I get error message "overflowed cclient endurables list group 7" when testing my map

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
I get this error when testing my map, blinking in the left or right corner (i forget which). what does it mean?
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
Can i just check that I am setting small brushes to func_detail correctly?

What I do is right click a brush and then select "tie to entity" . Then i select func_detail. Is that correct?

Is it ok to do that with multiple brushes?
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
If you could, post the error message, console or a screenshot.

Make sure that when you are doing that you arent selecting any Displacement, Water, Triggers, ETC.

You only want to select world brushes.. then on top of that.

Make sure the brushes you select to be func_detail are not touching the void. *outside of the map*
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
i think some floor trim is touching the void and its a func_detail. So what happens if that is the case?
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
This is the error message but not specifically at that point, it does it all over the place and sometimes says "6" instead of "7".
 

Paria

L5: Dapper Member
Dec 12, 2007
202
31
your map will leak basically, you can click the particular func_detail then then select "move to world" to make it world geometry once more.
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
Well I dont think this on screen error is related to func_details anyway. Then again my map is only partly complete so it leaks everywhere. I just test run it to see what things look like.

Im just a little concerned to carry on with the map incase I cant fix this error. I dont want to scrap the map.
 

kimangroo

L3: Member
Mar 15, 2008
111
6
Have you checked your compile log/message thing, it might have something helpful to say.
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
my compile log is a nightmare. I don't even know where to begin. lol

Im just gonna make the map then fix the errors I think, at the moment leaks are impossible to fix because I only have 1 base and no outside area.
 

trainRiderJ

L5: Dapper Member
Mar 14, 2008
203
31
Leaks are going to make your lighting appear incorrectly as well as have other "unforeseen consequences". The further you go keeping your leaks in your map, the harder it will be to fix everything once you decide to. I would suggest closing in your base with some temporary brushes and then fixing your leaks; it'll be worth it in the end.
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
Leaks are going to make your lighting appear incorrectly as well as have other "unforeseen consequences". The further you go keeping your leaks in your map, the harder it will be to fix everything once you decide to. I would suggest closing in your base with some temporary brushes and then fixing your leaks; it'll be worth it in the end.

If i do this will it be ok for some brushes to be outside the boxed in area? Just as long as the player spawning area is boxed up?
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
yes/no

real question is why would you need to have any brushes outside the spawn area?
 

Paria

L5: Dapper Member
Dec 12, 2007
202
31
its definitely not fun fixing leaks if you leave them all till the last minute, get a proper skybox set up for the parts that need it asap(dont just encase the entire level in a skybox), and then fix all the leaks you may have with the world geometry. The sooner you have all the little problems fixed the easier it becomes to diagnose any new problems.
 

kimangroo

L3: Member
Mar 15, 2008
111
6
I definitely agree that you must fix all the leaks before carrying on with your map! If you think it's a mess now, it's only going to get worse as you add more stuff.

BTW I found this handy compile log error checker over at interloper's which might come in handy if you fix all the leaks and are still having problems:

Compile log error checker.
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
** Executing...
** Command: "e:\steam\steamapps\bonafidetk\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "e:\steam\steamapps\bonafidetk\team fortress 2\tf" "E:\Steam\SteamApps\bonafidetk\sourcesdk_content\tf\mapsrc\spit"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: e:\steam\steamapps\bonafidetk\team fortress 2\tf\materials
Loading E:\Steam\SteamApps\bonafidetk\sourcesdk_content\tf\mapsrc\spit.vmf
Patching WVT material: maps/spit/nature/blenddirtgrass008b_lowfriction_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (44)
**** leaked ****
Entity light_spot (12.67 1014.00 491.89) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-512.0 4096.0 562.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 4608.0 243.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 4608.0 1097.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-512.0 5120.0 562.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1024.0 4608.0 562.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 538 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (3)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.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 (1) (740652 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3227 texinfos to 2038
Reduced 150 texdatas to 125 (4655 bytes to 3805)
Writing E:\Steam\SteamApps\bonafidetk\sourcesdk_content\tf\mapsrc\spit.bsp
1 minute, 8 seconds elapsed

** Executing...
** Command: "e:\steam\steamapps\bonafidetk\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "e:\steam\steamapps\bonafidetk\team fortress 2\tf" "E:\Steam\SteamApps\bonafidetk\sourcesdk_content\tf\mapsrc\spit"

