Crashing When Joining Teams

KalopsiaKalopsia Join Date: 2003-05-15 Member: 16331Members, Reinforced - Shadow
edited September 2003 in Mapping Forum
Ok this really shits me, every map i have made i always get this problem and i give up fro there cause i try so many things to stop it but it keeps on happening. When ever i try and join a team , it crashes, WTH .
heres the compile process:

btw: not sure if this usually happens but i notice when i compile it saves a log document in the folder called wsock32.log .

<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->hlcsg v2.5.3 rel Custom Build 1.7p10 (May  8 2003)
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 (webmaster@xp-cagey.com)
-----  BEGIN  hlcsg -----
Command line: "C:\Program Files\Valve Hammer Editor\tools\hlcsg.exe"-hullfile C:\Sierra\Half-Life\ns\nshulls.txt -chart "C:\Documents and Settings\Leigh\Desktop\ns_bell\8\ns_bell.map"
Loading hull definitions from 'C:\Sierra\Half-Life\ns\nshulls.txt'
Entering C:\Documents and Settings\Leigh\Desktop\ns_bell\8\ns_bell.map

Current hlcsg Settings
Name                 |  Setting  |  Default
---------------------|-----------|-------------------------
threads               [       1 ] [  Varies ]
verbose               [     off ] [     off ]
log                   [      on ] [      on ]
developer             [       0 ] [       0 ]
chart                 [      on ] [     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 ]
clip hull type        [  legacy ] [  legacy ]
onlyents              [     off ] [     off ]
wadtextures           [      on ] [      on ]
skyclip               [      on ] [      on ]
hullfile              [ C:\Sierra\Half-Life\ns\nshulls.txt ] [    None ]
nullfile              [    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:
(0.38 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.88 seconds)

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models              0/400            0/25600    ( 0.0%)
planes           2332/65535      46640/1310700  ( 3.6%)
vertexes            0/65535          0/786420   ( 0.0%)
nodes               0/32767          0/786408   ( 0.0%)
texinfos          268/32767      10720/1310680  ( 0.8%)
faces               0/65535          0/1310700  ( 0.0%)
clipnodes           0/32767          0/262136   ( 0.0%)
leaves              0/8192           0/229376   ( 0.0%)
marksurfaces        0/65535          0/131070   ( 0.0%)
surfedges           0/512000         0/2048000  ( 0.0%)
edges               0/256000         0/1024000  ( 0.0%)
texdata          [variable]          0/4194304  ( 0.0%)
lightdata        [variable]          0/6291456  ( 0.0%)
visdata          [variable]          0/2097152  ( 0.0%)
entdata          [variable]          0/524288   ( 0.0%)
0 textures referenced
=== Total BSP file data space used: 57360 bytes ===

Using Wadfile: \sierra\half-life\ns\ns.wad
- Contains 2 used textures, 4.76 percent of map (578 textures in wad)
Using Wadfile: \sierra\half-life\valve\halflife.wad
- Contains 2 used textures, 4.76 percent of map (3116 textures in wad)
Using Wadfile: \sierra\half-life\ns\ns_bell.wad
- Contains 38 used textures, 90.48 percent of map (116 textures in wad)

Texture usage is at 2.19 mb (of 4.00 mb MAX)
3.69 seconds elapsed

-----   END   hlcsg -----



hlbsp v2.5.3 rel Custom Build 1.7p10 (May  8 2003)
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 (webmaster@xp-cagey.com)
-----  BEGIN  hlbsp -----
Command line: "C:\Program Files\Valve Hammer Editor\tools\hlbsp.exe"-chart "C:\Documents and Settings\Leigh\Desktop\ns_bell\8\ns_bell.map"

Current hlbsp Settings
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       1 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [      on ] [     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:\Documents and Settings\Leigh\Desktop\ns_bell\8\ns_bell.prt'

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models             13/400          832/25600    ( 3.3%)
planes           2332/65535      46640/1310700  ( 3.6%)
vertexes         1471/65535      17652/786420   ( 2.2%)
nodes             496/32767      11904/786408   ( 1.5%)
texinfos          268/32767      10720/1310680  ( 0.8%)
faces            1045/65535      20900/1310700  ( 1.6%)
clipnodes        1368/32767      10944/262136   ( 4.2%)
leaves            271/8192        7588/229376   ( 3.3%)
marksurfaces     1293/65535       2586/131070   ( 2.0%)
surfedges        5019/512000     20076/2048000  ( 1.0%)
edges            2524/256000     10096/1024000  ( 1.0%)
texdata          [variable]       1852/4194304  ( 0.0%)
lightdata        [variable]          0/6291456  ( 0.0%)
visdata          [variable]          0/2097152  ( 0.0%)
entdata          [variable]       4327/524288   ( 0.8%)
42 textures referenced
=== Total BSP file data space used: 166117 bytes ===
1.96 seconds elapsed

-----   END   hlbsp -----



hlvis v2.5.3 rel Custom Build 1.7p10 (May  8 2003)
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 (webmaster@xp-cagey.com)
-----  BEGIN  hlvis -----
Command line: "C:\Program Files\Valve Hammer Editor\tools\hlvis.exe"-full -chart "C:\Documents and Settings\Leigh\Desktop\ns_bell\8\ns_bell.map"
176 portalleafs
445 numportals

-= Current hlvis Settings =-
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       1 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [      on ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
max vis distance    [       0 ] [       0 ]
priority            [  Normal ] [  Normal ]

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


BasePortalVis:
(0.07 seconds)
LeafThread:
(1.30 seconds)
average leafs visible: 65
g_visdatasize:2658  compressed from 3872

