Error! Couldn't Send Snapshot

DisruptedHunter

L2: Junior Member
Aug 30, 2009
89
1
I am having trouble with testing my map. Everytime I connect to my map I get this error:

Error! Could not send snapshot.

I have tried re configuring SDK, defraged TF2 and verified the cache but nothing seems to work. I have been getting this error since yesterday right after I tested the map (which worked completely fine). I know there was an update yesterday for SDK, would that be causing the problem?
 

DisruptedHunter

L2: Junior Member
Aug 30, 2009
89
1
The only errors I get from Interlopers is that there is a leak and that's because I haven't fully closed off the map from the void. I've had many leaks before and I've never run into this snapshot error before.

Code:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\slick91\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\slick91\team fortress 2\tf" "C:\Users\Andrew\Documents\Mapping\Cy4G_Idling_Halloween_Pumpkinpatch_Beta01.vmf"

Valve Software - vbsp.exe (Sep  5 2012)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\slick91\team fortress 2\tf\materials
Loading C:\Users\Andrew\Documents\Mapping\Cy4G_Idling_Halloween_Pumpkinpatch_Beta01.vmf
Patching WVT material: maps/cy4g_idling_halloween_pumpkinpatch_beta01/brick/blendcobbletocobblesnow001_wvt_patch
Patching WVT material: maps/cy4g_idling_halloween_pumpkinpatch_beta01/harvest/blendgrassground001_nosprites_wvt_patch
Patching WVT material: maps/cy4g_idling_halloween_pumpkinpatch_beta01/harvest/ground_to_green_grass_001_nosprites_wvt_patch
Patching WVT material: maps/cy4g_idling_halloween_pumpkinpatch_beta01/nature/blendgrassground002_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_dynamic (-2208.00 -2688.00 65.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (385983 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 917 texinfos to 482
Reduced 27 texdatas to 23 (1072 bytes to 785)
Writing C:\Users\Andrew\Documents\Mapping\Cy4G_Idling_Halloween_Pumpkinpatch_Beta01.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\slick91\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\slick91\team fortress 2\tf" "C:\Users\Andrew\Documents\Mapping\Cy4G_Idling_Halloween_Pumpkinpatch_Beta01"

Valve Software - vvis.exe (Sep  5 2012)
4 threads
reading c:\users\andrew\documents\mapping\Cy4G_Idling_Halloween_Pumpkinpatch_Beta01.bsp
reading c:\users\andrew\documents\mapping\Cy4G_Idling_Halloween_Pumpkinpatch_Beta01.prt
LoadPortals: couldn't read c:\users\andrew\documents\mapping\Cy4G_Idling_Halloween_Pumpkinpatch_Beta01.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\slick91\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\slick91\team fortress 2\tf" "C:\Users\Andrew\Documents\Mapping\Cy4G_Idling_Halloween_Pumpkinpatch_Beta01"

Valve Software - vrad.exe SSE (Sep  5 2012)

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

Loading c:\users\andrew\documents\mapping\Cy4G_Idling_Halloween_Pumpkinpatch_Beta01.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.30 seconds)
3991 faces
4860219 square feet [699871616.00 square inches]
33 Displacements
582914 Square Feet [83939752.00 Square Inches]
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0449 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (4)
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 (29)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                248/8192         2976/98304    ( 3.0%) 
brushsides            1935/65536       15480/524288   ( 3.0%) 
planes                1664/65536       33280/1310720  ( 2.5%) 
vertexes              5317/65536       63804/786432   ( 8.1%) 
nodes                 2613/65536       83616/2097152  ( 4.0%) 
texinfos               482/12288       34704/884736   ( 3.9%) 
texdata                 23/2048          736/65536    ( 1.1%) 
dispinfos               33/0            5808/0        ( 0.0%) 
disp_verts            1673/0           33460/0        ( 0.0%) 
disp_tris             2592/0            5184/0        ( 0.0%) 
disp_lmsamples      330687/0          330687/0        ( 0.0%) 
faces                 3991/65536      223496/3670016  ( 6.1%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1034/65536       57904/3670016  ( 1.6%) 
leaves                2615/65536       83680/2097152  ( 4.0%) 
leaffaces             4575/65536        9150/131072   ( 7.0%) 
leafbrushes           1249/65536        2498/131072   ( 1.9%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            22489/512000      89956/2048000  ( 4.4%) 
edges                12085/256000      48340/1024000  ( 4.7%) 
LDR worldlights          0/8192            0/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            363/32768        3630/327680   ( 1.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          5073/65536       10146/131072   ( 7.7%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     6737092/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]      996505/393216   (253.4%) VERY FULL!
LDR ambient table     2615/65536       10460/262144   ( 4.0%) 
HDR ambient table     2615/65536       10460/262144   ( 4.0%) 
LDR leaf ambient      1572/65536       44016/1835008  ( 2.4%) 
HDR leaf ambient      2615/65536       73220/1835008  ( 4.0%) 
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]           1/12       ( 8.3%) 
pakfile               [variable]      213867/0        ( 0.0%) 
physics               [variable]      385983/4194304  ( 9.2%) 
physics terrain       [variable]           0/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 10435
Writing c:\users\andrew\documents\mapping\Cy4G_Idling_Halloween_Pumpkinpatch_Beta01.bsp
35 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Andrew\Documents\Mapping\Cy4G_Idling_Halloween_Pumpkinpatch_Beta01.bsp" "c:\program files (x86)\steam\steamapps\slick91\team fortress 2\tf\maps\Cy4G_Idling_Halloween_Pumpkinpatch_Beta01.bsp"

