Map Crashing Server help!

Nizzem

L2: Junior Member
Nov 29, 2007
57
0
Whenever I get my map hosted on a server and it comes up in rotation the server crashes shortly after. Since it has happened on more than 1 server I assume it's caused by my map.. I went through my log and the only errors i found was a "Zero area child patch" I did some research and can't figure out how to fix it. But I'm not to sure that it's causing the crashes...

Heres my log if anyone can look for something out of the ordinary..
Code:
Valve Software - vbsp.exe (Sep 21 2007)
4 threads
materialPath: c:\program files\valve\steam\steamapps\nizzem\team fortress 2\tf\materials
Loading C:\Program Files\Valve\Steam\SteamApps\nizzem\sourcesdk_content\tf\mapsrc\ctf_strife_b3.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 338 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Valve\Steam\SteamApps\nizzem\sourcesdk_content\tf\mapsrc\ctf_strife_b3.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 (2) (678894 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 5446 texinfos to 2536
Reduced 160 texdatas to 142 (4785 bytes to 4127)
Writing C:\Program Files\Valve\Steam\SteamApps\nizzem\sourcesdk_content\tf\mapsrc\ctf_strife_b3.bsp
17 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\nizzem\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\nizzem\team fortress 2\tf" -fast "C:\Program Files\Valve\Steam\SteamApps\nizzem\sourcesdk_content\tf\mapsrc\ctf_strife_b3"

Valve Software - vvis.exe (Nov  8 2007)
fastvis = true
4 threads
reading c:\program files\valve\steam\steamapps\nizzem\sourcesdk_content\tf\mapsrc\ctf_strife_b3.bsp
reading c:\program files\valve\steam\steamapps\nizzem\sourcesdk_content\tf\mapsrc\ctf_strife_b3.prt
1397 portalclusters
3911 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 108167 visible clusters (0.00%)
Total clusters visible: 1192116
Average clusters visible: 853
Building PAS...
Average clusters audible: 1327
visdatasize:467780  compressed from 491744
writing c:\program files\valve\steam\steamapps\nizzem\sourcesdk_content\tf\mapsrc\ctf_strife_b3.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\nizzem\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files\valve\steam\steamapps\nizzem\team fortress 2\tf" -noextra "C:\Program Files\Valve\Steam\SteamApps\nizzem\sourcesdk_content\tf\mapsrc\ctf_strife_b3"

Valve Software - vrad.exe SSE (Nov  8 2007)

