Map plays completely different when played on a multiplayer server

Ermac

L1: Registered
Aug 5, 2014
13
0
Okay I recently released a deathrun map for a server and they played it and the map was not like the version I played when I tested it, entities didn't work right, props didn't play animations correctly, door sounds would loop over and over, sound did not stop playing when told to do so, items and other entities misaligned, could someone explain to me how and why this is happening? :(
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Without a lot more specifics, all I can suggest is you've been mixing up onstarttouch and onstarttouchall
 

Ermac

L1: Registered
Aug 5, 2014
13
0
All the entities have there correct inputs and outputs and names and everything
It worked 100% fine when I tested it by myself when its played on the server though its buggy
 

Ermac

L1: Registered
Aug 5, 2014
13
0
Heres my compile log, I fail to see anything wrong with it

materialPath: E:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading E:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\dr_egypt_v1.vmf
Can't find surfaceprop stone for material EGYPT/FLAT_WALL_SKINNY_02, using default
Can't find surfaceprop stone for material EGYPT/HYRO_BORDER_BUMP_NEW, using default
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/custom/mandrillmaze_wall.vmt
LightmappedGeneric,
KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/custom/mandrillmaze_wall.vmt
LightmappedGeneric,
KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/custom/mandrillmaze_floor.vmt
LightmappedGeneric,
KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/custom/mandrillmaze_floor.vmt
LightmappedGeneric,
Can't find surfaceprop stone for material EGYPT/FLAT_WALL_SKINNY_01, using default
Patching WVT material: maps/dr_egypt_v1/egypt/sand_floor_blend_03_wvt_patch
Patching WVT material: maps/dr_egypt_v1/nature/blendrockgroundwall003_wvt_patch
fixing up env_cubemap materials on brush sides...
KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_WALL.vmt
LightmappedGeneric,
KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_WALL.vmt
LightmappedGeneric,
KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_WALL.vmt
LightmappedGeneric,
KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_WALL.vmt
LightmappedGeneric,
KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_FLOOR.vmt
LightmappedGeneric,
KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_FLOOR.vmt
LightmappedGeneric,
KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_FLOOR.vmt
LightmappedGeneric,
KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_FLOOR.vmt
LightmappedGeneric,
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 2780 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\dr_egypt_v1.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 (4) (1020345 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3636 texinfos to 1949
Reduced 53 texdatas to 43 (1532 bytes to 1204)
Writing E:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\dr_egypt_v1.bsp
8 seconds elapsed



4 threads
reading e:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\dr_egypt_v1.bsp
reading e:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\dr_egypt_v1.prt
443 portalclusters
889 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 17 visible clusters (0.09%)
Total clusters visible: 19242
Average clusters visible: 43
Building PAS...
Average clusters audible: 93
visdatasize:19827 compressed from 49616
writing e:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\dr_egypt_v1.bsp
0 seconds elapsed