From my understanding though, I believe the snapshop overflow is a serverside problem, because I have had this same exact error message on two servers that I own and run and I fixed it by restarting my servers and then it was fixed.
 

DisruptedHunter

L2: Junior Member
Aug 30, 2009
89
1
Well I was finally able to figure it out, I guess some props where causing the problem. But now it is happening again. The only solution seems to be deleting props one by one and retesting the map, but that is extremely time consuming.
 

DisruptedHunter

L2: Junior Member
Aug 30, 2009
89
1
Well it seems that theory is thrown out, I have deleted tons of dynamic props and turned some nonanimated props into static but I am still running into this error. Anyone have any ideas?
 

tyler

aa
Sep 11, 2013
5,102
4,621
Try fixing the problems that do exist and can be diagnosed and see if that fixes whatever snapshot issue you're having.

By the way, if you tried to fix a leak by deleting props, that's dumb. A map is like a fishbowl. You're trying to fix the leak by deleting the fish and little castles and stuff. Just fix the bowl.
 

DisruptedHunter

L2: Junior Member
Aug 30, 2009
89
1
I never said I tried fixing a leak by deleting props. The problem was never relating to a leak, I fixed it and I still have the problem. I have run the log through a compile check and I have received no errors.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Try fixing the problems that do exist and can be diagnosed and see if that fixes whatever snapshot issue you're having.

By the way, if you tried to fix a leak by deleting props, that's dumb. A map is like a fishbowl. You're trying to fix the leak by deleting the fish and little castles and stuff. Just fix the bowl.

Though, in Source mapping, deleting the water does sometimes fix it.
 

henke37

aa
Sep 23, 2011
2,075
515
And you can always just put the broken bowl in a bigger bowl.
 

Idolon

they/them
aa
Feb 7, 2008
2,105
6,106

CyanideNoodles

L2: Junior Member
Oct 1, 2012
89
8
Don't suggest bad solutions without saying they are bad solutions.

Well you sure have been rude. Some of the people come here with questions because they aren't extremely experienced, if you aren't going to be helpful in a positive manner there is no reason to post at all.

That said..It is possible that your map has too many props? I have encounter similar problems in the past.

Good luck!
 

tyler

aa
Sep 11, 2013
5,102
4,621
Are you kidding? I advised him to solve the problems he can diagnose, which often fixes the more esoteric problems with Source. Beyond that, I said that if he was doing something the way I thought he might be, it would be a bad idea. It's not rude, it's instruction. It is similarly not rude to tell Henke not to suggest a bad solution without saying it's bad. I don't want him or others (who read the thread in the future) to think that placing the map in a huge box is advisable, because it is not. Get some perspective.
 

henke37

aa
Sep 23, 2011
2,075
515
I was under the impression that it was obvious enough that it was a bad idea from sheer absurdity.
 

xzzy

aa
Jan 30, 2010
815
531
Except that threads have been made of people who have done exactly that, fishbowl in a fishbowl. Almost every time they're complaining of massive vvis times.
 

DisruptedHunter

L2: Junior Member
Aug 30, 2009
89
1
Well you sure have been rude. Some of the people come here with questions because they aren't extremely experienced, if you aren't going to be helpful in a positive manner there is no reason to post at all.

That said..It is possible that your map has too many props? I have encounter similar problems in the past.

Good luck!

Thanks! I guess it was the props. My entdata was at 144%, so I guess that is what did it.