Valve Software - vvis.exe (Mar 11 2008)
2 threads
reading e:\steam\steamapps\bonafidetk\sourcesdk_content\tf\mapsrc\spit.bsp
reading e:\steam\steamapps\bonafidetk\sourcesdk_content\tf\mapsrc\spit.prt
LoadPortals: couldn't read e:\steam\steamapps\bonafidetk\sourcesdk_content\tf\mapsrc\spit.prt


** Executing...
** Command: "e:\steam\steamapps\bonafidetk\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "e:\steam\steamapps\bonafidetk\team fortress 2\tf" "E:\Steam\SteamApps\bonafidetk\sourcesdk_content\tf\mapsrc\spit"

Valve Software - vrad.exe SSE (Mar 11 2008)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading e:\steam\steamapps\bonafidetk\sourcesdk_content\tf\mapsrc\spit.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (14.66 seconds)
18034 faces
234 degenerate faces
625110 square feet [90015856.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
252 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (212)
Build Patch/Sample Hash Table(s).....Done<0.0878 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (62)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (61)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 30/1024 1440/49152 ( 2.9%)
brushes 2388/8192 28656/98304 (29.2%)
brushsides 29650/65536 237200/524288 (45.2%)
planes 34816/65536 696320/1310720 (53.1%)
vertexes 28351/65536 340212/786432 (43.3%)
nodes 12396/65536 396672/2097152 (18.9%)
texinfos 2038/12288 146736/884736 (16.6%)
texdata 125/2048 4000/65536 ( 6.1%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 18034/65536 1009904/3670016 (27.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 7745/65536 433720/3670016 (11.8%)
leaves 12427/65536 397664/2097152 (19.0%)
leaffaces 21390/65536 42780/131072 (32.6%)
leafbrushes 12269/65536 24538/131072 (18.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 122841/512000 491364/2048000 (24.0%)
edges 68762/256000 275048/1024000 (26.9%)
LDR worldlights 252/8192 22176/720896 ( 3.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 2527/32768 25270/327680 ( 7.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 42048/65536 84096/131072 (64.2%)
cubemapsamples 18/1024 288/16384 ( 1.8%)
overlays 15/512 5280/180224 ( 2.9%)
LDR lightdata [variable] 4373004/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 174249/393216 (44.3%)
LDR ambient table 12427/65536 49708/262144 (19.0%)
HDR ambient table 12427/65536 49708/262144 (19.0%)
LDR leaf ambient 26558/65536 743624/1835008 (40.5%)
HDR leaf ambient 12427/65536 347956/1835008 (19.0%)
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] 1/12 ( 8.3%)
static props [variable] 1/42694 ( 0.0%)
pakfile [variable] 2025133/0 ( 0.0%)
physics [variable] 740652/4194304 (17.7%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 55944
Writing e:\steam\steamapps\bonafidetk\sourcesdk_content\tf\mapsrc\spit.bsp
5 minutes, 51 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:\Steam\SteamApps\bonafidetk\sourcesdk_content\tf\mapsrc\spit.bsp" "e:\steam\steamapps\bonafidetk\team fortress 2\tf\maps\spit.bsp"
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
I dont have a clue how to fix it. I fixed at least in my opinion that damn leaked light entity but it still shows the damn pointfile to the exact same area. I have no clue how to fix the rest.
 

Paria

L5: Dapper Member
Dec 12, 2007
202
31
for the time being

**** leaked ****
Entity light_spot (12.67 1014.00 491.89) leaked!

thats the part you need to fix

load the pointfile after you have compiled - (dont even bother to run the game)

then you can use

view>go to co-ordinates to see exactly whats causing the leak - in this case it could be that the prop is outside the void - or part of it, or simply the poinfile will be going from the entity and out through a hole into the void, fix whatever that is, ignore the rest for now - re-compile and check for the next leak :)
its a good idea to use the vis-groups to swtich off things like func_details etc if u have any , that will help you visually spot any gaps into the void
 
Last edited:

trainRiderJ

L5: Dapper Member
Mar 14, 2008
203
31
To add on to what Paria said (which is excellent advice), don't even run the vrad and vvis parts of the compile at the moment, and make sure the compile is set so the game doesn't run at the end of the compile.

Run vbsp, load the pointfile, fix the leak, and repeat until there are no more leaks.
 

kimangroo

L3: Member
Mar 15, 2008
111
6
I dont have a clue how to fix it. I fixed at least in my opinion that damn leaked light entity but it still shows the damn pointfile to the exact same area. I have no clue how to fix the rest.

If the pointfile is still pointing to the same area, the leak's probably not fixed yet. But you might only have just the one leaking area, all that extra "couldn't find the portal side stuff" is created by just one leak.