Map Causing High Ping

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invertMASA

L3: Member
Nov 9, 2013
103
1
Been working a map for a while now and uploaded it to our server to test it out. And It caused everyone to have 300+ ping. What would be causing that?:confused:
 

Exactol

Certified Hammer Hacker
aa
Jul 11, 2013
421
537
Could it be the server is slowed down a bit from people downloading the map?
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
This came up before. I think the culprit was that the map was making the server too busy, like with calculating physics or something. Do you have any gimmicky stuff in your map, or did you accidentally use physics props where you should have used static ones, or anything like that?
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
If this is the same map that you're having lighting problems with, it's definitely the physics:

physics [variable] 5373882/4194304 (128.1%) VERY FULL!

This information can be found in the final report in your compile log.
 

invertMASA

L3: Member
Nov 9, 2013
103
1
I seen that, but dont really have any thing with physics in my map. So not sure where its coming from
 
Last edited:

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Do you have a 3D skybox? If so, double check that you only have one sky_camera (Map menu > Entity Report) and that it is in the skybox area, not the play area.
 
Mar 23, 2013
1,013
347
Lag could also be caused by moving a lot of dynamic objects. E.g. a moving plattform with 10 prop_dynamic parented to it. Or just a lot of moving plattforms, doors, trains etc.
Maybe there is something like this?
 

invertMASA

L3: Member
Nov 9, 2013
103
1
Ok went through all my props, all are prop static but some of the animated props, I made them prop_dynamic. But im still getting this,

physics [variable] 5295813/4194304 (126.3%) VERY FULL!

What else would add to the physics?

And Lampenpam, I only have 3 doors in there. So they are the only moving objects in the map.

*****Update
Ok switched all my displacements are all x3 and got my physics is at 75% now! getting there, What is a avg % for a decent size map?

*****Update
Just put it on server as well still 250-300ping....:(
 
Last edited:

invertMASA

L3: Member
Nov 9, 2013
103
1
False alarm :( Still haveing the same problem, Here is my compile

Also I have a custom sound in there, and used pakrat to add it to the map file, would that be doing it?





** Executing...
** Command: "Z:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "Z:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F.vmf"

Valve Software - vbsp.exe (Oct 25 2013)
4 threads
materialPath: Z:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/trade_invert_new_f/nature/blendgroundtograss008_nodetail_wvt_patch
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 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 442 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
done (0)
writing C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_granary_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_granary_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_granary_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_granary_01 to build the default cubemap!
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 (0) (229143 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2329 texinfos to 1186
Reduced 50 texdatas to 44 (1279 bytes to 1149)
Writing C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F.bsp
1 second elapsed

** Executing...
** Command: "Z:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "Z:\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F"

Valve Software - vvis.exe (Oct 30 2013)
fastvis = true
4 threads
reading c:\users\invertmasa\desktop\trade map\Trade_invert_New_F.bsp
reading c:\users\invertmasa\desktop\trade map\Trade_invert_New_F.prt
357 portalclusters
1526 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 426 visible clusters (0.34%)
Total clusters visible: 125185
Average clusters visible: 350
Building PAS...
Average clusters audible: 357
visdatasize:34972 compressed from 34272
writing c:\users\invertmasa\desktop\trade map\Trade_invert_New_F.bsp
0 seconds elapsed

** Executing...
** Command: "Z:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "Z:\Steam\steamapps\common\Team Fortress 2\tf" -noextra "C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F"

Valve Software - vrad.exe SSE (Oct 30 2013)

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

Loading c:\users\invertmasa\desktop\trade map\Trade_invert_New_F.bsp
Setting up ray-trace acceleration structure... Done (0.57 seconds)
2172 faces
2 degenerate faces
356005 square feet [51264820.00 square inches]
39 Displacements
201274 Square Feet [28983460.00 Square Inches]
2170 patches before subdivision
31620 patches after subdivision
sun extent from map=0.258819
sun extent from map=0.258819
61 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 3360081, max 502
transfer lists: 25.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(123550, 89880, 69719)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(19378, 11774, 9458)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3375, 1860, 1676)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(694, 346, 338)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(153, 69, 73)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(37, 15, 17)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(9, 3, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0096 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (2)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 79/1024 3792/49152 ( 7.7%)
brushes 617/8192 7404/98304 ( 7.5%)
brushsides 4887/65536 39096/524288 ( 7.5%)
planes 3646/65536 72920/1310720 ( 5.6%)
vertexes 3552/65536 42624/786432 ( 5.4%)
nodes 1383/65536 44256/2097152 ( 2.1%)
texinfos 1186/12288 85392/884736 ( 9.7%)
texdata 44/2048 1408/65536 ( 2.1%)
dispinfos 39/0 6864/0 ( 0.0%)
disp_verts 2151/0 43020/0 ( 0.0%)
disp_tris 3264/0 6528/0 ( 0.0%)
disp_lmsamples 272400/0 272400/0 ( 0.0%)
faces 2172/65536 121632/3670016 ( 3.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1849/65536 103544/3670016 ( 2.8%)
leaves 1463/65536 46816/2097152 ( 2.2%)
leaffaces 3113/65536 6226/131072 ( 4.8%)
leafbrushes 1352/65536 2704/131072 ( 2.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 16555/512000 66220/2048000 ( 3.2%)
edges 9738/256000 38952/1024000 ( 3.8%)
LDR worldlights 60/8192 5280/720896 ( 0.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 182/32768 1820/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3750/65536 7500/131072 ( 5.7%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 15/512 5280/180224 ( 2.9%)
LDR lightdata [variable] 2141036/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 34972/16777216 ( 0.2%)
entdata [variable] 74136/393216 (18.9%)
LDR ambient table 1463/65536 5852/262144 ( 2.2%)
HDR ambient table 1463/65536 5852/262144 ( 2.2%)
LDR leaf ambient 7405/65536 207340/1835008 (11.3%)
HDR leaf ambient 1463/65536 40964/1835008 ( 2.2%)
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] 1/14018 ( 0.0%)
pakfile [variable] 2292/0 ( 0.0%)
physics [variable] 229143/4194304 ( 5.5%)
physics terrain [variable] 8985/1048576 ( 0.9%)

