Map crashin (still)

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Fingersniffer

L1: Registered
Feb 15, 2008
40
0
As a couple of you know, the map myself and Nosh have built is at alpha testing stage, unfortunately it crashed the other night.
We only had 8 or 9 people on at the time and no one has yet reported frame rate issues or any particular problems, the crash just happened out of nowhere. We've tested the map with 31 bots firing and running around and no problems were found. So, in short, we're pretty stumped and really frustrated after the hundreds of hours work put into it.

This is the compile log, which shows we are (I think) within limits as far as optimisation goes.


** Executing...
** Command: "c:\program files\valve\steam\steamapps\******\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\******\team fortress 2\tf" "C:\Program Files\Valve\Steam\SteamApps\********\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: c:\program files\valve\steam\steamapps\*********\team fortress 2\tf\materials
Loading C:\Program Files\Valve\Steam\SteamApps\********\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha.vmf
Patching WVT material: maps/ctf_call2arms_alpha/nature/blendrockgroundwall004_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 2138 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files\Valve\Steam\SteamApps\*******\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_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 (7) (872477 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 4454 texinfos to 2003
Reduced 110 texdatas to 95 (3400 bytes to 2749)
Writing C:\Program Files\Valve\Steam\SteamApps\******\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha.bsp
37 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\********\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\******\team fortress 2\tf" "C:\Program Files\Valve\Steam\SteamApps\******\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha"

Valve Software - vvis.exe (Mar 11 2008)
2 threads
reading c:\program files\valve\steam\steamapps\******\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha.bsp
reading c:\program files\valve\steam\steamapps\*******\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha.prt
1424 portalclusters
3704 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (71)
Optimized: 1284 visible clusters (0.00%)
Total clusters visible: 175314
Average clusters visible: 123
Building PAS...
Average clusters audible: 454
visdatasize:235851 compressed from 524032
writing c:\program files\valve\steam\steamapps\******\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha.bsp
1 minute, 13 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\******\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\*******\team fortress 2\tf" "C:\Program Files\Valve\Steam\SteamApps\********\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha"

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 c:\program files\valve\steam\steamapps\********\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha.bsp
Setting up ray-trace acceleration structure... Done (24.77 seconds)
6716 faces
5 degenerate faces
545224 square feet [78512272.00 square inches]
268 Displacements
74543 Square Feet [10734269.00 Square Inches]
6711 patches before subdivision
66855 patches after subdivision
263 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (77)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (44)
transfers 4494357, max 402
transfer lists: 34.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(244435, 183160, 140004)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(52204, 34430, 23603)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(12934, 7688, 4748)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(3363, 1836, 1024)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(926, 466, 234)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(264, 122, 55)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(77, 33, 13)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(23, 9, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(7, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0491 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (32)
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 (53)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 63/1024 3024/49152 ( 6.2%)
brushes 2542/8192 30504/98304 (31.0%)
brushsides 16987/65536 135896/524288 (25.9%)
planes 8758/65536 175160/1310720 (13.4%)
vertexes 15226/65536 182712/786432 (23.2%)
nodes 3995/65536 127840/2097152 ( 6.1%)
texinfos 2003/12288 144216/884736 (16.3%)
texdata 95/2048 3040/65536 ( 4.6%)
dispinfos 268/0 47168/0 ( 0.0%)
disp_verts 56860/0 1137200/0 ( 0.0%)
disp_tris 99200/0 198400/0 ( 0.0%)
disp_lmsamples 217833/0 217833/0 ( 0.0%)
faces 6716/65536 376096/3670016 (10.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4646/65536 260176/3670016 ( 7.1%)
leaves 4059/65536 129888/2097152 ( 6.2%)
leaffaces 8489/65536 16978/131072 (13.0%)
leafbrushes 6337/65536 12674/131072 ( 9.7%)
areas 3/256 24/2048 ( 1.2%)
surfedges 52048/512000 208192/2048000 (10.2%)
edges 32909/256000 131636/1024000 (12.9%)
LDR worldlights 263/8192 23144/720896 ( 3.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 1012/32768 10120/327680 ( 3.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 17616/65536 35232/131072 (26.9%)
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 33/512 11616/180224 ( 6.4%)
LDR lightdata [variable] 3561304/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 235851/16777216 ( 1.4%)
entdata [variable] 176689/393216 (44.9%)
LDR ambient table 4059/65536 16236/262144 ( 6.2%)
HDR ambient table 4059/65536 16236/262144 ( 6.2%)
LDR leaf ambient 16105/65536 450940/1835008 (24.6%)
HDR leaf ambient 4059/65536 113652/1835008 ( 6.2%)
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] 1/75378 ( 0.0%)
pakfile [variable] 432338/0 ( 0.0%)
physics [variable] 872477/4194304 (20.8%)
physics terrain [variable] 143283/1048576 (13.7%)

