- Feb 15, 2008
- 40
- 0
As a couple of you know, the map myself and Nosh have built is at alpha testing stage, unfortunately it crashed the other night.
We only had 8 or 9 people on at the time and no one has yet reported frame rate issues or any particular problems, the crash just happened out of nowhere. We've tested the map with 31 bots firing and running around and no problems were found. So, in short, we're pretty stumped and really frustrated after the hundreds of hours work put into it.
This is the compile log, which shows we are (I think) within limits as far as optimisation goes.
** Executing...
** Command: "c:\program files\valve\steam\steamapps\******\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\******\team fortress 2\tf" "C:\Program Files\Valve\Steam\SteamApps\********\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha"
Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: c:\program files\valve\steam\steamapps\*********\team fortress 2\tf\materials
Loading C:\Program Files\Valve\Steam\SteamApps\********\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha.vmf
Patching WVT material: maps/ctf_call2arms_alpha/nature/blendrockgroundwall004_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 2138 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files\Valve\Steam\SteamApps\*******\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha.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 (7) (872477 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 4454 texinfos to 2003
Reduced 110 texdatas to 95 (3400 bytes to 2749)
Writing C:\Program Files\Valve\Steam\SteamApps\******\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha.bsp
37 seconds elapsed
** Executing...
** Command: "c:\program files\valve\steam\steamapps\********\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\******\team fortress 2\tf" "C:\Program Files\Valve\Steam\SteamApps\******\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha"
Valve Software - vvis.exe (Mar 11 2008)
2 threads
reading c:\program files\valve\steam\steamapps\******\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha.bsp
reading c:\program files\valve\steam\steamapps\*******\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha.prt
1424 portalclusters
3704 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (71)
Optimized: 1284 visible clusters (0.00%)
Total clusters visible: 175314
Average clusters visible: 123
Building PAS...
Average clusters audible: 454
visdatasize:235851 compressed from 524032
writing c:\program files\valve\steam\steamapps\******\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha.bsp
1 minute, 13 seconds elapsed
** Executing...
** Command: "c:\program files\valve\steam\steamapps\******\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\*******\team fortress 2\tf" "C:\Program Files\Valve\Steam\SteamApps\********\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha"
Valve Software - vrad.exe SSE (Mar 11 2008)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files\valve\steam\steamapps\********\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha.bsp
Setting up ray-trace acceleration structure... Done (24.77 seconds)
6716 faces
5 degenerate faces
545224 square feet [78512272.00 square inches]
268 Displacements
74543 Square Feet [10734269.00 Square Inches]
6711 patches before subdivision
66855 patches after subdivision
263 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (77)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (44)
transfers 4494357, max 402
transfer lists: 34.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(244435, 183160, 140004)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(52204, 34430, 23603)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(12934, 7688, 4748)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(3363, 1836, 1024)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(926, 466, 234)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(264, 122, 55)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(77, 33, 13)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(23, 9, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(7, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0491 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (32)
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 (53)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 63/1024 3024/49152 ( 6.2%)
brushes 2542/8192 30504/98304 (31.0%)
brushsides 16987/65536 135896/524288 (25.9%)
planes 8758/65536 175160/1310720 (13.4%)
vertexes 15226/65536 182712/786432 (23.2%)
nodes 3995/65536 127840/2097152 ( 6.1%)
texinfos 2003/12288 144216/884736 (16.3%)
texdata 95/2048 3040/65536 ( 4.6%)
dispinfos 268/0 47168/0 ( 0.0%)
disp_verts 56860/0 1137200/0 ( 0.0%)
disp_tris 99200/0 198400/0 ( 0.0%)
disp_lmsamples 217833/0 217833/0 ( 0.0%)
faces 6716/65536 376096/3670016 (10.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4646/65536 260176/3670016 ( 7.1%)
leaves 4059/65536 129888/2097152 ( 6.2%)
leaffaces 8489/65536 16978/131072 (13.0%)
leafbrushes 6337/65536 12674/131072 ( 9.7%)
areas 3/256 24/2048 ( 1.2%)
surfedges 52048/512000 208192/2048000 (10.2%)
edges 32909/256000 131636/1024000 (12.9%)
LDR worldlights 263/8192 23144/720896 ( 3.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 1012/32768 10120/327680 ( 3.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 17616/65536 35232/131072 (26.9%)
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 33/512 11616/180224 ( 6.4%)
LDR lightdata [variable] 3561304/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 235851/16777216 ( 1.4%)
entdata [variable] 176689/393216 (44.9%)
LDR ambient table 4059/65536 16236/262144 ( 6.2%)
HDR ambient table 4059/65536 16236/262144 ( 6.2%)
LDR leaf ambient 16105/65536 450940/1835008 (24.6%)
HDR leaf ambient 4059/65536 113652/1835008 ( 6.2%)
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] 1/75378 ( 0.0%)
pakfile [variable] 432338/0 ( 0.0%)
physics [variable] 872477/4194304 (20.8%)
physics terrain [variable] 143283/1048576 (13.7%)
Level flags = 0
Total triangle count: 19995
Writing c:\program files\valve\steam\steamapps\*********\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha.bsp
4 minutes, 2 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\******\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha.bsp" "c:\program files\valve\steam\steamapps\*******\team fortress 2\tf\maps\CTF_Call2Arms_Alpha.bsp"
---------------------------------------------------------------------------------------------------------------------------------------
Our server runs Valve maps ok, so I don't think it's the server.
