DoD Crashing - linked to one map...my own


pluckster
08-15-2006, 12:00 PM
ok now that ive ruled out compile time errors(fixed the cluster problem) my map still thinks its to good to run on my computer so i run the server and before it got started i was able to cancel and grab this info out of the console.

maxplayers set to 32
Heap: 256.00 Mb
Parsed 145 text messages
Hud element 'CHudHDRDemo' doesn't have an entry 'HudHDRDemo' in scripts/HudLayout.res
Hud element 'CHudFilmDemo' doesn't have an entry 'HudHDRDemo' in scripts/HudLayout.res
execing config.cfg
1 CPU, Frequency: 2.2 Ghz, Features: AuthenticAMD SSE SSE2 MMX 3DNow RDTSC CMOV FCMOV
execing valve.rc
maxplayers set to 12
maxplayers set to 12
execing game.cfg
Network: IP ***.***.1.1, mode MP, dedicated No, ports 27015 SV / 27005 CL
Spawn Server Maginot
Begin loading faces (loads materials)
End loading faces (loads materials)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_bunkers/bunkbed_3.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_bunkers/bunkbed_3.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_bunkers/bunkbed_3.mdl)
couldn't exec skill1.cfg
Executing listen server config file
Attempted to create unknown entity type move_track!
Can't init move_track
FuncTrackTrain 'AlliesSpawn1' has no target.
Empty ambient_generic (MortarLoad) at 1216.00, 768.00, 32.00
Section [Scenes]: 1096 resources total 17.54 KB, 0.84 % of limit (2.10 MB)
12 player server started
couldn't exec listenserver.cfg
couldn't exec Maginot.cfg
Invalid allies spawnpoint at (-1080.0,88.0,88.0)
Invalid allies spawnpoint at (-1128.0,88.0,88.0)
Invalid allies spawnpoint at (-1080.0,88.0,88.0)
Invalid allies spawnpoint at (-1128.0,88.0,88.0)
Invalid allies spawnpoint at (-1164.0,88.0,88.0)
Invalid allies spawnpoint at (-1212.0,88.0,88.0)
Invalid allies spawnpoint at (-1080.0,88.0,88.0)
Invalid allies spawnpoint at (-1232.0,88.0,88.0)
Client ME connected (***.0.*.*:27005).
Connected to ***.0.*.*:27015
Dropped ME from server
Reason: Disconnect by user.

can anyone help me with these problems

Furyo
08-15-2006, 12:24 PM
The obvious two are easy to take care of, change the collision properties of each prop for the first, fix your spawnpoints (they can't touch the ground and the yellow zone surrounding each entity shouldn't touch any other prop).

For the move_track problem, I don't know that entity, so check out if you haven't screwed up with it either. The problem is that last one is most certainly what's causing the crash, at least off that error log. The two others wouldn't make your game crash

pluckster
08-15-2006, 01:03 PM
thanks. i found i forgot to delete my spawn moving train which i relised wouldnt work anyway. the spawns are in a confined area so that might be harder to fix. but im still not getting my map to run. i tried to run it by typing map maginot in console but it got to Initializing renderer... then crashed

Furyo
08-15-2006, 02:43 PM
Compile it again (full compile) then post the entire log

pluckster
08-15-2006, 03:41 PM
see you in a couple hours with the log

EDIT: i think i found my problem. i ran the compile at full but for some reason it took the same time as a fast would take. ill try again and post back

EDIT: well i still cant seem to run a Normal compile so this is the log anyway:


[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\pluckster\sourcesdk_content\ dod\mapsrc\maginot.bsp
1398 faces
3 degenerate faces
451925 square feet [65077320.00 square inches]
211 displacements
219355 square feet [31587162.00 square inches]
1395 patches before subdivision
25500 patches after subdivision
2 direct lights
0...1...2...3...4...5...6...7...


materialPath: c:\program files\steam\steamapps\pluckster\day of defeat source\dod\materials
Loading C:\Program Files\Steam\SteamApps\pluckster\sourcesdk_content\ dod\mapsrc\Maginot.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1... 2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 172 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\SteamApps\pluckster\sourcesdk_content\ dod\mapsrc\Maginot.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_dod_03_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_03_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 (0) (130852 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 319 texinfos to 172
Reduced 36 texdatas to 28 (1015 bytes to 771)
Writing C:\Program Files\Steam\SteamApps\pluckster\sourcesdk_content\ dod\mapsrc\Maginot.bsp
5 seconds elapsed



