Map crashes server. r_speeds? Created 21 years ago2003-11-20 17:42:55 UTC by Skier55d Skier55d

Created 21 years ago2003-11-20 17:42:55 UTC by Skier55d Skier55d

Posted 21 years ago2003-11-20 17:42:55 UTC Post #5203
I've just created my 2nd map called pistolzshieldz. When I go to run it on servers though, as soon as more than 3 people join the game, the server crashes and/or reboots. The map itself is realtively small (think scoutzknivez size) but after compilation is 2.8mb. Could this be caused by a too many brushes being rendered, too many gibs or something to do with my game_player_equip entity? The r_speeds data ingame reports this:

30 FPS, 12 MS (ping), 2300 wpoly, 1106 epoly

I know the wpoly is a tad bit high considering the desired range is 600 (hehe). Could this be the culprit?

And btw... I heard that sq_jackass has a similar problem.
Posted 21 years ago2003-11-20 18:07:57 UTC Post #5204
12MS isnt the same as ping.
i think.
Its how fast ...something... draws ...something... else
Posted 21 years ago2003-11-20 18:22:10 UTC Post #5211
No, ping is not the focus of r_speeds, just ignore the ping part, thw wpolys and epolys is the important part
Posted 21 years ago2003-11-20 18:50:27 UTC Post #5213
good GOD, 2300?? HOW??
That is a teensy bit over the top!

The [X]ms is the time taken to draw the frame.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-20 20:29:02 UTC Post #5218
I dunno, thats just what it said and I have trouble believing it. Maybe it has to do w/ compiling it w/ VIS on full mode. Anyhoo, if anyone would like to take a look at it, email me, skier55d@hotmail.com and ill send you the necessary files.
Posted 21 years ago2003-11-21 04:46:31 UTC Post #5232
2.8 mb bsp IS NOT SMALL!!! Have you built a lot or is there some error in the map?
Posted 21 years ago2003-11-21 10:25:58 UTC Post #5237
bloody hell 2.8mb map, that must have tonnes of entities and prefabs!, even the first part of my current project which is my intro and my first level, isn't even 2mb and from strat to finish last about 20-30mins if you just run through the first mission.
Posted 21 years ago2003-11-21 12:48:11 UTC Post #5247
I have a map thats 6 meg excluding textures, whoopdedoooo!
Posted 21 years ago2003-11-21 16:49:56 UTC Post #5264
When I said small I meant the ingame playing area is small, not the BSP size in bytes. As for the entites (ingame data when you send the command entites), it lists 488, most of these which are weapon models and ammo_9mmclip models. I believe in this case, the game_player_equip entites (thats right, 2 of them). Give all pistols, all grenades and full ammo for each gun. Why two of these? One is triggered at game_player_spawn and the other by a trigger_multiple which is around my ammo boxes.

Although I get 488 entites ingame, there is nowhere near that many when in the editor. In the editor there are no more than 50 point entites and 30 brush entites.

Is this the problem?
Posted 21 years ago2003-11-21 20:00:18 UTC Post #5280
mayb u has ghost entities. check ur probs and if theres ents sayin they has no solid then u clicks go to then deletesd them.
Posted 21 years ago2003-11-21 22:37:55 UTC Post #5289
Hmmm... frustrating... I've tried everything and it still doesnt work. Here is the compile proccess:

** Executing...
** Command: Change Directory
** Parameters: C:SierraHalf-Life

** Executing...
** Command: Copy File
** Parameters: "C:SierraHalf-Lifecstrikepistolzshieldz.map" "C:SierraHalf-Lifecstrikemapspistolzshieldz.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlcsg.exe
** Parameters: "C:SierraHalf-Lifecstrikemapspistolzshieldz"

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~1VALVEH~1toolshlcsg.exe C:SierraHalf-Lifecstrikemapspistolzshieldz
Entering C:SierraHalf-Lifecstrikemapspistolzshieldz.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ 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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (10.02 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (6.13 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 102 used textures, 94.44 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifecstrikecs_assault.wad
  • Contains 3 used textures, 2.78 percent of map (22 textures in wad)
Using Wadfile: sierrahalf-lifecstrikedecals.wad
  • Contains 0 used textures, 0.00 percent of map (223 textures in wad)
Using Wadfile: sierrahalf-lifecstrikecstrike.wad
  • Contains 1 used texture, 0.93 percent of map (123 textures in wad)
Using Wadfile: sierrahalf-lifecstrikecs_office.wad
  • Contains 1 used texture, 0.93 percent of map (102 textures in wad)
Including Wadfile: sierrahalf-lifecstrikezhlt.wad
  • Contains 1 used texture, 0.93 percent of map (3 textures in wad)
added 20 additional animating textures.
Texture usage is at 1.27 mb (of 4.00 mb MAX)
18.55 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlbsp.exe
** Parameters: "C:SierraHalf-Lifecstrikemapspistolzshieldz"

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~1VALVEH~1toolshlbsp.exe C:SierraHalf-Lifecstrikemapspistolzshieldz

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ 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:SierraHalf-Lifecstrikemapspistolzshieldz.prt'
12.30 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlvis.exe
** Parameters: -fast "C:SierraHalf-Lifecstrikemapspistolzshieldz"

g_fastvis = true
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~1VALVEH~1toolshlvis.exe -fast C:SierraHalf-Lifecstrikemapspistolzshieldz
1691 portalleafs
5320 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ 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 [ on ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (26.61 seconds)
average leafs visible: 1177
g_visdatasize:315839 compressed from 358492
27.03 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlrad.exe
** Parameters: "C:SierraHalf-Lifecstrikemapspistolzshieldz"

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~1VALVEH~1toolshlrad.exe C:SierraHalf-Lifecstrikemapspistolzshieldz

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ 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)[ off ] [ 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 ]

[Reading texlights from 'C:PROGRA~1VALVEH~1toolslights.rad']
[1 texlights parsed from 'C:PROGRA~1VALVEH~1toolslights.rad']

7610 faces
Create Patches : 30342 base patches
0 opaque faces
192713 square feet [27750714.00 square inches]
78 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (167.25 seconds)
visibility matrix : 54.9 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (476.70 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (143.78 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (76.59 seconds)
Transfer Lists : 31488020 : 31.49M transfers
Indices :    25788360 :   24.59M bytes
   Data :   125952080 :  120.12M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (15.05 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (19.83 seconds)
907.28 seconds elapsed [15m 7s]

--- END hlrad ---

** Executing...
** Command: C:SierraHALF-L~1hl.exe
** Parameters: -game cstrike -dev +map "pistolzshieldz"
Posted 21 years ago2003-11-22 06:04:10 UTC Post #5308
make from the gournd a func wall and icrease the texture size on some places help wiht me a lot cause hl even went shokking on my brand new computer:o. s i turned the groudn into a func wall. then i inreased the texture size of the gournd wiht 3 andit loks very good
Posted 21 years ago2003-11-22 09:01:16 UTC Post #5320
Pepper is right, increasing the texture size by 2x or 3x wherever possible will help a lot. I noticed from your compile log that you have 'fast vis' turned on. You should do a full vis compile. It will take longer to compile but it will bring your R_speeds down. 2300 wpoly is incredibly high, you might have too much detail in your map. Have a look at Andy's R_speeds tutorial, you will find some suggestions in there that will help.
Posted 21 years ago2003-11-23 01:02:36 UTC Post #5421
I've reduced r_speeds and gotten rid of all invalid solid structures but its still not working : Help!
Posted 20 years ago2003-11-23 09:05:32 UTC Post #5438
is it an outdoor map? does it use complex shapes?
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