Strange error in my map, any help appreciated

Talented

2008-09-16 03:22:26

OK, so I have nearly got my first proper map to its beta stage (so close now^), but I'm having a really strange error with the map when testing it......all my entities and func's work perfectly well for a few minutes, then, for some reason the func_doors in my map stop working, and players are unable to pick up any of the weapons and health in the map, they just behave like objects.

When running my map on a self created server i usually get a crash shortly after this happens, with the error "ED_Alloc: No free edicts", though I have read in other help forums that this means there are too many entities....but in the compiling text it says i have used far less than the maximum number of entities allowed. (also when running the map on a normal server there are no crashing issues , server or user side)

I have done the usual forum scanning to find any similar probs but so far I cant find anything, i just wondered if any of the experienced mappers here may have encountered anythin similar, or have a inkling as to what is causing this....

as always, any help is much appreciated, and if anyone wanting to help feels they would need a look at the map themselves, that is better at directly analysing map errors via console or w/e then I'll happily provide it.

Thanks,

Talented

Walking Target

2008-09-16 03:28:27

I am not a mapper, so I am not really qualified to comment, but I did have someone tell me something about maximum entities once, something about it being fine when editing the map, but when you run the map you can go over at some point during the round because the items that are repawning add to the count...or something like that?

Anyone else know more about how this works?

Talented

2008-09-16 03:40:14

thanks for the swift response WT, and yes another mapper i know suggested it could be something to do with max entities, but he couldn't elaborate more, and I'm very much a noob mapper atm so its a bit beyond my knowledge aswell.

[EYE] Valar

2008-09-16 04:01:57

post the compile log and a link to DL the vmf

Talented

2008-09-16 15:40:59

OK, this is the compile log, I compiled in fastvis because it takes about 6-10hours to compile in normalvis, so I hope this is alright.
** Executing...
** Command: "c:\program files\valve\steam\steamapps\STEAMNAME\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\STEAMNAME\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\STEAMNAME\sourcesdk_content\hl2mp\mapsrc\dm_xerces_m22"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\valve\steam\steamapps\STEAMNAME\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program Files\Valve\Steam\SteamApps\STEAMNAME\sourcesdk_content\hl2mp\mapsrc\dm_xerces_m22.vmf
material "bro_21-icon" not found
Material not found!: /BRO_21-ICON
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...Brush 295748: WARNING, microbrush
Brush 295714: WARNING, microbrush
6...7...8...9...10 (2)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (295.1, -223.8, 384.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 295714:

ProcessBlock_Thread: 0...1...2...3...4...5...Brush 295748: WARNING, microbrush
Brush 295714: WARNING, microbrush
6...7...8...9...10 (1)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (295.1, -223.8, 384.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 295714:

Processing areas...done (0)
Building Faces...error: material STONE/MARBLEFLOOR001B doesn't have a $bottommaterial
error: material STONE/MARBLEFLOOR001B doesn't have a $bottommaterial
error: material STONE/MARBLEFLOOR001B doesn't have a $bottommaterial
error: material STONE/MARBLEFLOOR001B doesn't have a $bottommaterial
error: material STONE/MARBLEFLOOR001B doesn't have a $bottommaterial
error: material STONE/MARBLEFLOOR001B doesn't have a $bottommaterial
error: material CUSTOM/TALENTEDWOODWALLPANEL4 doesn't have a $bottommaterial
error: material CUSTOM/TALENTEDWOODWALLPANEL4 doesn't have a $bottommaterial
error: material CUSTOM/TALENTEDWOODWALLPANEL4 doesn't have a $bottommaterial
done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 742 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files\Valve\Steam\SteamApps\STEAMNAME\sourcesdk_content\hl2mp\mapsrc\dm_xerces_m22.prt...done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day03_06*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day03_06rt"
Can't load skybox file skybox/sky_day03_06 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 (1) (1090962 bytes)
Static prop models/props_c17/light_cagelight02_off.mdl outside the map (303.00, 816.00, 512.00)
Static prop models/props_c17/light_cagelight02_off.mdl outside the map (-49.00, 592.00, 512.00)
Static prop models/props_interiors/lightbulb01a.mdl outside the map (129.00, -653.00, 0.00)
Static prop models/props_c17/light_cagelight02_off.mdl outside the map (305.00, 592.00, 512.00)
Error! prop_static using model "models/props_c17/furnituretable001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furnituretable001a.mdl"!
Static prop models/props_c17/light_domelight02_on.mdl outside the map (-834.67, -1.00, 319.18)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 756 texinfos to 511
Reduced 133 texdatas to 90 (4702 bytes to 2985)
Writing C:\Program Files\Valve\Steam\SteamApps\STEAMNAME\sourcesdk_content\hl2mp\mapsrc\dm_xerces_m22.bsp
11 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\STEAMNAME\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\STEAMNAME\half-life 2 deathmatch\hl2mp" -fast "C:\Program Files\Valve\Steam\SteamApps\STEAMNAME\sourcesdk_content\hl2mp\mapsrc\dm_xerces_m22"

