- Jan 19, 2008
- 27
- 0
Ive got an orphaned map project that Ive had on the back burner for months and have not been able to finish due to one very nagging bug.
The map is optimized, detailed, entities work, everything runs perfectly 100% fine if you already have it prior to a server switching to it.
However, if the server goes from playing any other map to playing this one, you will crash. If you join after having disconnected from another server, via the browser, you are fine. If you already had it and it changes you are fine as well.
The error in question is the following
This results in a crash to desktop, if the player attempts to rejoin the server they will get a check-sum error that the map they have does not match what is on the server.
After graduating school Ive only had little snippets of time over the months to try to ferret out whatever is causing it but have had no luck and there's little documentation on what causes that error in the source engine.
I've tried the following:
- Segmenting the map into 4 pieces, compiling and downloading separately - None of the segments had the error, so I was unable to isolate a particular area
- Going through the entire entity report for errors - Fixed a few, but none of them were "crash causing" errors.
- Switching from various other Stock/Custom maps to see if it was on particular map that caused it - no dice
- Boxing in the end-map explosion more thoroughly with no-draws - no change
- Not putting the map file in a bz2 - still crashes, end file still has a checksum error on reconnect
- Multiple FTPs
This was a multi-person effort and anyone who can figure out what the problem is would be gladly added to the credits list and have the satisfaction of taking a map that is otherwise unable to be put on custom rotations due to this bug and getting it some play time
Of course, if anyone does not have the time to go through something like this that's understandable, and I'm gladly open to any other suggestions to go about fixing it. The map itself is roughly the size of badwater + the first point of gold rush if you were to glue the two together.
The RAR contains the last quick-compile I did in addition to the logs and source files. No custom textures or models were used to make this map, so no need to worry about pack-ratting things into the BSP.
File Link
The map is optimized, detailed, entities work, everything runs perfectly 100% fine if you already have it prior to a server switching to it.
However, if the server goes from playing any other map to playing this one, you will crash. If you join after having disconnected from another server, via the browser, you are fine. If you already had it and it changes you are fine as well.
The error in question is the following
Code:
Engine Error
---------------------------
bad inline model number 125, worldmodel not yet setup
This results in a crash to desktop, if the player attempts to rejoin the server they will get a check-sum error that the map they have does not match what is on the server.
After graduating school Ive only had little snippets of time over the months to try to ferret out whatever is causing it but have had no luck and there's little documentation on what causes that error in the source engine.
I've tried the following:
- Segmenting the map into 4 pieces, compiling and downloading separately - None of the segments had the error, so I was unable to isolate a particular area
- Going through the entire entity report for errors - Fixed a few, but none of them were "crash causing" errors.
- Switching from various other Stock/Custom maps to see if it was on particular map that caused it - no dice
- Boxing in the end-map explosion more thoroughly with no-draws - no change
- Not putting the map file in a bz2 - still crashes, end file still has a checksum error on reconnect
- Multiple FTPs
This was a multi-person effort and anyone who can figure out what the problem is would be gladly added to the credits list and have the satisfaction of taking a map that is otherwise unable to be put on custom rotations due to this bug and getting it some play time
Of course, if anyone does not have the time to go through something like this that's understandable, and I'm gladly open to any other suggestions to go about fixing it. The map itself is roughly the size of badwater + the first point of gold rush if you were to glue the two together.
The RAR contains the last quick-compile I did in addition to the logs and source files. No custom textures or models were used to make this map, so no need to worry about pack-ratting things into the BSP.
File Link