Pretty much weird error on server.

JackSakamoto

L1: Registered
Dec 19, 2012
3
0
Well,hi there. I made a map for TF2,using Hammer 4.0,in Source MP base.
It loads perfectly on a LAN server. I added cubemaps,wrote all commands i had to do.
Well,when i try to add it on my team's server,the doesn't load,and loads something else.

I really need help,because i need give a working map for tomorrow,and seriously i don't see where is the problem.

(DL Link of the map : http://www.mediafire.com/?d3m8r99tv0s8d0j)

Thanks for helping me. And Yes,i need present myself,i guess,but i don't know where.
 

JackSakamoto

L1: Registered
Dec 19, 2012
3
0
Here is the log.

** Executing...
** Command: "c:\program files\steam\steamapps\akumared\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\akumared\team fortress 2\tf" "C:\Users\FutureP\Desktop\Nouveau dossier (2)\cp_orange_x3qhiv.vmf"

Valve Software - vbsp.exe (Oct 31 2012)
2 threads
materialPath: c:\program files\steam\steamapps\akumared\team fortress 2\tf\materials
Loading C:\Users\FutureP\Desktop\Nouveau dossier (2)\cp_orange_x3qhiv.vmf
material "tfcustoms/color_orange" not found.
Material not found!: TFCUSTOMS/COLOR_ORANGE
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "tfcustoms/color_grey" not found.
Material not found!: TFCUSTOMS/COLOR_GREY
Patching WVT material: maps/cp_orange_x3qhiv/brick/blendcobbletocobblesnow001_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity prop_dynamic (-3381.93 909.95 -1530.75) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 16 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
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 (1) (19994091 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 256 texinfos to 155
Reduced 38 texdatas to 34 (1262 bytes to 1129)
Writing C:\Users\FutureP\Desktop\Nouveau dossier (2)\cp_orange_x3qhiv.bsp
7 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\akumared\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\akumared\team fortress 2\tf" "C:\Users\FutureP\Desktop\Nouveau dossier (2)\cp_orange_x3qhiv"

Valve Software - vvis.exe (Oct 31 2012)
2 threads
reading c:\users\futurep\desktop\nouveau dossier (2)\cp_orange_x3qhiv.bsp
reading c:\users\futurep\desktop\nouveau dossier (2)\cp_orange_x3qhiv.prt
LoadPortals: couldn't read c:\users\futurep\desktop\nouveau dossier (2)\cp_orange_x3qhiv.prt


** Executing...
** Command: "c:\program files\steam\steamapps\akumared\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files\steam\steamapps\akumared\team fortress 2\tf" "C:\Users\FutureP\Desktop\Nouveau dossier (2)\cp_orange_x3qhiv"

Valve Software - vrad.exe SSE (Oct 31 2012)

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

Loading c:\users\futurep\desktop\nouveau dossier (2)\cp_orange_x3qhiv.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (12.77 seconds)
3799 faces
11 degenerate faces
1238814 square feet [178389344.00 square inches]
345 Displacements
117292 Square Feet [16890094.00 Square Inches]
sun extent from map=0.258819
57 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (92)
Build Patch/Sample Hash Table(s).....Done<0.1389 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 16/1024 768/49152 ( 1.6%)
brushes 467/8192 5604/98304 ( 5.7%)
brushsides 4008/65536 32064/524288 ( 6.1%)
planes 4602/65536 92040/1310720 ( 7.0%)
vertexes 6657/65536 79884/786432 (10.2%)
nodes 2397/65536 76704/2097152 ( 3.7%)
texinfos 155/12288 11160/884736 ( 1.3%)
texdata 34/2048 1088/65536 ( 1.7%)
dispinfos 345/0 60720/0 ( 0.0%)
disp_verts 99705/0 1994100/0 ( 0.0%)
disp_tris 176640/0 353280/0 ( 0.0%)
disp_lmsamples 367667/0 367667/0 ( 0.0%)
faces 3799/65536 212744/3670016 ( 5.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1721/65536 96376/3670016 ( 2.6%)
leaves 2414/65536 77248/2097152 ( 3.7%)
leaffaces 4212/65536 8424/131072 ( 6.4%)
leafbrushes 1777/65536 3554/131072 ( 2.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 25099/512000 100396/2048000 ( 4.9%)
edges 14358/256000 57432/1024000 ( 5.6%)
LDR worldlights 57/8192 5016/720896 ( 0.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 452/32768 4520/327680 ( 1.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6957/65536 13914/131072 (10.6%)
cubemapsamples 10/1024 160/16384 ( 1.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 5118056/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 156184/393216 (39.7%)
LDR ambient table 2414/65536 9656/262144 ( 3.7%)
HDR ambient table 2414/65536 9656/262144 ( 3.7%)
LDR leaf ambient 12234/65536 342552/1835008 (18.7%)
HDR leaf ambient 2414/65536 67592/1835008 ( 3.7%)
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] 3700/0 ( 0.0%)
physics [variable] 19994091/4194304 (476.7%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 10636
Writing c:\users\futurep\desktop\nouveau dossier (2)\cp_orange_x3qhiv.bsp
2 minutes, 20 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\FutureP\Desktop\Nouveau dossier (2)\cp_orange_x3qhiv.bsp" "c:\program files\steam\steamapps\akumared\team fortress 2\tf\maps\cp_orange_x3qhiv.bsp"
 

WolfKit

L3: Member
Jun 26, 2012
128
83
First off, you should fix that leak. Make sure that you are only using world geometry and skybox to seal the map, not func_detail or displacements.
But it looks like your problem is that (those) level 4 displacements. Level 4 displacements aren't nessecarily a problem, but they are if you have a displacement that is too small have too high a power. It makes physics calculations too complicated. The server is crashing because it doesn't have enough resources allocated to it.
To fix it, just lower the power of any displacements you are suspicious of.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Actually, power 4 displacements are always bad. Change them to power 2. It's rare that you should need power 3, honestly. It looks like it's not even compiling correctly because of that.