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Post by Jayzer on Aug 10, 2012 18:06:30 GMT
I am making a map and i have used alot of time on it, and everytime i enter the map in css it works good, but the next map i enter gives me a Error and my css shut down. I have noticed every time it says - Reloading all lighting - and then shut down. I think this problem will appears to every1 who enter the map. Can you guys help me with this problem? I can send the VMF file if needed.
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Post by Zeph on Aug 11, 2012 11:39:57 GMT
Does it only happen after playing your map? And ive noticed this too, if i try to reload the same map after compiling it crashes CSS.
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Post by yaznee on Aug 11, 2012 14:43:55 GMT
since the last update, my game runs like a bag of shit. Even if I enter a console command, the game instantly crashes (HL2.exe).
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Post by Jayzer on Aug 12, 2012 10:19:21 GMT
This -ONLY- happens when i go from my own map to another random map.
Here is the compile process:
** Executing... ** Command: "c:\program files (x86)\steam\steamapps\lightmann12345\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\lightmann12345\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\lightmann12345\sourcesdk_content\cstrike\mapsrc\hns_3.vmf"
Valve Software - vbsp.exe (Apr 26 2012) 2 threads materialPath: c:\program files (x86)\steam\steamapps\lightmann12345\counter-strike source\cstrike\materials Loading C:\Program Files (x86)\Steam\steamapps\lightmann12345\sourcesdk_content\cstrike\mapsrc\hns_3.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\lightmann12345\counter-strike source\cstrike\gameinfo.txt 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 (1) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 50 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\steamapps\lightmann12345\sourcesdk_content\cstrike\mapsrc\hns_3.prt...Building visibility clusters... done (1) 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 (1) (712235 bytes) Error! To use model "models/items/ammocrate_rockets.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/items/ammocrate_rockets.mdl"! Error! To use model "models/items/357ammo.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/items/357ammo.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1151 texinfos to 683 Reduced 89 texdatas to 77 (2217 bytes to 1875) Writing C:\Program Files (x86)\Steam\steamapps\lightmann12345\sourcesdk_content\cstrike\mapsrc\hns_3.bsp 8 seconds elapsed
** Executing... ** Command: "c:\program files (x86)\steam\steamapps\lightmann12345\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\lightmann12345\counter-strike source\cstrike" -fast "C:\Program Files (x86)\Steam\steamapps\lightmann12345\sourcesdk_content\cstrike\mapsrc\hns_3"
Valve Software - vvis.exe (Apr 26 2012) fastvis = true 2 threads reading c:\program files (x86)\steam\steamapps\lightmann12345\sourcesdk_content\cstrike\mapsrc\hns_3.bsp reading c:\program files (x86)\steam\steamapps\lightmann12345\sourcesdk_content\cstrike\mapsrc\hns_3.prt 2739 portalclusters 9970 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (15) Optimized: 125117 visible clusters (1.99%) Total clusters visible: 6275983 Average clusters visible: 2291 Building PAS... Average clusters audible: 2738 visdatasize:1859081 compressed from 1884432 writing c:\program files (x86)\steam\steamapps\lightmann12345\sourcesdk_content\cstrike\mapsrc\hns_3.bsp 17 seconds elapsed
** Executing... ** Command: "c:\program files (x86)\steam\steamapps\lightmann12345\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\lightmann12345\counter-strike source\cstrike" -noextra "C:\Program Files (x86)\Steam\steamapps\lightmann12345\sourcesdk_content\cstrike\mapsrc\hns_3"
Valve Software - vrad.exe SSE (Apr 26 2012)
Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\lightmann12345\sourcesdk_content\cstrike\mapsrc\hns_3.bsp Setting up ray-trace acceleration structure... Done (2.92 seconds) 7630 faces 1 degenerate faces 5727458 square feet [824753920.00 square inches] 11 Displacements 364061 Square Feet [52424832.00 Square Inches] 7629 patches before subdivision 127255 patches after subdivision sun extent from map=0.000000 43 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (16) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (130) transfers 20029099, max 2247 transfer lists: 152.8 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(255865, 247412, 197486) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(49694, 46721, 32327) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(8086, 7583, 4412) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(2129, 2084, 1113) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(520, 537, 242) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(171, 186, 74) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(57, 66, 22) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(22, 26, 8) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(8, 10, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(3, 4, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(1, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0863 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (14) 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 (29) Writing leaf ambient...done Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 3/1024 144/49152 ( 0.3%) brushes 2165/8192 25980/98304 (26.4%) brushsides 14064/65536 112512/524288 (21.5%) planes 4100/65536 82000/1310720 ( 6.3%) vertexes 11959/65536 143508/786432 (18.2%) nodes 4676/65536 149632/2097152 ( 7.1%) texinfos 683/12288 49176/884736 ( 5.6%) texdata 77/2048 2464/65536 ( 3.8%) dispinfos 11/0 1936/0 ( 0.0%) disp_verts 275/0 5500/0 ( 0.0%) disp_tris 352/0 704/0 ( 0.0%) disp_lmsamples 74392/0 74392/0 ( 0.0%) faces 7630/65536 427280/3670016 (11.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 3490/65536 195440/3670016 ( 5.3%) leaves 4680/65536 149760/2097152 ( 7.1%) leaffaces 9259/65536 18518/131072 (14.1%) leafbrushes 4700/65536 9400/131072 ( 7.2%) areas 2/256 16/2048 ( 0.8%) surfedges 49401/512000 197604/2048000 ( 9.6%) edges 28104/256000 112416/1024000 (11.0%) LDR worldlights 43/8192 3784/720896 ( 0.5%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 3/32768 36/393216 ( 0.0%) waterstrips 648/32768 6480/327680 ( 2.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 10119/65536 20238/131072 (15.4%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 3586960/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 1859081/16777216 (11.1%) entdata [variable] 58299/393216 (14.8%) LDR ambient table 4680/65536 18720/262144 ( 7.1%) HDR ambient table 4680/65536 18720/262144 ( 7.1%) LDR leaf ambient 22137/65536 619836/1835008 (33.8%) HDR leaf ambient 4680/65536 131040/1835008 ( 7.1%) 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] 1/33552 ( 0.0%) pakfile [variable] 212665/0 ( 0.0%) physics [variable] 712235/4194304 (17.0%) physics terrain [variable] 2629/1048576 ( 0.3%)
Level flags = 0
Total triangle count: 20199 Writing c:\program files (x86)\steam\steamapps\lightmann12345\sourcesdk_content\cstrike\mapsrc\hns_3.bsp 3 minutes, 18 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\lightmann12345\sourcesdk_content\cstrike\mapsrc\hns_3.bsp" "c:\program files (x86)\steam\steamapps\lightmann12345\counter-strike source\cstrike\maps\hns_3.bsp"
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Post by Zeph on Aug 12, 2012 11:38:38 GMT
Compile logs are clean (except you're using fastvis. Why?).
But it still happens. I guess its a fundermental Hammer Problem and we'll just have to restart the game each time.
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Post by jackmaster on Aug 26, 2012 23:28:16 GMT
Its a bug on the localserver since a Update.. Valve is already informed by Mailinglist..
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