Error when outside the map in spectator mode

Xam100

L1: Registered
Dec 1, 2020
14
0
Hello to all.

I recently discovered an error (well, two of them) that I hadn't noticed before, and couldn't find enough info on the internet about.
When I play my map in game, it works fine. The problem arises when I go in spectator mode and exit the map or go between walls. To be precise, when I can view the map in its entirety.
It gives me two errors: "overflowed cclientrenderableslist group 7" and "overflowed cclientrenderableslist group 6". From what I could gather, these errors have to do with poor optimization... but here's the thing, I don't know what else I could do in that regard to improve it! The map has areaportals, hint/skip and the right amount of brushes turned into func_detail, it doesn't even weight too much. I'm still not sure what these errors are about (especially the "group 6" one, of which I could find practically nothing on the web), but I read they can crash the whole server.

I'll post the compile log below, hopefully you guys can help me out!

Starting a 'Normal' compile.
Starting compilation of cp_washed4
Valve Software - vbsp.exe (May 21 2020)
2 threads
MSG_FILEWRITE - Filesystem was asked to write to 'D:\Documents and Settings\cp_washed4.log', but we don't own that location. Allowing.
materialPath: D:\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading D:\Documents and Settings\cp_washed4.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/cp_washed4/nature/blendgroundtograss001_wvt_patch
Patching WVT material: maps/cp_washed4/nature/blendgroundtograss007_nodetail_wvt_patch
Patching WVT material: maps/cp_washed4/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 (2)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1802 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing D:\Documents and Settings\cp_washed4.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_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) (5826616 bytes)
Static prop models/props_2fort/tire001.mdl outside the map (-127.92, 2376.59, 284.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9144 texinfos to 7245
Reduced 96 texdatas to 82 (2464 bytes to 1875)
Writing D:\Documents and Settings\cp_washed4.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'D:\Documents and Settings\cp_washed4.bsp', but we don't own that location. Allowing.
Wrote ZIP buffer, estimated size 6990, actual size 5034
21 seconds elapsed
-0.279400 -2.044524 0.000000
0.355600 -1.986289 0.000000
0.355600 -2.044524 0.000000
-0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-0.279400 -2.044524 0.000000
0.355600 -1.986289 0.000000
0.355600 -2.044524 0.000000
-0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert
Valve Software - vvis.exe (May 21 2020)
MSG_FILEWRITE - Filesystem was asked to write to 'd:\documents and settings\cp_washed4.log', but we don't own that location. Allowing.
2 threads
reading d:\documents and settings\cp_washed4.bsp
reading d:\documents and settings\cp_washed4.prt
5056 portalclusters
15030 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (18)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (11783)
Optimized: 22555 visible clusters (0.93%)
Total clusters visible: 2426081
Average clusters visible: 479
Building PAS...
Average clusters audible: 1946
visdatasize:2724019 compressed from 6390784
writing d:\documents and settings\cp_washed4.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'd:\documents and settings\cp_washed4.bsp', but we don't own that location. Allowing.
3 hours, 16 minutes, 42 seconds elapsed
Valve Software - vrad.exe SSE (May 21 2020)

