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Map crashes in OC when loading

Posted: Mon Jun 25, 2012 4:47 pm
by MaestraFénix
When i load my map in OC, it crash just after "loading resources".

I dont why is happening. I checked all and i cant find the problem. Nothing appears in "check for problems", the compile log is fine. Even i tried with the "con_log" command, and nothing outside of normal.

If i use the cordon tool with the lastest zone made, it works, as well as if i use it with all the old zone, and even if i do the old and the half of the new zone.

The only thing that i have seen is that if i do something that reaches the 90% of the entdata, it will crash. But i know that even there are VALVe maps which have even 160%.

I dont know what to do. Please help me, the map is nearly done, and it would be a misfortune have to cancel it.

The compile log:

Code: Select all

** Executing...
** Command: "C:\Program Files\Steam\SteamApps\***\sourcesdk\bin\source2007\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\SteamApps\SourceMods\obsidian" "C:\Program Files\Steam\steamapps\***\sourcesdk_content\hl2\mapsrc\oc_back"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\SteamApps\SourceMods\obsidian\materials
Loading C:\Program Files\Steam\steamapps\***\sourcesdk_content\hl2\mapsrc\oc_back.vmf
Patching WVT material: maps/oc_back/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/oc_back/maps/seamus/seamusrockwall_blend_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 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 824 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\***\sourcesdk_content\hl2\mapsrc\oc_back.prt...Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_07*.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_07*.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 (1) (714771 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 4978 texinfos to 2493
Reduced 354 texdatas to 298 (11778 bytes to 10107)
Writing C:\Program Files\Steam\steamapps\***\sourcesdk_content\hl2\mapsrc\oc_back.bsp
9 seconds elapsed

** Executing...
** Command: "C:\Program Files\Steam\SteamApps\***\sourcesdk\bin\source2007\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\SteamApps\SourceMods\obsidian" "C:\Program Files\Steam\steamapps\***\sourcesdk_content\hl2\mapsrc\oc_back"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\program files\steam\steamapps\***\sourcesdk_content\hl2\mapsrc\oc_back.bsp
reading c:\program files\steam\steamapps\***\sourcesdk_content\hl2\mapsrc\oc_back.prt
 603 portalclusters
1248 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 (1)
Optimized: 123 visible clusters (0.00%)
Total clusters visible: 28182
Average clusters visible: 46
Building PAS...
Average clusters audible: 103
visdatasize:31885  compressed from 96480
writing c:\program files\steam\steamapps\***\sourcesdk_content\hl2\mapsrc\oc_back.bsp
1 second elapsed

** Executing...
** Command: "C:\Program Files\Steam\SteamApps\***\sourcesdk\bin\source2007\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\SteamApps\SourceMods\obsidian" "C:\Program Files\Steam\steamapps\***\sourcesdk_content\hl2\mapsrc\oc_back"

Valve Software - vrad.exe SSE (May 19 2009)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[44 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\***\sourcesdk_content\hl2\mapsrc\oc_back.bsp
Setting up ray-trace acceleration structure... Done (3.67 seconds)
5518 faces
1 degenerate faces
592076 square feet [85259024.00 square inches]
41 Displacements
8895 Square Feet [1280934.13 Square Inches]
5517 patches before subdivision
56161 patches after subdivision
sun extent from map=0.951057
76 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (19)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (10)
transfers 4719802, max 473
transfer lists:  36.0 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(122978, 96018, 65339)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(19491, 16753, 11543)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(4228, 3816, 2550)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(1096, 1007, 640)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(316, 292, 175)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(98, 90, 51)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(32, 29, 16)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(11, 10, 5)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(4, 3, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #11 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0380 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (13)
FinalLightFace Done
5 of 50 (10% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (12)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 142/1024         6816/49152    (13.9%) 
brushes               1858/8192        22296/98304    (22.7%) 
brushsides           13876/65536      111008/524288   (21.2%) 
planes                9300/65536      186000/1310720  (14.2%) 
vertexes             10232/65536      122784/786432   (15.6%) 
nodes                 2447/65536       78304/2097152  ( 3.7%) 
texinfos              2493/12288      179496/884736   (20.3%) 
texdata                298/2048         9536/65536    (14.6%) 
dispinfos               41/0            7216/0        ( 0.0%) 
disp_verts            1081/0           21620/0        ( 0.0%) 
disp_tris             1408/0            2816/0        ( 0.0%) 
disp_lmsamples       30776/0           30776/0        ( 0.0%) 
faces                 5518/65536      309008/3670016  ( 8.4%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             4377/65536      245112/3670016  ( 6.7%) 
leaves                2590/65536       82880/2097152  ( 4.0%) 
leaffaces             6698/65536       13396/131072   (10.2%) 
leafbrushes           3488/65536        6976/131072   ( 5.3%) 
areas                   12/256            96/2048     ( 4.7%) 
surfedges            43471/512000     173884/2048000  ( 8.5%) 
edges                27358/256000     109432/1024000  (10.7%) 
LDR worldlights         76/8192         6688/720896   ( 0.9%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            2/32768          24/393216   ( 0.0%) 
waterstrips            406/32768        4060/327680   ( 1.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          7170/65536       14340/131072   (10.9%) 
cubemapsamples          19/1024          304/16384    ( 1.9%) 
overlays                 7/512          2464/180224   ( 1.4%) 
LDR lightdata         [variable]     3497056/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       31885/16777216 ( 0.2%) 
entdata               [variable]      363906/393216   (92.5%) VERY FULL!
LDR ambient table     2590/65536       10360/262144   ( 4.0%) 
HDR ambient table     2590/65536       10360/262144   ( 4.0%) 
LDR leaf ambient      8595/65536      240660/1835008  (13.1%) 
HDR leaf ambient      2590/65536       72520/1835008  ( 4.0%) 
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]           1/30330    ( 0.0%) 
pakfile               [variable]     1776326/0        ( 0.0%) 
physics               [variable]      714771/4194304  (17.0%) 
physics terrain       [variable]        7775/1048576  ( 0.7%) 

