Jump to content
×
×
  • Create New...

Erreur log qui cause un crash de css


Recommended Posts

Bonjour,

 

Bon voilà j'avais posté il y a quelques jours par rapport a une map qui depuis la mise a jour, faisait crash css, mais n'ayant pas eu d'explication, du coup je me suis remis a mapper, j'ai donc recompiler la map, et j'ai toujours un crash.

 

 

Voici mes logs (corrigé par http://hl.logout.fr/ )

 


 

** Executing...


** Command: "d:\program files\steam\steamapps\dantedan_skillof\sourcesdk\bin\orangebox\bin\vbsp.exe"


** Parameters: -game "d:\program
files\steam\steamapps\dantedan_skillof\counter-strike source\cstrike"
"K:\skillof\ba_jail_electric_razor_v6_s9_d.vmf"





Valve Software - vbsp.exe (Oct 31 2012)


4 threads


materialPath: d:\program files\steam\steamapps\dantedan_skillof\counter-strike source\cstrike\materials


Loading K:\skillof\ba_jail_electric_razor_v6_s9_d.vmf


ConVarRef mat_reduceparticles doesn't point to an existing ConVar


Could not locate 'GameData' key in d:\program files\steam\steamapps\dantedan_skillof\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 (0)


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 2106 detail faces...done (0)


Merging details...done (0)


FixTjuncs...


PruneNodes...


WriteBSP...


done (0)


writing K:\skillof\ba_jail_electric_razor_v6_s9_d.prt...Building visibility clusters...


done (0)


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 (2) (1276846 bytes)


Placing detail props : 0...1...2...3...4...5...6...7...8...9...10


Compacting texture/material tables...


Reduced 3277 texinfos to 2384


Reduced 183 texdatas to 160 (8283 bytes to 7486)


Writing K:\skillof\ba_jail_electric_razor_v6_s9_d.bsp


9 seconds elapsed





** Executing...


** Command: "d:\program files\steam\steamapps\dantedan_skillof\sourcesdk\bin\orangebox\bin\vvis.exe"


** Parameters: -game "d:\program
files\steam\steamapps\dantedan_skillof\counter-strike source\cstrike"
"K:\skillof\ba_jail_electric_razor_v6_s9_d"





Valve Software - vvis.exe (Oct 31 2012)


4 threads


reading k:\skillof\ba_jail_electric_razor_v6_s9_d.bsp


reading k:\skillof\ba_jail_electric_razor_v6_s9_d.prt


1087 portalclusters


3548 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 (92)


Optimized: 1989 visible clusters (0.78%)


Total clusters visible: 256050


Average clusters visible: 235


Building PAS...


Average clusters audible: 619


visdatasize:185793 compressed from 295664


writing k:\skillof\ba_jail_electric_razor_v6_s9_d.bsp


1 minute, 36 seconds elapsed





** Executing...


** Command: "d:\program files\steam\steamapps\dantedan_skillof\sourcesdk\bin\orangebox\bin\vrad.exe"


** Parameters: -game "d:\program
files\steam\steamapps\dantedan_skillof\counter-strike source\cstrike"
"K:\skillof\ba_jail_electric_razor_v6_s9_d"





Valve Software - vrad.exe SSE (Oct 31 2012)





Valve Radiosity Simulator


4 threads


[Reading texlights from 'lights.rad']


[1 texlights parsed from 'lights.rad']





Loading k:\skillof\ba_jail_electric_razor_v6_s9_d.bsp


Setting up ray-trace acceleration structure... Done (1.50 seconds)


13717 faces




    
        
        7 degenerate faces

    
    
        Cette erreur peut généralement être ignorée (ou alors ce n'est pas vraiment une erreur).

        Vous avez X faces 'dégénérées' sur votre map. Cela se produit
lorsque vous avez 2 des 3 points qui forment un triangle au même endroit
ou que les trois points sont alignés (ce qui créé un triangle invalide,
en fait ce n'est même plus un triangle). A part si cela cause
réellement un problème notable sur votre map, ne partez pas à la chasse à
cette erreur car cela risque de vous prendre un très long moment avant
de trouver d'où cela vient (si seulement vous trouvez).
    711821 square feet [102502272.00 square inches]


0 Displacements


0 Square Feet [0.00 Square Inches]


13710 patches before subdivision


87134 patches after subdivision


sun extent from map=0.000000


238 direct lights


BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (9)


BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9)


transfers 21799864, max 1445


transfer lists: 166.3 megs


GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)


    Bounce #1 added RGB(1477882, 1408363, 818412)


GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)


    Bounce #2 added RGB(320890, 315580, 157082)


GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)


    Bounce #3 added RGB(78513, 78653, 35830)


GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)


    Bounce #4 added RGB(20952, 21136, 9272)


GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)


    Bounce #5 added RGB(6139, 6151, 2701)


GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)


    Bounce #6 added RGB(1944, 1915, 859)


GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)


    Bounce #7 added RGB(663, 643, 296)


GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)


    Bounce #8 added RGB(238, 227, 107)


GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)


    Bounce #9 added RGB(90, 85, 40)


GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)


    Bounce #10 added RGB(35, 33, 16)


GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)


    Bounce #11 added RGB(14, 13, 6)


GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)


    Bounce #12 added RGB(6, 6, 3)


GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)


    Bounce #13 added RGB(3, 2, 1)


GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)


    Bounce #14 added RGB(1, 1, 0)


GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)


    Bounce #15 added RGB(1, 0, 0)


Build Patch/Sample Hash Table(s).....Done<0.0208 sec>


FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)


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 (3)


Writing leaf ambient...done


Ready to Finish





Object names Objects/Maxobjs Memory / Maxmem Fullness


------------ --------------- --------------- --------


models 474/1024 22752/49152 (46.3%)


brushes 3053/8192 36636/98304 (37.3%)


brushsides 28022/65536 224176/524288 (42.8%)


planes 30468/65536 609360/1310720 (46.5%)


vertexes 22101/65536 265212/786432 (33.7%)


nodes 5591/65536 178912/2097152 ( 8.5%)


texinfos 2384/12288 171648/884736 (19.4%)


texdata 160/2048 5120/65536 ( 7.8%)


dispinfos 0/0 0/0 ( 0.0%)


disp_verts 0/0 0/0 ( 0.0%)


disp_tris 0/0 0/0 ( 0.0%)


disp_lmsamples 0/0 0/0 ( 0.0%)


faces 13717/65536 768152/3670016 (20.9%)


hdr faces 0/65536 0/3670016 ( 0.0%)


origfaces 11795/65536 660520/3670016 (18.0%)


leaves 6066/65536 194112/2097152 ( 9.3%)


leaffaces 16616/65536 33232/131072 (25.4%)


leafbrushes 4710/65536 9420/131072 ( 7.2%)


areas 11/256 88/2048 ( 4.3%)


surfedges 113841/512000 455364/2048000 (22.2%)


edges 66290/256000 265160/1024000 (25.9%)


LDR worldlights 238/8192 20944/720896 ( 2.9%)


HDR worldlights 0/8192 0/720896 ( 0.0%)


leafwaterdata 6/32768 72/393216 ( 0.0%)


waterstrips 1155/32768 11550/327680 ( 3.5%)


waterverts 0/65536 0/786432 ( 0.0%)


waterindices 20484/65536 40968/131072 (31.3%)


cubemapsamples 30/1024 480/16384 ( 2.9%)


overlays 0/512 0/180224 ( 0.0%)


LDR lightdata [variable] 3066712/0 ( 0.0%)


HDR lightdata [variable] 0/0 ( 0.0%)


visdata [variable] 185793/16777216 ( 1.1%)




    
        
        entdata [variable] 411166/393216 (104.6%) VERY FULL!

    
    
        Cette erreur devrait être corrigée même si elle n'entrainera probablement aucun problème en dehors de l'objet concerné.

        Le message "VERY FULL!" situé à côté d'une catégorie d'objet de la map
indique que ce type d'entité ou de structure commence à atteindre les
limites du moteur. Il va falloir essayer de calmer le jeu sur ce type
d'objet.
    LDR ambient table 6066/65536 24264/262144 ( 9.3%)


HDR ambient table 6066/65536 24264/262144 ( 9.3%)


LDR leaf ambient 18759/65536 525252/1835008 (28.6%)


HDR leaf ambient 6066/65536 169848/1835008 ( 9.3%)


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] 1/12284 ( 0.0%)


pakfile [variable] 3309137/0 ( 0.0%)


physics [variable] 1276846/4194304 (30.4%)


physics terrain [variable] 2/1048576 ( 0.0%)





Level flags = 0





Total triangle count: 37656


Writing k:\skillof\ba_jail_electric_razor_v6_s9_d.bsp


38 seconds elapsed





** Executing...


** Command: Copy File


** Parameters: "K:\skillof\ba_jail_electric_razor_v6_s9_d.bsp"
"d:\program files\steam\steamapps\dantedan_skillof\counter-strike
source\cstrike\maps\ba_jail_electric_razor_v6_s9_d.bsp"



 

 

 

Pensez vous que le problème de crash peut venir du fait que j'ai rajouté trop d'objet similaire ?

Erreur :

entdata [variable] 411166/393216 (104.6%) VERY FULL!

 

Car pour l'autre il est conseillé de "partez pas à la chasse à cette erreur car cela risque de vous prendre
un très long moment avant de trouver d'où cela vient (si seulement vous
trouvez)"

 

 

Si oui, comment trouver quel objet est concerné ?

 

Et sinon, de quoi cela peut venir ?

 

 

Merci

 

 

 

Ps : Engine version il faut mettre MP ou 2009 ?

Edited by dantedan
Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now