1 threads
reading c:\program files\steam\steamapps\pluckster\sourcesdk_content\ dod\mapsrc\Maginot.bsp
reading c:\program files\steam\steamapps\pluckster\sourcesdk_content\ dod\mapsrc\Maginot.prt
286 portalclusters
861 numportals
0...1...2...3...4...5...6...7...8...9...100...1... 2...3...4...5...6...7...8...9...10Optimized: 247 visible clusters (0.00%)
Total clusters visible: 57479
Average clusters visible: 200
Building PAS...
Average clusters audible: 272
visdatasize:22732 compressed from 22880
writing c:\program files\steam\steamapps\pluckster\sourcesdk_content\ dod\mapsrc\Maginot.bsp
1 minute, 30 seconds elapsed



[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\pluckster\sourcesdk_content\ dod\mapsrc\Maginot.bsp
1398 faces
3 degenerate faces
451925 square feet [65077320.00 square inches]
211 displacements
219355 square feet [31587162.00 square inches]
1395 patches before subdivision
25500 patches after subdivision
2 direct lights
0...1...2...3...4...5...6...7...8...9...100...1... 2...3...4...5...6...7...8...9...10transfers 1160920, max 333
transfer lists: 8.9 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(11864, 11543, 7921)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(3487, 1523, 297)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(87, 62, 26)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(76, 15, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(3, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(6, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(2, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(2, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0214 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLig htFace Done
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
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 10/1024 480/49152 ( 1.0%)
brushes 349/8192 4188/98304 ( 4.3%)
brushsides 2669/65536 21352/524288 ( 4.1%)
planes 1676/65536 33520/1310720 ( 2.6%)
vertexes 2904/65536 34848/786432 ( 4.4%)
nodes 799/65536 25568/2097152 ( 1.2%)
texinfos 172/12288 12384/884736 ( 1.4%)
texdata 28/2048 896/65536 ( 1.4%)
dispinfos 211/0 37136/0 ( 0.0%)
disp_verts 17091/0 341820/0 ( 0.0%)
disp_tris 27008/0 54016/0 ( 0.0%)
disp_lmsamples 534264/0 534264/0 ( 0.0%)
faces 1398/65536 78288/3670016 ( 2.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1145/65536 64120/3670016 ( 1.7%)
leaves 810/65536 25920/2097152 ( 1.2%)
leaffaces 1527/65536 3054/131072 ( 2.3%)
leafbrushes 744/65536 1488/131072 ( 1.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 11156/512000 44624/2048000 ( 2.2%)
edges 7034/256000 28136/1024000 ( 2.7%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 117/32768 1170/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2613/65536 5226/131072 ( 4.0%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 8/512 2816/180224 ( 1.6%)
LDR lightdata [variable] 734732/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 22732/16777216 ( 0.1%)
entdata [variable] 25160/393216 ( 6.4%)
LDR leaf ambient 810/65536 19440/1572864 ( 1.2%)
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] 1/881844 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/4932 ( 0.0%)
pakfile [variable] 262372/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 130852/4194304 ( 3.1%)
==== Total Win32 BSP file data space used: 2550830 bytes ====

Total triangle count: 3796
Writing c:\program files\steam\steamapps\pluckster\sourcesdk_content\ dod\mapsrc\Maginot.bsp
3 minutes, 34 seconds elapsed

Furyo
08-15-2006, 05:20 PM
Is your map just made of displacements or something? Never saw a map compile that fast in full, unless it was very very early in its design.

Regardless, there isn't anything worth mentioning in your log, besides maybe the 3 degenerate faces which are most probably related to one of your displacement brush (the three vertices that compose a particular face are too close to each other, causing a "flat" face). That's not anything that would cause a crash....

That's a weird issue....

pluckster
08-15-2006, 07:04 PM
actually my map is almost entirely discplacements. its a raid on a defensive line so it basicly an open field with a hump where the bunker is and over the hump is another part of the map

i could send you the bsp if you want to see it( that is if the error doesnt crash your game too)

Furyo
08-16-2006, 01:42 AM
Yeah send it to me by PM, I'll take a look at it tonight

Furyo
08-16-2006, 05:08 PM
Problem taken care of by PM

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