Valve Software - vvis.exe (Nov 8 2007)
fastvis = true
2 threads
reading c:\program files\valve\steam\steamapps\STEAMNAME\sourcesdk_content\hl2mp\mapsrc\dm_xerces_m22.bsp
reading c:\program files\valve\steam\steamapps\STEAMNAME\sourcesdk_content\hl2mp\mapsrc\dm_xerces_m22.prt
4067 portalclusters
13529 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (26)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 925561 visible clusters (0.00%)
Total clusters visible: 11473087
Average clusters visible: 2821
Building PAS...
Average clusters audible: 4054
visdatasize:3959977 compressed from 4164608
writing c:\program files\valve\steam\steamapps\STEAMNAME\sourcesdk_content\hl2mp\mapsrc\dm_xerces_m22.bsp
30 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\STEAMNAME\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\STEAMNAME\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\STEAMNAME\sourcesdk_content\hl2mp\mapsrc\dm_xerces_m22"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\STEAMNAME\sourcesdk_content\hl2mp\mapsrc\dm_xerces_m22.bsp
16797 faces
39 degenerate faces
324122 square feet [46673624.00 square inches]
22 displacements
2275 square feet [327712.16 square inches]
16758 patches before subdivision
zero area child patch
zero area child patch
65582 patches after subdivision
light has _fifty_percent_distance of 300.000000 but no zero_percent_distance
light has _fifty_percent_distance of 600.000000 but no zero_percent_distance
light has _fifty_percent_distance of 500.000000 but no zero_percent_distance
light has _fifty_percent_distance of 500.000000 but no zero_percent_distance
light has _fifty_percent_distance of 500.000000 but no zero_percent_distance
light has _fifty_percent_distance of 500.000000 but no zero_percent_distance
light has _fifty_percent_distance of 500.000000 but no zero_percent_distance
light has _fifty_percent_distance of 500.000000 but no zero_percent_distance
light has _fifty_percent_distance of 300.000000 but no zero_percent_distance
light has _fifty_percent_distance of 500.000000 but no zero_percent_distance
light has _fifty_percent_distance of 500.000000 but no zero_percent_distance
light has _fifty_percent_distance of 500.000000 but no zero_percent_distance
light has _fifty_percent_distance of 500.000000 but no zero_percent_distance
light has _fifty_percent_distance of 700.000000 but no zero_percent_distance
light has _fifty_percent_distance of 500.000000 but no zero_percent_distance
light has _fifty_percent_distance of 200.000000 but no zero_percent_distance
light has _fifty_percent_distance of 200.000000 but no zero_percent_distance
light has _fifty_percent_distance of 200.000000 but no zero_percent_distance
light has _fifty_percent_distance of 500.000000 but no zero_percent_distance
light has _fifty_percent_distance of 500.000000 but no zero_percent_distance
light has _fifty_percent_distance of 500.000000 but no zero_percent_distance
light has _fifty_percent_distance of 500.000000 but no zero_percent_distance
light has _fifty_percent_distance of 300.000000 but no zero_percent_distance
light has _fifty_percent_distance of 500.000000 but no zero_percent_distance
light has _fifty_percent_distance of 500.000000 but no zero_percent_distance
light has _fifty_percent_distance of 200.000000 but no zero_percent_distance
light has _fifty_percent_distance of 800.000000 but no zero_percent_distance
light has _fifty_percent_distance of 500.000000 but no zero_percent_distance
light has _fifty_percent_distance of 800.000000 but no zero_percent_distance
light has _fifty_percent_distance of 800.000000 but no zero_percent_distance
light has _fifty_percent_distance of 500.000000 but no zero_percent_distance
light has _fifty_percent_distance of 500.000000 but no zero_percent_distance
53 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (121)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (198)
transfers 14110590, max 2351
transfer lists: 107.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(583184, 425791, 180670)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(49005, 29827, 12033)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(11857, 8694, 3026)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(2638, 2048, 735)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1084, 816, 255)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(311, 235, 76)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(140, 98, 28)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(43, 30, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(20, 13, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(6, 4, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(3, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0427 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 19/1024 912/49152 ( 1.9%)
brushes 3181/8192 38172/98304 (38.8%)
brushsides 26334/65536 210672/524288 (40.2%)
planes 20372/65536 407440/1310720 (31.1%)
vertexes 29473/65536 353676/786432 (45.0%)
nodes 8284/65536 265088/2097152 (12.6%)
texinfos 511/12288 36792/884736 ( 4.2%)
texdata 90/2048 2880/65536 ( 4.4%)
dispinfos 22/0 3872/0 ( 0.0%)
disp_verts 550/0 11000/0 ( 0.0%)
disp_tris 704/0 1408/0 ( 0.0%)
disp_lmsamples 13472/0 13472/0 ( 0.0%)
faces 16797/65536 940632/3670016 (25.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 10804/65536 605024/3670016 (16.5%)
leaves 8304/65536 265728/2097152 (12.7%)
leaffaces 19661/65536 39322/131072 (30.0%)
leafbrushes 8266/65536 16532/131072 (12.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 122160/512000 488640/2048000 (23.9%)
edges 68219/256000 272876/1024000 (26.6%)
LDR worldlights 53/8192 4664/720896 ( 0.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1591/32768 15910/327680 ( 4.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 27672/65536 55344/131072 (42.2%)
cubemapsamples 6/1024 96/16384 ( 0.6%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1999284/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 3959977/16777216 (23.6%)
entdata [variable] 47999/393216 (12.2%)
LDR leaf ambient 8304/65536 199296/1572864 (12.7%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/8868 ( 0.0%)
dtl prp lght [variable] 1/74 ( 1.4%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/7666 ( 0.0%)
pakfile [variable] 85834/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 1090962/4194304 (26.0%)
==== Total Win32 BSP file data space used: 11433524 bytes ====

