Why Does my Map hate servers?

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DJive

Cake or Death?
aa
Dec 20, 2007
1,465
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Map would be ctf_muse:

Issue was previous build crashed servers within 1 minute of being played, So i redid a ton of the map, removed most all custom texturing and redid most the lighting.

Made the current version and we did a map test last night and seemed to fix. Was about 8+ people on for about 3 minutes then one by one people started to drop out. I didn't think much of it as some didn't have the map yet then boom.. Majority of us (me included) got kicked. We were able to get reconnected to the map but still seeing people drop out (error out) I changed the map.

Today I fired up my map, added full bots 12v12 and let it run for over 2 hours..
Not a single crash or error of any sort shown up in console.

Idea's?

I've redone a lot of the brushes, hammer shows no error in compile, no error in "error report", no leaks etc.

I haven't yet redone all the entities which I'm trying to avoid because it's a lot of work and i figure if it was an issue with them, the BOT's would have set it off.

Help a Jive QQ
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
when the map crashes, any errors? Any errors in console pre crash?

Not that I saw. It's hard to replicate because I need a server (not local) with 6+ REAL players.

Crash doesn't happen on local server with under 6 people and any amount of bots.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
Check your displacements. Power 4 causes problems.

There's a no-compile brush prefab that people put in maps to prevent decompiling. I'm not 100% positive, but I have a feeling that this causes crashes sometimes.

Logic entities possibly, too.

I know your pain. Development on cp_atomicsands has stalled entirely due to having a crash issue I can't figure out, with similar symptoms: doesn't crash locally, only crashes on a server with multiple players, etc.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
there's an areaportal error when I use alt+p. might be vmex messing up but you should check it out

Hmm I do have one area portal in the map. Its not coming up on the Problem report (alt+P) however I'll remove it just in case.
 

Blade x64

Logical insanity
aa
Sep 3, 2009
239
633

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Gee I sure wish Windows still provided information when an app crashes instead of "So-and-so has stopped working. No, don't get up; I'll take care of it!"
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
Gee I sure wish Windows still provided information when an app crashes instead of "So-and-so has stopped working. No, don't get up; I'll take care of it!"

Windows will tell me that the program failed and where the error happened. It will not however tell me what inside the program caused the error.

/my sarcasm detector is weak.

edit:

removed Area Portal, added info_observer_points, no power4 displacements. Will try a new compile.
 
Last edited:

henke37

aa
Sep 23, 2011
2,075
515
Yes, because the register dump was so useful to the end users. Seriously, you need developer only data to be able to figure anything out from that. And an attached debugger will replace the normal error reporting system nicely.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
540
Got any physics objects/entities (moving props) in the map? If one of those happens to be inside a wall, floor, etc, things like crashes could happen. Sometimes it is enough that their collision model is partly inside a wall.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
Crash was found and fixed.

Issue was the info_overlay OR the env_cubemap in the main intel room. Removing the 3 overlays in that area and the 1 env_cubemap fixed crash =)
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Was it a combination of all of those?

I had crash issues in cp_avante which i later zero'd down to 3 cubemaps being too close together. Can't remember whether that was a debug suggestion from interlopers or whether it was something i discovered myself after 3-4 "cordon" compiles. Anyway, yea, source can be funny with cubemaps at times.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
I'm not to sure. I removed all and it worked so I never thought to see if it was all of them or just 1. I did have a cubmap in the other room but they weren't in LoS of each other.
 

tyler

aa
Sep 11, 2013
5,102
4,621
I don't think it's line of sight that would do it. Look at the cubemaps on Badlands, for example. If it is a cubemap error it's a weird one.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Yea, LoS doesn't seem to be what triggered the issue for me and it only occured when running HD cubes (perhaps it was memory related). Never mind if it isn't the same bug though, just thought i'd bounce that hypothesis off your noggin. IT's always good to know the little weird bugs for future reference.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
Interesting. Any idea what it is about cubemaps that causes the crash? I went back into atomicsands and saw a cubemap intersecting a spawn room entity. I know that player spawns will fail if they're intersecting brushes (can't remember offhand which error it spits out but it's distinctive)... do cubemaps do the same?

[Edit] Also, why has the forum claimed I've been in the sdk for the past three days, even after restarting steam?
 

tyler

aa
Sep 11, 2013
5,102
4,621
It's always been incredibly wrong--no ones is correct.. It's a caching issue if I remember right.