Valve Radiosity Simulator
2 threads
MSG_FILEWRITE - Filesystem was asked to write to 'd:\documents and settings\cp_washed4.log', but we don't own that location. Allowing.
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading d:\documents and settings\cp_washed4.bsp
Setting up ray-trace acceleration structure... Done (6.96 seconds)
23471 faces
19 degenerate faces
1746046 square feet [251430688.00 square inches]
348 Displacements
423512 Square Feet [60985824.00 Square Inches]
23452 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
277770 patches after subdivision
sun extent from map=0.017452
280 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (96)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (100)
transfers 33553712, max 1379
transfer lists: 256.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1488884, 875384, 639511)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(264715, 132030, 84396)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(57145, 23524, 12625)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(12543, 4410, 2071)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(2932, 875, 357)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(694, 180, 65)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(171, 38, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(43, 8, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(11, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1088 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (28)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (39)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 89/1024 4272/49152 ( 8.7%)
brushes 3813/8192 45756/98304 (46.5%)
brushsides 27675/65536 221400/524288 (42.2%)
planes 25604/65536 512080/1310720 (39.1%)
vertexes 47020/65536 564240/786432 (71.7%)
nodes 12722/65536 407104/2097152 (19.4%)
texinfos 7245/12288 521640/884736 (59.0%)
texdata 82/2048 2624/65536 ( 4.0%)
dispinfos 348/0 61248/0 ( 0.0%)
disp_verts 24484/0 489680/0 ( 0.0%)
disp_tris 38688/0 77376/0 ( 0.0%)
disp_lmsamples 1150199/0 1150199/0 ( 0.0%)
faces 23471/65536 1314376/3670016 (35.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 11452/65536 641312/3670016 (17.5%)
leaves 12812/65536 409984/2097152 (19.5%)
leaffaces 30387/65536 60774/131072 (46.4%)
leafbrushes 18097/65536 36194/131072 (27.6%)
areas 4/256 32/2048 ( 1.6%)
surfedges 161142/512000 644568/2048000 (31.5%)
edges 96857/256000 387428/1024000 (37.8%)
LDR worldlights 280/8192 24640/720896 ( 3.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 11/32768 132/393216 ( 0.0%)
waterstrips 2699/32768 26990/327680 ( 8.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 44385/65536 88770/131072 (67.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 14/512 4928/180224 ( 2.7%)
LDR lightdata [variable] 12686544/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 2724019/16777216 (16.2%)
entdata [variable] 251561/393216 (64.0%)
LDR ambient table 12812/65536 51248/262144 (19.5%)
HDR ambient table 12812/65536 51248/262144 (19.5%)
LDR leaf ambient 43172/65536 1208816/1835008 (65.9%)
HDR leaf ambient 12812/65536 358736/1835008 (19.5%)
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] 1/2534372 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/111680 ( 0.0%)
pakfile [variable] 5034/0 ( 0.0%)
physics [variable] 5826616/4194304 (138.9%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 68152
Writing d:\documents and settings\cp_washed4.bsp
4 minutes, 51 seconds elapsed
D:\Documents and Settings\cp_washed4.bsp -> D:\Steam\SteamApps\common\Team Fortress 2\tf\maps\cp_washed4.bsp
1 File copiati
'Normal' compile finished in 03:21:57
11 errors/warnings logged:
11 errors/warnings logged for cp_washed4:
● 2x: Caution: Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
● 1x: Info: Found a displacement edge abutting multiple other edges.
● 1x: Info: Static prop models/props_2fort/tire001.mdl outside the map (-127.92, 2376.59, 284.00)
● 2x: Warning: make_triangles:calc_triangle_representation: Cannot convert
● 5x: Info: zero area child patch
 

Xbmann

aa
Jul 8, 2019
63
52
When in spectator or noclipping out of the map optimization stops functioning because it's not designed to optimize outside of playable space. The cclientrenderableslist error just means that there is too much in your map rendering at once which makes sense because all of your map will be rendering when you're outside of it. These can realistically be ignored unless they happen to players actually in the map.
 

Xam100

L1: Registered
Dec 1, 2020
14
0
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.

dont use power 4 displacements also.
Changed them, still the same error. I don't think it's caused by an error that appears in the log to be honest.

When in spectator or noclipping out of the map optimization stops functioning because it's not designed to optimize outside of playable space. The cclientrenderableslist error just means that there is too much in your map rendering at once which makes sense because all of your map will be rendering when you're outside of it. These can realistically be ignored unless they happen to players actually in the map.

I see! What bugs me though is that no official map has this error, and this isn't bigger than them. Also it'd be problematic if someone playing it decided to go in spectator mode and cause the whole server to crash. Maybe it's caused by areaportals? But they work fine when I play the map...