381980
Average clusters visible: 2694
Building PAS...
Average clusters audible: 3070
visdatasize:2390598 compressed from 2439024
writing c:\program files\steam\steamapps\tizomiz@yahoo.com\sourcesdk_ content\dod\mapsrc\test.bsp
2 minutes, 18 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\tizomiz@yahoo.com\sourcesdk\ bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\tizomiz@yahoo.com\day of defeat source\dod" "c:\program files\steam\steamapps\tizomiz@yahoo.com\sourcesdk_ content\dod\mapsrc\test"

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

Loading c:\program files\steam\steamapps\tizomiz@yahoo.com\sourcesdk_ content\dod\mapsrc\test.bsp
10327 faces
5 degenerate faces
1672521 square feet [240843072.00 square inches]
227 displacements
1809742 square feet [260602896.00 square inches]
10322 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
100092 patches after subdivision
62 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (958)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1362)
transfers 8932009, max 2431
transfer lists: 68.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(211920, 201439, 145162)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(21895, 17859, 10012)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(1886, 1362, 595)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(327, 211, 78)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(72, 44, 15)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(23, 14, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(9, 5, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(4, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.2458 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (51)
FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
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 6/1024 288/49152 ( 0.6%)
brushes 1594/8192 19128/98304 (19.5%)
brushsides 12946/65536 103568/524288 (19.8%)
planes 13576/65536 271520/1310720 (20.7%)
vertexes 21866/65536 262392/786432 (33.4%)
nodes 6994/65536 223808/2097152 (10.7%)
texinfos 2939/12288 211608/884736 (23.9%)
texdata 83/2048 2656/65536 ( 4.1%)
dispinfos 227/0 39952/0 ( 0.0%)
disp_verts 9211/0 184220/0 ( 0.0%)
disp_tris 13600/0 27200/0 ( 0.0%)
disp_lmsamples 998085/0 998085/0 ( 0.0%)
faces 10327/65536 578312/3670016 (15.8%)
origfaces 4961/65536 277816/3670016 ( 7.6%)
leaves 7001/65536 224032/2097152 (10.7%)
leaffaces 11164/65536 22328/131072 (17.0%)
leafbrushes 8125/65536 16250/131072 (12.4%)
areas 3/256 24/2048 ( 1.2%)
surfedges 67320/512000 269280/2048000 (13.1%)
edges 37200/256000 148800/1024000 (14.5%)
LDR worldlights 62/8192 5456/720896 ( 0.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 800/32768 8000/327680 ( 2.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 12843/65536 25686/131072 (19.6%)
cubemapsamples 5/1024 80/16384 ( 0.5%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 8703988/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 2390598/16777216 (14.2%)
entdata [variable] 52397/393216 (13.3%)
LDR leaf ambient 7001/65536 168024/1572864 (10.7%)
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] 1/1781004 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/71470 ( 0.0%)
pakfile [variable] 48621/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 1476146/4194304 (35.2%)
==== Total Win32 BSP file data space used: 16760267 bytes ====

Linux Specific Data:
physicssurface [variable] 3522426/6291456 (56.0%)
==== Total Linux BSP file data space used: 18806547 bytes ====

Total triangle count: 27278
Writing c:\program files\steam\steamapps\tizomiz@yahoo.com\sourcesdk_ content\dod\mapsrc\test.bsp
40 minutes, 59 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\tizomiz@yahoo.com\sourcesdk_ content\dod\mapsrc\test.bsp" "c:\program files\steam\steamapps\tizomiz@yahoo.com\day of defeat source\dod\maps\test.bsp"

otF yetihw
03-22-2006, 11:31 AM
Had a quick peek, only problem I could see was this

WARNING: Cluster portals saw into cluster

which is usually caused by overlapping brushwork. Changing some things to func_detail or simply fixing overlapping brushes can fix this.

I notice that was fast vis, is it compiling ok on full VIS? Also if that was fast RAD and it took 40 odd minutes, thats probably because of the cluster portals error.

tizomiz
03-22-2006, 11:58 AM
yeah, i used a fast vis compile on that one.........It works on full too as well. I ran a full compile on it this morning and it should be good to go....To bad the protal cluster error does not show exactly on the grid were the problem is, it would be easier to fix :)
The full run is done and we are testing it again to make sure, I think were good to go.....

Ginger Lord
03-22-2006, 12:54 PM
Remember linux is case sensitive, ages ago I had a problem in Density that cauised Linux servers to crash when a certain object was triggered.

It was triggering "Flag2" or something and there was only "flag2" to trigger so for windows it worked and Linux just went wtf, and crashed.

But yeah, -nolinuxdata is another way to crash a server.

Buzzaard
03-22-2006, 07:28 PM
Its up and running on our server
-=SS=-

tizomiz
03-27-2006, 02:04 PM
Awesome..............

Sry I havent posted sooner. Been busy as hell. If I get a chance tonight, I will come play..Thanx again......

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
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