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models             13/400          832/25600    ( 3.3%)
planes           2332/65535      46640/1310700  ( 3.6%)
vertexes         1471/65535      17652/786420   ( 2.2%)
nodes             496/32767      11904/786408   ( 1.5%)
texinfos          268/32767      10720/1310680  ( 0.8%)
faces            1045/65535      20900/1310700  ( 1.6%)
clipnodes        1368/32767      10944/262136   ( 4.2%)
leaves            271/8192        7588/229376   ( 3.3%)
marksurfaces     1293/65535       2586/131070   ( 2.0%)
surfedges        5019/512000     20076/2048000  ( 1.0%)
edges            2524/256000     10096/1024000  ( 1.0%)
texdata          [variable]       1852/4194304  ( 0.0%)
lightdata        [variable]          0/6291456  ( 0.0%)
visdata          [variable]       2658/2097152  ( 0.1%)
entdata          [variable]       4327/524288   ( 0.8%)
42 textures referenced
=== Total BSP file data space used: 168775 bytes ===
1.53 seconds elapsed

-----   END   hlvis -----



hlrad v2.5.3 rel Custom Build 1.7p10 (May  8 2003)
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 (webmaster@xp-cagey.com)
-----  BEGIN  hlrad -----
Command line: "C:\Program Files\Valve Hammer Editor\tools\hlrad.exe"-sparse -nopaque -bounce 1 -chart "C:\Documents and Settings\Leigh\Desktop\ns_bell\8\ns_bell.map"

-= Current hlrad Settings =-
Name                | Setting             | Default
--------------------|---------------------|-------------------------
threads              [                 1 ] [            Varies ]
verbose              [               off ] [               off ]
log                  [                on ] [                on ]
developer            [                 0 ] [                 0 ]
chart                [                on ] [               off ]
estimate             [               off ] [               off ]
max texture memory   [           4194304 ] [           4194304 ]
priority             [            Normal ] [            Normal ]

vismatrix algorithm  [            Sparse ] [          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      [               off ] [                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:\Program Files\Valve Hammer Editor\tools\lights.rad']
[7 texlights parsed from 'C:\Program Files\Valve Hammer Editor\tools\lights.rad']

1045 faces
Create Patches : 5664 base patches
0 opaque faces
47804 square feet [6883813.50 square inches]
417 direct lights

BuildFacelights:
(22.76 seconds)
BuildVisLeafs:
(7.53 seconds)
visibility matrix   :   1.4 megs
MakeScales:
(12.25 seconds)
SwapTransfers:
(2.00 seconds)
Transfer Lists :     3660426 :    3.66M transfers
       Indices :     2044448 :    1.95M bytes
          Data :    14641704 :   13.96M bytes
GatherLight:
(0.48 seconds)
FinalLightFace:
(0.82 seconds)

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models             13/400          832/25600    ( 3.3%)
planes           2332/65535      46640/1310700  ( 3.6%)
vertexes         1471/65535      17652/786420   ( 2.2%)
nodes             496/32767      11904/786408   ( 1.5%)
texinfos          268/32767      10720/1310680  ( 0.8%)
faces            1045/65535      20900/1310700  ( 1.6%)
clipnodes        1368/32767      10944/262136   ( 4.2%)
leaves            271/8192        7588/229376   ( 3.3%)
marksurfaces     1293/65535       2586/131070   ( 2.0%)
surfedges        5019/512000     20076/2048000  ( 1.0%)
edges            2524/256000     10096/1024000  ( 1.0%)
texdata          [variable]       1852/4194304  ( 0.0%)
lightdata        [variable]     227490/6291456  ( 3.6%)
visdata          [variable]       2658/2097152  ( 0.1%)
entdata          [variable]       4327/524288   ( 0.8%)
42 textures referenced
=== Total BSP file data space used: 396265 bytes ===
46.22 seconds elapsed

-----   END   hlrad -----



<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    It usually crashes when you join marines first. Just join aliens, f4 and then join marines and its fine.
    Sometimes this is caused by the AAAtrigger texture on the join_team brushes.
    Sometimes its an info_team_start too close to the wall so you start seeing the void.
    Its a random error caused by some ns_specific entities.
  • KalopsiaKalopsia Join Date: 2003-05-15 Member: 16331Members, Reinforced - Shadow
    ok thanks alot, i was worried for a while thinking there is no cure
  • KalopsiaKalopsia Join Date: 2003-05-15 Member: 16331Members, Reinforced - Shadow
    <!--QuoteBegin--Ollj+Sep 4 2003, 03:46 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Sep 4 2003, 03:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It usually crashes when you join marines first. Just join aliens, f4 and then join marines and its fine.
    Sometimes this is caused by the AAAtrigger texture on the join_team brushes.
    Sometimes its an info_team_start too close to the wall so you start seeing the void.
    Its a random error caused by some ns_specific entities. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    is there any solution or fix that can be used to stop this cause it is really annoying ?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited September 2003
    Use NULL instead of AAtrigger. (fixes it in 60% of all cases)
    Rebuild join team zones. (fixes another 25%)
    Ask xp-cagey if its a problem with its compiling tool version.
    Hunt down flayra for his sometimes buggy freeware code.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--Ollj+Sep 4 2003, 02:53 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Sep 4 2003, 02:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ask xp-cagey if its a problem with its compiling tool version. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Not that I know of...
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    Umm i know this might sound rediculous, but is it possible that you are using the old fgd from 1.0? Or have you tested other maps recently without a problem. This happened to me once after changing over to 2.0, compiling with the old fgd and the game would crash. Sounds similiar to your problem.
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