Level flags = 0

Total triangle count: 19995
Writing c:\program files\valve\steam\steamapps\*********\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha.bsp
4 minutes, 2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\******\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha.bsp" "c:\program files\valve\steam\steamapps\*******\team fortress 2\tf\maps\CTF_Call2Arms_Alpha.bsp"

---------------------------------------------------------------------------------------------------------------------------------------

Our server runs Valve maps ok, so I don't think it's the server.

If anyone has ANY ideas as to why the map might be crashing, we'd love to hear them.

Thanks in advance. :)
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
I ran the compile log through the error checker at interlopers *wink*

there doesnt seem to be any errors (there are some degenerate faces, but they can be ignored according to interlopers)

I would guess that there is a bad I/O string somewhere that wont show up in the compile log... only when that certain output is fired will the problem become evident and crash the server. If you really feel it's the map crashing the server, you'll need to recreate the problem somehow to identify it and come up with a solution.... Good luck!

Check the server logs (condump) should point you in the right direction.
 

Fingersniffer

L1: Registered
Feb 15, 2008
40
0
There's no error given (as far as I can see, even in the server log). Thing is, I've just spoken to a couple of clan mates who say that as soon as the server "crashed", they went straight back on the server and our map was still running. (???)
 

trainRiderJ

L5: Dapper Member
Mar 14, 2008
203
31
There's no error given (as far as I can see, even in the server log). Thing is, I've just spoken to a couple of clan mates who say that as soon as the server "crashed", they went straight back on the server and our map was still running. (???)

The server definitely didn't crash then. Are you sure it wasn't the "reliable snapshot overflow" error that people get? I know this is relatively common with the steamroll map.
 
Dec 25, 2007
566
439
Fingersniffer: I had a look at the map; while the numportals is fairly high (load up the portalfile in hammer to see), I wouldn't have thought that would make it likely to crash.

I did notice that you don't have any info_observer_point entities (i.e. spectator cameras); That has been reported as one possible source of a crash. You also dont have an info_player_start. That's the player start in HL2 maps, and not AFAIK actually used in TF2 maps, but since all the Valve maps seem to have one it might be significant.

Another thing, though most likely unrelated to the crash, is that you've explicitly used the water_2fort_expensive material; you should rather use the water_2fort material, as it will (according to distance and game settings) switch between expensive and cheap water, and various fallbacks for lesser gfx cards for better performance.
 

teddyruxpin

Sr. Hygiene Technician
Mar 24, 2008
83
26
You have probably done this but if not do 'Alt + P' before the build to see if there is any errors with I/O etc? If not try that and see if anything stands out.

-Teddy
 

trainRiderJ

L5: Dapper Member
Mar 14, 2008
203
31
To add on to "server crash" info, it is my experience that a server crash will be experienced by the player as them "timing out". That is, you'll see the connection problem warning in the top right and be cut from the server after 25 seconds.

If you don't see this, it probably wasn't a server crash, unless somehow all the clients and the server crash at the same time, which seems unlikely.
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
Cheers for all your help guys....

Sorted out info_observer_point entities and now you get good views when you speccy or die!!

Also sorted out some of the prop statics that were VSync (now either not solid or box thingy)

Got some no build sorted - before it was just a carpet thickness - it is now a 'room size' and works a treat....

Booted the map up and in the console after me running about for a few minutes, I got this........