If anyone has ANY ideas as to why the map might be crashing, we'd love to hear them.
Thanks in advance.
We only had 8 or 9 people on at the time and no one has yet reported frame rate issues or any particular problems, the crash just happened out of nowhere. We've tested the map with 31 bots firing and running around and no problems were found. So, in short, we're pretty stumped and really frustrated after the hundreds of hours work put into it.
This is the compile log, which shows we are (I think) within limits as far as optimisation goes.
** Executing...
** Command: "c:\program files\valve\steam\steamapps\******\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\******\team fortress 2\tf" "C:\Program Files\Valve\Steam\SteamApps\********\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha"
Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: c:\program files\valve\steam\steamapps\*********\team fortress 2\tf\materials
Loading C:\Program Files\Valve\Steam\SteamApps\********\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha.vmf
Patching WVT material: maps/ctf_call2arms_alpha/nature/blendrockgroundwall004_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 2138 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files\Valve\Steam\SteamApps\*******\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha.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 (7) (872477 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 4454 texinfos to 2003
Reduced 110 texdatas to 95 (3400 bytes to 2749)
Writing C:\Program Files\Valve\Steam\SteamApps\******\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha.bsp
37 seconds elapsed
** Executing...
** Command: "c:\program files\valve\steam\steamapps\********\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\******\team fortress 2\tf" "C:\Program Files\Valve\Steam\SteamApps\******\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha"
Valve Software - vvis.exe (Mar 11 2008)
2 threads
reading c:\program files\valve\steam\steamapps\******\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha.bsp
reading c:\program files\valve\steam\steamapps\*******\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha.prt
1424 portalclusters
3704 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (71)
Optimized: 1284 visible clusters (0.00%)
Total clusters visible: 175314
Average clusters visible: 123
Building PAS...
Average clusters audible: 454
visdatasize:235851 compressed from 524032
writing c:\program files\valve\steam\steamapps\******\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha.bsp
1 minute, 13 seconds elapsed
** Executing...
** Command: "c:\program files\valve\steam\steamapps\******\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\*******\team fortress 2\tf" "C:\Program Files\Valve\Steam\SteamApps\********\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha"
Valve Software - vrad.exe SSE (Mar 11 2008)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files\valve\steam\steamapps\********\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha.bsp
Setting up ray-trace acceleration structure... Done (24.77 seconds)
6716 faces
5 degenerate faces
545224 square feet [78512272.00 square inches]
268 Displacements
74543 Square Feet [10734269.00 Square Inches]
6711 patches before subdivision
66855 patches after subdivision
263 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (77)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (44)
transfers 4494357, max 402
transfer lists: 34.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(244435, 183160, 140004)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(52204, 34430, 23603)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(12934, 7688, 4748)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(3363, 1836, 1024)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(926, 466, 234)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(264, 122, 55)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(77, 33, 13)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(23, 9, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(7, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0491 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (32)
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 (53)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 63/1024 3024/49152 ( 6.2%)
brushes 2542/8192 30504/98304 (31.0%)
brushsides 16987/65536 135896/524288 (25.9%)
planes 8758/65536 175160/1310720 (13.4%)
vertexes 15226/65536 182712/786432 (23.2%)
nodes 3995/65536 127840/2097152 ( 6.1%)
texinfos 2003/12288 144216/884736 (16.3%)
texdata 95/2048 3040/65536 ( 4.6%)
dispinfos 268/0 47168/0 ( 0.0%)
disp_verts 56860/0 1137200/0 ( 0.0%)
disp_tris 99200/0 198400/0 ( 0.0%)
disp_lmsamples 217833/0 217833/0 ( 0.0%)
faces 6716/65536 376096/3670016 (10.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4646/65536 260176/3670016 ( 7.1%)
leaves 4059/65536 129888/2097152 ( 6.2%)
leaffaces 8489/65536 16978/131072 (13.0%)
leafbrushes 6337/65536 12674/131072 ( 9.7%)
areas 3/256 24/2048 ( 1.2%)
surfedges 52048/512000 208192/2048000 (10.2%)
edges 32909/256000 131636/1024000 (12.9%)
LDR worldlights 263/8192 23144/720896 ( 3.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 1012/32768 10120/327680 ( 3.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 17616/65536 35232/131072 (26.9%)
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 33/512 11616/180224 ( 6.4%)
LDR lightdata [variable] 3561304/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 235851/16777216 ( 1.4%)
entdata [variable] 176689/393216 (44.9%)
LDR ambient table 4059/65536 16236/262144 ( 6.2%)
HDR ambient table 4059/65536 16236/262144 ( 6.2%)
LDR leaf ambient 16105/65536 450940/1835008 (24.6%)
HDR leaf ambient 4059/65536 113652/1835008 ( 6.2%)
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] 1/75378 ( 0.0%)
pakfile [variable] 432338/0 ( 0.0%)
physics [variable] 872477/4194304 (20.8%)
physics terrain [variable] 143283/1048576 (13.7%)
Level flags = 0
Total triangle count: 19995
Writing c:\program files\valve\steam\steamapps\*********\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha.bsp
4 minutes, 2 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\******\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_Alpha.bsp" "c:\program files\valve\steam\steamapps\*******\team fortress 2\tf\maps\CTF_Call2Arms_Alpha.bsp"
---------------------------------------------------------------------------------------------------------------------------------------
Our server runs Valve maps ok, so I don't think it's the server.
If anyone has ANY ideas as to why the map might be crashing, we'd love to hear them.
Thanks in advance.