Level flags = 0

Total triangle count: 14688
Writing c:\program files\steam\steamapps\***\sourcesdk_content\hl2\mapsrc\oc_back.bsp
1 minute, 5 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\***\sourcesdk_content\hl2\mapsrc\oc_back.bsp" "C:\Program Files\Steam\SteamApps\SourceMods\obsidian\maps\oc_back.bsp"

Re: Map crashes in OC when loading

Posted: Tue Jun 26, 2012 3:59 pm
by TESLA-X4
PM the map to me, I'll look at the resulting crash dump when I get the chance to.

Edit:
Okay, this is a really weird one, here's the call stack:

Code: Select all

>	engine.dll!10068ba4() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for engine.dll]	
 	engine.dll!10089ae3() 	
 	engine.dll!1008ae5d() 	
 	engine.dll!1008aa98() 	
 	vphysics.dll!117c2f23() 	
 	filesystem_steam.dll!0c99d177() 	
 	filesystem_steam.dll!0c99b9b8() 	
 	filesystem_steam.dll!0c99b9c8() 	
 	filesystem_steam.dll!0c99b9c8() 	
 	filesystem_steam.dll!0c99bb68() 	
 	filesystem_steam.dll!0c99bb68() 	
 	datacache.dll!0f9d1bfc() 	
 	datacache.dll!0f9e3268() 	
 	datacache.dll!0f9d2002() 	
 	datacache.dll!0f9d1e7e() 	
 	datacache.dll!0f9dcb6a() 	
 	engine.dll!1017c2cc() 	
 	filesystem_steam.dll!0c99bb68() 	
 	server.dll!CBaseEntity::CheckHasGamePhysicsSimulation()  Line 1014 + 0xa bytes	C++
 	server.dll!CBaseEntity::SetMoveType(MoveType_t val=169404096, MoveCollide_t moveCollide=403917178)  Line 3342 + 0x7 bytes	C++
 	vphysics.dll!117f2640() 	
 	server.dll!CPhysicsProp::CreateVPhysics()  Line 2590 + 0x13 bytes	C++
 	0bd05800()	
 	0173b7e8()	
I sense a NULL pointer that somehow found its way into the engine, where it crashed. Given how CPhysicsProp::CreateVPhysics() is mentioned, you might want to check the physics props on your map (try cordoning the map off part by part to make things easier for yourself). I don't understand why filesystem_steam.dll is involved here - CBaseEntity::CheckHasGamePhysicsSimulation() doesn't make any filesystem calls as far as I can tell.

Re: Map crashes in OC when loading

Posted: Tue Jun 26, 2012 7:12 pm
by MaestraFénix
Ok, i´m not sure about if it was that or not, but after ungroup some entities (a prop_physics with a rope), it loads now. The entdata is now at 90.8, but i have hopes that it will not longer crash after reach 91% or more.


I have a lot of luck because we have Tesla, but imagine if not. How i could have known that without the dump file?

In resume, ungroup your shit before compile it.

Re: Map crashes in OC when loading

Posted: Tue Jun 26, 2012 10:26 pm
by Shana
Groups don't exist for the engine anymore after compiling so it shouldn't be the cause.

But check if you have any displacements with too high of a vertex density, like using a power of 4 on a brush too small in size can crash the physics engine.

Re: Map crashes in OC when loading

Posted: Wed Jun 27, 2012 8:53 am
by MaestraFénix
W0rf0x wrote:Groups don't exist for the engine anymore after compiling so it shouldn't be the cause.

But check if you have any displacements with too high of a vertex density, like using a power of 4 on a brush too small in size can crash the physics engine.
It was one of the first things that i checked. The mine are of 2. Also, i have seen reports of crashes due group different entities (although i didnt remember that i have 3 applied with some prop_physics).