Level flags = 0

Total triangle count: 5128
Writing c:\users\invertmasa\desktop\trade map\Trade_invert_New_F.bsp
9 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F.bsp" "Z:\Steam\steamapps\common\Team Fortress 2\tf\maps\Trade_invert_New_F.bsp"
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
well right off the bat, I notice you have nodraw on displacement faces. delete those faces.
 

invertMASA

L3: Member
Nov 9, 2013
103
1
Alrighty, Found the last one ** Executing...
** Command: "Z:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "Z:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F.vmf"

Valve Software - vbsp.exe (Oct 25 2013)
4 threads
materialPath: Z:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/trade_invert_new_f/nature/blendgroundtograss008_nodetail_wvt_patch
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 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 442 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_granary_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_granary_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_granary_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_granary_01 to build the default cubemap!
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 (0) (229143 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2324 texinfos to 1184
Reduced 50 texdatas to 44 (1279 bytes to 1149)
Writing C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F.bsp
1 second elapsed

** Executing...
** Command: "Z:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "Z:\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F"

Valve Software - vvis.exe (Oct 30 2013)
fastvis = true
4 threads
reading c:\users\invertmasa\desktop\trade map\Trade_invert_New_F.bsp
reading c:\users\invertmasa\desktop\trade map\Trade_invert_New_F.prt
347 portalclusters
1488 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 419 visible clusters (0.35%)
Total clusters visible: 118190
Average clusters visible: 340
Building PAS...
Average clusters audible: 347
visdatasize:33299 compressed from 33312
writing c:\users\invertmasa\desktop\trade map\Trade_invert_New_F.bsp
0 seconds elapsed

** Executing...
** Command: "Z:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "Z:\Steam\steamapps\common\Team Fortress 2\tf" -noextra "C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F"

Valve Software - vrad.exe SSE (Oct 30 2013)

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

Loading c:\users\invertmasa\desktop\trade map\Trade_invert_New_F.bsp
Setting up ray-trace acceleration structure... Done (0.59 seconds)
2170 faces
2 degenerate faces
356382 square feet [51319060.00 square inches]
38 Displacements
199667 Square Feet [28752126.00 Square Inches]
2168 patches before subdivision
31616 patches after subdivision
sun extent from map=0.258819
sun extent from map=0.258819
61 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 3355661, max 502
transfer lists: 25.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(123391, 89748, 69594)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(19335, 11743, 9426)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3363, 1852, 1667)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(691, 344, 336)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(152, 69, 73)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(37, 15, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(9, 3, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0095 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 79/1024 3792/49152 ( 7.7%)
brushes 617/8192 7404/98304 ( 7.5%)
brushsides 4887/65536 39096/524288 ( 7.5%)
planes 3646/65536 72920/1310720 ( 5.6%)
vertexes 3562/65536 42744/786432 ( 5.4%)
nodes 1371/65536 43872/2097152 ( 2.1%)
texinfos 1184/12288 85248/884736 ( 9.6%)
texdata 44/2048 1408/65536 ( 2.1%)
dispinfos 38/0 6688/0 ( 0.0%)
disp_verts 2070/0 41400/0 ( 0.0%)
disp_tris 3136/0 6272/0 ( 0.0%)
disp_lmsamples 268456/0 268456/0 ( 0.0%)
faces 2170/65536 121520/3670016 ( 3.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1846/65536 103376/3670016 ( 2.8%)
leaves 1451/65536 46432/2097152 ( 2.2%)
leaffaces 3120/65536 6240/131072 ( 4.8%)
leafbrushes 1357/65536 2714/131072 ( 2.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 16547/512000 66188/2048000 ( 3.2%)
edges 9747/256000 38988/1024000 ( 3.8%)
LDR worldlights 60/8192 5280/720896 ( 0.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 184/32768 1840/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3786/65536 7572/131072 ( 5.8%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 15/512 5280/180224 ( 2.9%)
LDR lightdata [variable] 2141924/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 33299/16777216 ( 0.2%)
entdata [variable] 74136/393216 (18.9%)
LDR ambient table 1451/65536 5804/262144 ( 2.2%)
HDR ambient table 1451/65536 5804/262144 ( 2.2%)
LDR leaf ambient 7407/65536 207396/1835008 (11.3%)
HDR leaf ambient 1451/65536 40628/1835008 ( 2.2%)
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] 1/14022 ( 0.0%)
pakfile [variable] 2292/0 ( 0.0%)
physics [variable] 229143/4194304 ( 5.5%)
physics terrain [variable] 8680/1048576 ( 0.8%)

Level flags = 0

Total triangle count: 5136
Writing c:\users\invertmasa\desktop\trade map\Trade_invert_New_F.bsp
10 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F.bsp" "Z:\Steam\steamapps\common\Team Fortress 2\tf\maps\Trade_invert_New_F.bsp"