[HELP] Weird fatal problem!

[HELP] Weird fatal problem!

Hammer Mapping — Page [1]
bandora

2008 Sep 23 • 80
Hello guys,

I am facing a weird problem with my new map.. Everytime I load the map and join it it crashes the server! I tried it in 3 different servers.. I don't know why that happens! It compiled perfectly and I checked for problems.. none...

I really need help figuring out on what's causing the server to crash..!

Here's the bsp so u guys can try it..

http://www.filefactory.com/file/fcc463/n/aim_mario_fs_b3_zip

Bandora = tomato in arabic.. GOT IT? :)

And don't ask why I picked this nickname.. LOONG STORY!
 
 
2008 Nov 11 at 18:29 PST — Ed. 2008 Nov 11 at 18:34 PST
EddyMeuh
2008 Nov 3 • 46
 
 
2008 Nov 11 at 22:48 PST
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Do you have spawns for both teams? (info_player_start and info_player_deathmatch)

Also, post your whole compile log just in case.

On a side note, some of the entries in your .res-file is incorrect(the sky-pictures), this is how it should look I think:

Quote:

mario.wad
sound/mario/mario.wav
sound/mario/pipewarp.wav
sound/mario/falling1.wav
gfx/env/ssxmariobk.tga
gfx/env/ssxmariodn.tga
gfx/env/ssxmarioup.tga
gfx/env/ssxmariolf.tga
gfx/env/ssxmariort.tga
gfx/env/ssxmarioft.tga

(It's not what causing the crash, but still...)
QUACK! QUACK!
 
 
2008 Nov 11 at 23:37 PST — Ed. 2008 Nov 11 at 23:54 PST
SRAW
Rocket Man

2007 Nov 6 • 2525
601 ₧
killer-duck said:

(It's not what causing the crash, but still...)


woot off topic kd!!
and u should get a avatar + a signature or i will still believe u r a mindless hammer editor spam bot :(
edit :
ducky....
Free Steam Games
 
 
2008 Nov 12 at 01:29 PST — Ed. 2008 Nov 12 at 01:30 PST
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
SRAW said:
killer-duck said:

(It's not what causing the crash, but still...)


woot off topic kd!!

Hardly. It's still fairly important.
 
 
2008 Nov 12 at 02:14 PST
bandora

2008 Sep 23 • 80
@Killer-Duck..

Lol silly me.. I forgot to do that to the sky textures in the res file.

And of course I have two spawns (info_player_deathmatch and info_player_start).

and here's the log:

Quote:
hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: C:\PROGRA~1\VALVEH~1\zhlt\hlcsg.exe "C:\Program Files\Valve Hammer Editor\maps\aim_mario_fs"
Entering C:\Program Files\Valve Hammer Editor\maps\aim_mario_fs.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.08 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.50 seconds)

Using Wadfile: \program files\valve hammer editor\wads\cs_cbble.wad
- Contains 0 used textures, 0.00 percent of map (61 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\de_piranesi.wad
- Contains 0 used textures, 0.00 percent of map (160 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\cs_assault.wad
- Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\chateau.wad
- Contains 3 used textures, 30.00 percent of map (136 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\itsitaly.wad
- Contains 0 used textures, 0.00 percent of map (99 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\torntextures.wad
- Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI'
- Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF'
- Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
- Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
- Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP'
- Contains 1 used texture, 10.00 percent of map (162 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\halflife.wad
- Contains 1 used texture, 10.00 percent of map (3116 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\pldecal.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \program files\steam\steamapps\suleimanfarah@hotmail.com\counter-strike\cstrike\mario.wad
- Contains 5 used textures, 50.00 percent of map (20 textures in wad)

Warning: More than 8 wadfiles are in use. (10)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.


added 1 additional animating textures.
Texture usage is at 0.04 mb (of 4.00 mb MAX)
0.67 seconds elapsed

----- END hlcsg -----



hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: C:\PROGRA~1\VALVEH~1\zhlt\hlbsp.exe "C:\Program Files\Valve Hammer Editor\maps\aim_mario_fs"

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'C:\Program Files\Valve Hammer Editor\maps\aim_mario_fs.prt'
0.59 seconds elapsed

----- END hlbsp -----



hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: C:\PROGRA~1\VALVEH~1\zhlt\hlvis.exe "C:\Program Files\Valve Hammer Editor\maps\aim_mario_fs"
321 portalleafs
1187 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]


BasePortalVis:
(0.14 seconds)
LeafThread:
(11.66 seconds)
average leafs visible: 140
g_visdatasize:11673 compressed from 13161
11.86 seconds elapsed

----- END hlvis -----



hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: C:\PROGRA~1\VALVEH~1\zhlt\hlrad.exe -extra "C:\Program Files\Valve Hammer Editor\maps\aim_mario_fs"

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]


1172 faces
Create Patches : 3342 base patches
0 opaque faces
25216 square feet [3631119.75 square inches]
2 direct lights

BuildFacelights:
(8.09 seconds)
visibility matrix : 0.7 megs
BuildVisLeafs:
(0.53 seconds)
MakeScales:
(0.16 seconds)
SwapTransfers:
(0.03 seconds)
Transfer Lists : 640628 : 640.63k transfers
Indices : 529468 : 517.06k bytes
Data : 2562512 : 2.44M bytes
GatherLight:
(0.03 seconds)
FinalLightFace:
(0.14 seconds)
9.06 seconds elapsed

----- END hlrad -----





Bandora = tomato in arabic.. GOT IT? :)

And don't ask why I picked this nickname.. LOONG STORY!
 