[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading e:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\dr_egypt_v1.bsp
10336 faces
7 degenerate faces
27629020 square feet [3978578944.00 square inches]
7 Displacements
1927 Square Feet [277496.75 Square Inches]
10329 patches before subdivision
496813 patches after subdivision
434 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 33699147, max 542
transfer lists: 257.1 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(3567073, 2825675, 3030630)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(588957, 406517, 395883)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(114378, 67471, 57848)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(25408, 11822, 8201)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(6817, 2364, 1211)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(2135, 536, 181)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(743, 137, 28)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(275, 38, 5)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(105, 11, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(41, 3, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(16, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(6, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(3, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.2506 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
48 of 48 (100% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 181/1024 8688/49152 (17.7%)
brushes 2791/8192 33492/98304 (34.1%)
brushsides 23814/65536 190512/524288 (36.3%)
planes 13504/65536 270080/1310720 (20.6%)
vertexes 15237/65536 182844/786432 (23.2%)
nodes 3592/65536 114944/2097152 ( 5.5%)
texinfos 1949/12288 140328/884736 (15.9%)
texdata 43/2048 1376/65536 ( 2.1%)
dispinfos 7/0 1232/0 ( 0.0%)
disp_verts 567/0 11340/0 ( 0.0%)
disp_tris 896/0 1792/0 ( 0.0%)
disp_lmsamples 5616/0 5616/0 ( 0.0%)
faces 10336/65536 578816/3670016 (15.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6469/65536 362264/3670016 ( 9.9%)
leaves 3774/65536 120768/2097152 ( 5.8%)
leaffaces 11712/65536 23424/131072 (17.9%)
leafbrushes 5559/65536 11118/131072 ( 8.5%)
areas 13/256 104/2048 ( 5.1%)
surfedges 71970/512000 287880/2048000 (14.1%)
edges 42630/256000 170520/1024000 (16.7%)
LDR worldlights 434/8192 38192/720896 ( 5.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 660/32768 6600/327680 ( 2.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 10353/65536 20706/131072 (15.8%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 28693108/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 19827/16777216 ( 0.1%)
entdata [variable] 432478/393216 (110.0%) VERY FULL!
LDR ambient table 3774/65536 15096/262144 ( 5.8%)
HDR ambient table 3774/65536 15096/262144 ( 5.8%)
LDR leaf ambient 9943/65536 278404/1835008 (15.2%)
HDR leaf ambient 3774/65536 105672/1835008 ( 5.8%)
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] 1/24336 ( 0.0%)
pakfile [variable] 214554/0 ( 0.0%)
physics [variable] 1020345/4194304 (24.3%)
physics terrain [variable] 2529/1048576 ( 0.2%)

Level flags = 0

Total triangle count: 25841
Writing e:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\dr_egypt_v1.bsp
2 minutes, 3 seconds elapsed
 

SSX

aa
Feb 2, 2014
392
411
I put it through Interlopers Compile Error finder, and while it came up clean of errors, I found this:

Note: It appears vbsp was not included in this compile log.
Not running vbsp may cause various errors, make sure you run all compile tools if you are stuck on an unnamed error.

Note: It appears vvis was not included in this compile log.
Not running vvis may cause various errors, make sure you run all compile tools if you are stuck on an unnamed error.

Note: It appears vrad was not included in this compile log.
Not running vrad may cause various errors, make sure you run all compile tools if you are stuck on an unnamed error.
 

SSX

aa
Feb 2, 2014
392
411
That's a problem with interlopers' parsing of the log. The log clearly shows all three running.

Ah ok.

Well, when you tested it by yourself, that's one person. Are you sure it resets after each person? Because that could be your issue.
 

Ermac

L1: Registered
Aug 5, 2014
13
0
Yeah the entities all worked 100% correctly and had the right inputs and outputs and everything
Everything is 100% accurate from the VMF to the BSP, its just playing it through an internet game causes it to not work properly and I can't figure out why
 

henke37

aa
Sep 23, 2011
2,075
515
KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/CUSTOM/MANDRILLMAZE_WALL.vmt
You might want to fix that.
 

Geit

&#128156; I probably broke it &#128156;
aa
May 28, 2009
598
1,161
I fixed that, but that can't possibly be whats causing this problem of mine

Like YM said - make sure you're using the correct variations of triggers. For example OnEndTouchAll (which fires when everyone has left the trigger) instead of OnEndTouch (which will fire every time someone leaves the trigger).
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
There is a bug with func_door_rotating. If you specify a looping sound in its properties, and set the 'Loop Moving Sound?' property to True/Yes, it will continue to play and never stop. If it's used again, another instance of the sound will play. This problem only shows up when you run the map on a dedicated server. Here, visit this link and scroll down to the 'Loop Moving Sound?' property, you can read about the problem, there. Put the sound in to an ambient_generic entity close by. You can create outputs from the door when it opens and stops moving, to play and stop the ambient_generic. Set your door's 'Silent' spawn flag. That will solve the problem.

You can install the Source Dedicated Server on your machine, and SourceMod with a Deathrun plugin, so you can test your maps locally.

With regard to the other problems, it is possible that your logic timing is too quick for the server. Avoid using delays of anything less than 0.1. If you set delay values like 0.01, the outputs can fire in the wrong order. You might need to introduce some delays to your logic, if you have outputs that must be fired in a set order, that are currently set to fire at 0.00. These problems don't show up when running the map in the game client. It is a different beast to the server.