Total triangle count: 46018
Writing c:\program files\valve\steam\steamapps\STEAMNAME\sourcesdk_content\hl2mp\mapsrc\dm_xerces_m22.bsp
5 minutes, 30 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\STEAMNAME\sourcesdk_content\hl2mp\mapsrc\dm_xerces_m22.bsp" "c:\program files\valve\steam\steamapps\STEAMNAME\half-life 2 deathmatch\hl2mp\maps\dm_xerces_m22.bsp"
Here's the link to the .vmf
http://files.filefront.com/dm+xerces+m2 ... einfo.html

and here's a link to my custom textures so the whole map isnt just a mass of pink and black squares ^(as pretty much every texture is custom)
http://files.filefront.com/My+Custom+te ... einfo.html

if there's nething else you need then just ask. also, appologies if my mapping is sloppy by your standards!

Cheers.

[EYE] Valar

2008-09-16 16:13:22

material "bro_21-icon" not found - missing a custom texture
Material not found!: /BRO_21-ICON - missing a custom texture
ProcessBlock_Thread: 0...1...2...3...4...5...Brush 295748: WARNING, microbrush
Brush 295714: WARNING, microbrush
then it proceeds to show you all your "CONTENTS_SOLID" brushes. this means you have a leak. a major one and definitly a brush mess.
further down the log you see models sticking outside the map borders.
and then you have 13529 numportals. you can't have that in a map. this is way too much than what you should have. for reference - 3000 numportals is too much.
then this: "WARNING: Cluster portals saw into cluster" this means you got illegal brushes or brushes colliding with other brushes. bad.

pretty much every aspect of your map has errors in it.

It always comes to mind when i see new mappers making huge, overkill detailed maps - wouldn't it make more sense to start smaller? and learn while working ?

ill look at the vmf.

Talented

2008-09-16 18:16:43

Ahhhh, damn :? well I will have to have a really hard look at the map n try to fix these errors. And ofc everything starts small, i didnt set out to make an overly complicated map, but I got my basic theme idea and ran with it, thought, 'it'd be nice if my map had this' , found a tut, made it, added it, etcetc and it soon became quite complicated, BUT I think my map has potential with this theme etc so I'll attempt to fix the problems rather than start from scratch, atleast to begin with :? ^