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

Loading c:\program files\valve\steam\steamapps\nizzem\sourcesdk_content\tf\mapsrc\ctf_strife_b3.bsp
Setting up ray-trace acceleration structure... Done (8.76 seconds)
7065 faces
2 degenerate faces
1433839 square feet [206472896.00 square inches]
126 Displacements
124336 Square Feet [17904386.00 Square Inches]
7063 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
200809 patches after subdivision
274 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (42)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (107)
transfers 17771790, max 510
transfer lists: 135.6 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(744115, 569902, 470080)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(251391, 170583, 120434)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(68618, 45662, 29884)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(25657, 15889, 9264)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(9693, 5729, 3065)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(4082, 2220, 1071)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(1777, 893, 390)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(807, 370, 146)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(375, 157, 55)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(178, 67, 21)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #11 added RGB(85, 29, 8)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #12 added RGB(41, 13, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #13 added RGB(20, 6, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #14 added RGB(10, 3, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #15 added RGB(5, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #16 added RGB(2, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #17 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #18 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1403 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (24)
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 (13)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  73/1024         3504/49152    ( 7.1%) 
brushes               1834/8192        22008/98304    (22.4%) 
brushsides           13805/65536      110440/524288   (21.1%) 
planes                8578/65536      171560/1310720  (13.1%) 
vertexes             12840/65536      154080/786432   (19.6%) 
nodes                 3569/65536      114208/2097152  ( 5.4%) 
texinfos              2536/12288      182592/884736   (20.6%) 
texdata                142/2048         4544/65536    ( 6.9%) 
dispinfos              126/0           22176/0        ( 0.0%) 
disp_verts            8686/0          173720/0        ( 0.0%) 
disp_tris            13632/0           27264/0        ( 0.0%) 
disp_lmsamples      243674/0          243674/0        ( 0.0%) 
faces                 7065/65536      395640/3670016  (10.8%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             4443/65536      248808/3670016  ( 6.8%) 
leaves                3643/65536      116576/2097152  ( 5.6%) 
leaffaces             9030/65536       18060/131072   (13.8%) 
leafbrushes           4588/65536        9176/131072   ( 7.0%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            53049/512000     212196/2048000  (10.4%) 
edges                33330/256000     133320/1024000  (13.0%) 
LDR worldlights        274/8192        24112/720896   ( 3.3%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            912/32768        9120/327680   ( 2.8%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         15609/65536       31218/131072   (23.8%) 
cubemapsamples          48/1024          768/16384    ( 4.7%) 
overlays                60/512         21120/180224   (11.7%) 
LDR lightdata         [variable]     7775616/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      467780/16777216 ( 2.8%) 
entdata               [variable]      246086/393216   (62.6%) 
LDR ambient table     3643/65536       14572/262144   ( 5.6%) 
HDR ambient table     3643/65536       14572/262144   ( 5.6%) 
LDR leaf ambient     16819/65536      470932/1835008  (25.7%) 
HDR leaf ambient      3643/65536      102004/1835008  ( 5.6%) 
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]           1/79852    ( 0.0%) 
pakfile               [variable]     5190864/0        ( 0.0%) 
physics               [variable]      678894/4194304  (16.2%) 
physics terrain       [variable]       36562/1048576  ( 3.5%) 

Level flags = 0

Total triangle count: 21058
Writing c:\program files\valve\steam\steamapps\nizzem\sourcesdk_content\tf\mapsrc\ctf_strife_b3.bsp
3 minutes, 28 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\nizzem\sourcesdk_content\tf\mapsrc\ctf_strife_b3.bsp" "c:\program files\valve\steam\steamapps\nizzem\team fortress 2\tf\maps\ctf_strife_b3.bsp"
 
Oct 25, 2007
219
690
First, I suggest you run the full vvis when releasing a map, not fast vvis. I know it's a drag, on my current map, full vis take almost 4 hours.

Second, when I have had maps that crash, it's most often due to bad entities. The compiling process won't sort out bad entities. Use the check for problems option in Hammer. It might be able to give you a clue.

Hope that helps.
 

drp

aa
Oct 25, 2007
2,273
2,628
something i found on another forum

zero area child patch is 1 face that doesn't have an area, what i mean is that for some reaosn it considers the face just a line. this is because you vertex eidited out one of them (why you merge always), or it can't define teh grid co-ordinates (why you don't let them poke out). these can happen any time and can be a pain to find.
 

Nizzem

L2: Junior Member
Nov 29, 2007
57
0
I did run full vis and -final when i released it... I just compiled it this morning quickly to get a log up here.

The check for problem only finds my logic entity that outputs to the tf_gamerules entity..

I think I may have done some vertex manipulation without merging.. but it would be next to impossible to find now..
 

drp

aa
Oct 25, 2007
2,273
2,628
not necessarily.
cut your map in 2. complete skybox, and compile. try and recreate problem. keep cutting the half that reproduces the problem and that should give you a better and better idea of where its at. you might just need to redo a small section of your map instead of starting from scratch.

hope that helps even a little bit.
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
oooh my goooood this is a bitch problem. I've had it once too and i couldn't find it out, had to throw my map away since the css days (lucky me i was just starting to add detail)

I think its bad carving, bad brushes, but you can't find them. Only option left is doing what drpepper suggests.
I really really hope this works for you man.
 

Logo

L3: Member
Oct 25, 2007
115
26
You should be able to use cordon groups to do what drpepper says