Map Causing High Ping

Discussion in 'Mapping Questions & Discussion' started by invertMASA, Nov 10, 2013.

  1. invertMASA

    invertMASA L3: Member

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    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:
     
  2. Exactol

    aa Exactol Certified Hammer Hacker

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    I think that might be a server problem
     
  3. invertMASA

    invertMASA L3: Member

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    Well when I switch it back to my other map its fine
     
  4. Exactol

    aa Exactol Certified Hammer Hacker

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    463
    Could it be the server is slowed down a bit from people downloading the map?
     
  5. invertMASA

    invertMASA L3: Member

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    103
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    1
    No, I just put it on our other server, that is on a different dedicated box, and same thing
     
  6. Exactol

    aa Exactol Certified Hammer Hacker

    Messages:
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    Ya, that was a bit of a longshot. I'm out of ideas. Gl
     
  7. Pocket

    aa Pocket func_croc

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    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?
     
  8. Seba

    aa Seba DR. BIG FUCKER, PHD

    Messages:
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    Positive Ratings:
    2,365
    If this is the same map that you're having lighting problems with, it's definitely the physics:

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

    invertMASA L3: Member

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    I seen that, but dont really have any thing with physics in my map. So not sure where its coming from
     
    Last edited: Nov 11, 2013
  10. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    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.
     
  11. Beetle

    Beetle L9: Fashionable Member

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    I think high physics is also caused by displacements having a power greater than 3.
     
    • Thanks Thanks x 1
  12. Lampenpam

    aa Lampenpam

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    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?
     
  13. invertMASA

    invertMASA L3: Member

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    I dont have any sky_cameras atm, And I will check over all my props, and let you guys know.
     
  14. invertMASA

    invertMASA L3: Member

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    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: Nov 11, 2013
  15. Micnax

    aa Micnax I maek map

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    It doesn't usually hit that high...

    Can you take some screenshots of your displacements in Hammer for us?
     
    • Thanks Thanks x 1
  16. invertMASA

    invertMASA L3: Member

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    Last edited: Nov 11, 2013
  17. invertMASA

    invertMASA L3: Member

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    GUYS!!!! 5.5!!!!!! It was some displacements, Gona test now, uploading to server, Wish me luck!!!
     
  18. invertMASA

    invertMASA L3: Member

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    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"
     
  19. Beetle

    Beetle L9: Fashionable Member

    Messages:
    627
    Positive Ratings:
    141
    well right off the bat, I notice you have nodraw on displacement faces. delete those faces.
     
  20. invertMASA

    invertMASA L3: Member

    Messages:
    103
    Positive Ratings:
    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"