Dynamic prop Red Prop Dy Mid door: no sequence named:Open
Dynamic prop Red Prop Dy Mid door: no sequence named:Close
Dynamic prop Red Prop Dy Mid door: no sequence named:Open
Dynamic prop Red Prop Dy Mid door: no sequence named:Close
Dynamic prop Red Prop Dy Mid door: no sequence named:Open
Dynamic prop Red Prop Dy Mid door: no sequence named:Close
Dynamic prop Red ramp Prop Dynamic door: no sequence named:Open
Dynamic prop Red ramp Prop Dynamic door: no sequence named:Close
Dynamic prop Red ramp Prop Dynamic door: no sequence named:Open
Dynamic prop Red ramp Prop Dynamic door: no sequence named:Close
Dynamic prop red Prop Dy Sniper door: no sequence named:Open
Dynamic prop red Prop Dy Sniper door: no sequence named:Close
Dynamic prop red Prop Dy Sniper door: no sequence named:Open
Dynamic prop red Prop Dy Sniper door: no sequence named:Close
Dynamic prop red Prop Dy Sniper door: no sequence named:Open
Dynamic prop red Prop Dy Sniper door: no sequence named:Close
Dynamic prop Red ramp Prop Dynamic door: no sequence named:Open
Dynamic prop Red ramp Prop Dynamic door: no sequence named:Close

Is the above normal? All the doors work ok, although I do have to sort the delay on a couple.... (-1 etc)

******** NOW SORTED **************


Another issue was this message.......

Spawnpoint at (-208.00 1824.00 80.00) is not clear.
Spawnpoint at (-160.00 1824.00 80.00) is not clear.
Spawnpoint at (-432.00 1760.00 80.00) is not clear.
Spawnpoint at (-416.00 1824.00 80.00) is not clear.

I can only presume that another trigger brush intersected with the trigger brushes at the co-ords...am I on the right track?


******** NOW SORTED **************


Back to SDK....


Cheers
Nosh.
 
Last edited:

WarMecha

L2: Junior Member
Feb 10, 2008
64
12
Hi Nosher,

Check that the prop doors you are using actually have the sequences listed - you can check that under the model tab of the particular door prop. Also, just check out the spawn points at the listed locations, it will hopefully be fairly self explanatory why its not clear if you look there.

WarMecha
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
I got it sorted now thanks... :)

Trying to sort the download out so you can get he map on the server tonight..

We gotta 'new' version... <g>

Nosh.
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
Well, it still crashes, even after making MANY changes that have optimized the map etc. but after getting 7 people in the server, the map causes the server to topple......

The only thing that was picked up after the crash last night was Mr Crustacean noticing some info_player_respawn entities touching in the Blue RS room...as in parts of the respawn box sharing the same 'space' in the map.....

Trouble is, could that cause the map to fall over??

Opinions would be welcome.....getting really frustrated here

Nosh.
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
I still think you guys need to check the logs, client and server....

When the map crashes, pull up the console (before exiting game) and see if there's any clues there.
 

WarMecha

L2: Junior Member
Feb 10, 2008
64
12
Problem is when it crashed on my server the whole game goes down, cant access the console. Few errors on map load but I think Nosher dealt with those already. I would think it is definetly better not to have spawn points sharing the same map space, I dont know what happens if you spawn on top of another player, but I dont think you get a frag? Although saying that its perfectly possible a player could be standing in the area of the spawn point when another player spawns there so......
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
Multiple players can spawn form a single spawn point simultaneously. Ive seen it work.


Are you using any custom content? Maybe there's a bad directory target or something.

I wish I could be more helpful, this has to be extremely frustrating. I feel for ya.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Multiple players can spawn form a single spawn point simultaneously. Ive seen it work.

we once tried a map that only had one spawn point.... ever seen 24 players all spawn on the same point at the same time? its not pretty, its best to have at least 12 if not 16 teamspawn entities in each spawn room so that a whole team can spawn simultaniously each with their own space.

and about you getting a frag if someone spawns in the same place as you - if you stand on an enemy teleport and then somone teleports into the space where you are standing they get a point for killing you and you die.