I've made a glass map together with a friend. But we are getting a "error! reliable snapshot overflow" error at the end of rounds. At least some players do. They have to rejoin. And some get kicked again with the same error after another round has been played, will others don't. Seems like it's random. After a couple of rounds (15-20 or so) the server crashed.
We have a lot of func_breakables, so that might be causing it. We have a total of 600-something objects. 531 func_breakables D:
This is the compile log.
** Executing...
** Command: "x:\program files xp\steam\steamapps\xxxxx\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "x:\program files xp\steam\steamapps\xxxxx\team fortress 2\tf" "C:\Documents and Settings\xxxx\Desktop\sd_glass_b3"
Valve Software - vbsp.exe (Sep 21 2007)
2 threads
materialPath: x:\program files xp\steam\steamapps\xxxx\team fortress 2\tf\materials
Loading C:\Documents and Settings\xxxxx\Desktop\sd_glass_b3.vmf
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Documents and Settings\xxxx\Desktop\sd_glass_b3.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_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_day01_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 (3) (336037 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 929 texinfos to 606
Reduced 10 texdatas to 9 (230 bytes to 181)
Writing C:\Documents and Settings\xxxx\Desktop\sd_glass_b3.bsp
4 seconds elapsed
** Executing...
** Command: "x:\program files xp\steam\steamapps\xxxx\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "x:\program files xp\steam\steamapps\xxxx\team fortress 2\tf" "C:\Documents and Settings\xxxx\Desktop\sd_glass_b3"
Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\documents and settings\xxxx\desktop\sd_glass_b3.bsp
reading c:\documents and settings\xxxx\desktop\sd_glass_b3.prt
368 portalclusters
1062 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (3)
Optimized: 567 visible clusters (0.00%)
Total clusters visible: 57725
Average clusters visible: 156
Building PAS...
Average clusters audible: 342
visdatasize:37822 compressed from 35328
writing c:\documents and settings\xxxx\desktop\sd_glass_b3.bsp
3 seconds elapsed
** Executing...
** Command: "x:\program files xp\steam\steamapps\xxxx\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "x:\program files xp\steam\steamapps\xxx\team fortress 2\tf" "C:\Documents and Settings\xxxx\Desktop\sd_glass_b3"
Valve Software - vrad.exe SSE (Nov 8 2007)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\documents and settings\xxxxx\desktop\sd_glass_b3.bsp
Setting up ray-trace acceleration structure... Done (0.04 seconds)
4874 faces
1081855 square feet [155787152.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
4874 patches before subdivision
167902 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (14)
transfers 30240907, max 686
transfer lists: 230.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0652 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10)
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 (23)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 545/1024 26160/49152 (53.2%)
brushes 645/8192 7740/98304 ( 7.9%)
brushsides 3906/65536 31248/524288 ( 6.0%)
planes 424/65536 8480/1310720 ( 0.6%)
vertexes 6871/65536 82452/786432 (10.5%)
nodes 4020/65536 128640/2097152 ( 6.1%)
texinfos 606/12288 43632/884736 ( 4.9%)
texdata 9/2048 288/65536 ( 0.4%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 4874/65536 272944/3670016 ( 7.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3619/65536 202664/3670016 ( 5.5%)
leaves 4566/65536 146112/2097152 ( 7.0%)
leaffaces 4968/65536 9936/131072 ( 7.6%)
leafbrushes 897/65536 1794/131072 ( 1.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 35192/512000 140768/2048000 ( 6.9%)
edges 17828/256000 71312/1024000 ( 7.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 110/32768 1100/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1608/65536 3216/131072 ( 2.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 6258336/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 37822/16777216 ( 0.2%)
entdata [variable] 288642/393216 (73.4%)
LDR ambient table 4566/65536 18264/262144 ( 7.0%)
HDR ambient table 4566/65536 18264/262144 ( 7.0%)
LDR leaf ambient 3839/65536 107492/1835008 ( 5.9%)
HDR leaf ambient 4566/65536 127848/1835008 ( 7.0%)
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] 1/12 ( 8.3%)
pakfile [variable] 211594/0 ( 0.0%)
physics [variable] 336037/4194304 ( 8.0%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 10971
Writing c:\documents and settings\xxxx\desktop\sd_glass_b3.bsp
49 seconds elapsed
We have a lot of func_breakables, so that might be causing it. We have a total of 600-something objects. 531 func_breakables D:
This is the compile log.