 
2008 Nov 12 at 12:01 PST — Ed. 2008 Nov 12 at 12:05 PST
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Quote:

Warning: More than 8 wadfiles are in use. (10)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.


Remove wads or merge wads with Wally...
QUACK! QUACK!
 
 
2008 Nov 12 at 12:14 PST
bandora

2008 Sep 23 • 80
Killer-Duck said:
Quote:

Warning: More than 8 wadfiles are in use. (10)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.


Remove wads or merge wads with Wally...


I did remove them from Tools>Options>Textures.. I only left the needed wads (3 of them).. But what's weird is that if I click on browse (for textures).. all the textures from the other WADs are still there! (even after restarting Hammer)


EDIT: I even updated hammer to version 3.5... and tried to compile the map.. same thing.. it crashes the server..

What's really weird is that if I choose to spectate the map it doesn't crash.. only when I join either CT or T...

EDIT2: Ok after tweaking the map a bit and updating hammer 3.5 it still crashes the server when I join a team.. but the log is a little bit different now..

Here's the new log:

Quote:
hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: C:\PROGRA~1\VALVEH~1\zhlt\hlcsg.exe "C:\Program Files\Valve Hammer Editor\maps\aim_mario_fs"
Entering C:\Program Files\Valve Hammer Editor\maps\aim_mario_fs.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.09 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.50 seconds)

Using Wadfile: \program files\valve hammer editor\wads\halflife.wad
- Contains 5 used textures, 50.00 percent of map (3116 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\pldecal.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \program files\steam\steamapps\suleimanfarah@hotmail.com\counter-strike\cstrike\mario.wad
- Contains 5 used textures, 50.00 percent of map (20 textures in wad)

added 1 additional animating textures.
Texture usage is at 0.04 mb (of 4.00 mb MAX)
0.66 seconds elapsed

----- END hlcsg -----



hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: C:\PROGRA~1\VALVEH~1\zhlt\hlbsp.exe "C:\Program Files\Valve Hammer Editor\maps\aim_mario_fs"

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'C:\Program Files\Valve Hammer Editor\maps\aim_mario_fs.prt'
0.58 seconds elapsed

----- END hlbsp -----



hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: C:\PROGRA~1\VALVEH~1\zhlt\hlvis.exe "C:\Program Files\Valve Hammer Editor\maps\aim_mario_fs"
313 portalleafs
1159 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]


BasePortalVis:
(0.14 seconds)
LeafThread:
(9.02 seconds)
average leafs visible: 140
g_visdatasize:11362 compressed from 12520
9.19 seconds elapsed

----- END hlvis -----



hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: C:\PROGRA~1\VALVEH~1\zhlt\hlrad.exe -extra "C:\Program Files\Valve Hammer Editor\maps\aim_mario_fs"

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]


1100 faces
Create Patches : 3324 base patches
0 opaque faces
25270 square feet [3639006.75 square inches]
2 direct lights

BuildFacelights:
(8.05 seconds)
visibility matrix : 0.7 megs
BuildVisLeafs:
(0.50 seconds)
MakeScales:
(0.16 seconds)
SwapTransfers:
(0.03 seconds)
Transfer Lists : 605374 : 605.37k transfers
Indices : 502880 : 491.09k bytes
Data : 2421496 : 2.31M bytes
GatherLight:
(0.03 seconds)
FinalLightFace:
(0.14 seconds)
8.98 seconds elapsed

----- END hlrad -----



Bandora = tomato in arabic.. GOT IT? :)

And don't ask why I picked this nickname.. LOONG STORY!
 
 
2008 Nov 12 at 12:47 PST — Ed. 2008 Nov 12 at 13:47 PST
bandora

2008 Sep 23 • 80
Could the trigger_multiple or ambient_generic crash the server?

Because in the map there's the 2 sets of pipes on each side (3 pipes in each set).. and I have trigger_multiple in each opening that triggers ambient_generic to make a sound.
Bandora = tomato in arabic.. GOT IT? :)

And don't ask why I picked this nickname.. LOONG STORY!
 
 
2008 Nov 12 at 13:48 PST — Ed. 2008 Nov 12 at 13:54 PST
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
What happens when the player spawns? Do they trigger something? Delete whatever entities that are triggered when player spawn and see if that works better.
QUACK! QUACK!
 
 
2008 Nov 12 at 22:51 PST
bandora

2008 Sep 23 • 80
Killer-Duck said:
What happens when the player spawns? Do they trigger something? Delete whatever entities that are triggered when player spawn and see if that works better.


Nothing is triggered.. nothing that I know of.. I only have the info_player_start/deathmatch and weapons with them.. (3 pistols and a knife).
Bandora = tomato in arabic.. GOT IT? :)

And don't ask why I picked this nickname.. LOONG STORY!
 
 
2008 Nov 13 at 14:26 PST
Page [1]