** Executing...
** Command: "x:\program files xp\steam\steamapps\xxxxx\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "x:\program files xp\steam\steamapps\xxxxx\team fortress 2\tf" "C:\Documents and Settings\xxxx\Desktop\sd_glass_b3"
Valve Software - vbsp.exe (Sep 21 2007)
2 threads
materialPath: x:\program files xp\steam\steamapps\xxxx\team fortress 2\tf\materials
Loading C:\Documents and Settings\xxxxx\Desktop\sd_glass_b3.vmf
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Documents and Settings\xxxx\Desktop\sd_glass_b3.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_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_day01_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 (3) (336037 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 929 texinfos to 606
Reduced 10 texdatas to 9 (230 bytes to 181)
Writing C:\Documents and Settings\xxxx\Desktop\sd_glass_b3.bsp
4 seconds elapsed
** Executing...
** Command: "x:\program files xp\steam\steamapps\xxxx\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "x:\program files xp\steam\steamapps\xxxx\team fortress 2\tf" "C:\Documents and Settings\xxxx\Desktop\sd_glass_b3"
Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\documents and settings\xxxx\desktop\sd_glass_b3.bsp
reading c:\documents and settings\xxxx\desktop\sd_glass_b3.prt
368 portalclusters
1062 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (3)
Optimized: 567 visible clusters (0.00%)
Total clusters visible: 57725
Average clusters visible: 156
Building PAS...
Average clusters audible: 342
visdatasize:37822 compressed from 35328
writing c:\documents and settings\xxxx\desktop\sd_glass_b3.bsp
3 seconds elapsed
** Executing...
** Command: "x:\program files xp\steam\steamapps\xxxx\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "x:\program files xp\steam\steamapps\xxx\team fortress 2\tf" "C:\Documents and Settings\xxxx\Desktop\sd_glass_b3"
Valve Software - vrad.exe SSE (Nov 8 2007)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\documents and settings\xxxxx\desktop\sd_glass_b3.bsp
Setting up ray-trace acceleration structure... Done (0.04 seconds)
4874 faces
1081855 square feet [155787152.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
4874 patches before subdivision
167902 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (14)
transfers 30240907, max 686
transfer lists: 230.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0652 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10)
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 (23)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 545/1024 26160/49152 (53.2%)
brushes 645/8192 7740/98304 ( 7.9%)
brushsides 3906/65536 31248/524288 ( 6.0%)
planes 424/65536 8480/1310720 ( 0.6%)
vertexes 6871/65536 82452/786432 (10.5%)
nodes 4020/65536 128640/2097152 ( 6.1%)
texinfos 606/12288 43632/884736 ( 4.9%)
texdata 9/2048 288/65536 ( 0.4%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 4874/65536 272944/3670016 ( 7.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3619/65536 202664/3670016 ( 5.5%)
leaves 4566/65536 146112/2097152 ( 7.0%)
leaffaces 4968/65536 9936/131072 ( 7.6%)
leafbrushes 897/65536 1794/131072 ( 1.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 35192/512000 140768/2048000 ( 6.9%)
edges 17828/256000 71312/1024000 ( 7.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 110/32768 1100/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1608/65536 3216/131072 ( 2.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 6258336/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 37822/16777216 ( 0.2%)
entdata [variable] 288642/393216 (73.4%)
LDR ambient table 4566/65536 18264/262144 ( 7.0%)
HDR ambient table 4566/65536 18264/262144 ( 7.0%)
LDR leaf ambient 3839/65536 107492/1835008 ( 5.9%)
HDR leaf ambient 4566/65536 127848/1835008 ( 7.0%)
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] 1/12 ( 8.3%)
pakfile [variable] 211594/0 ( 0.0%)
physics [variable] 336037/4194304 ( 8.0%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 10971
Writing c:\documents and settings\xxxx\desktop\sd_glass_b3.bsp
49 seconds elapsed
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