Portal2 no longer plays map in progress
Quote from Fracture on November 16, 2012, 3:41 amI don't like using instances. I copy and paste the elements from them instead so i can edit them if i need to without worrying about them going default whenever i refresh the game cache.
I seriously have no idea what i am gonna do if i do not find the origin of this illogical madness. I can easily forsee spending all of tommorow compiling over and over removing room after room trying to find this center of hell
I don't like using instances. I copy and paste the elements from them instead so i can edit them if i need to without worrying about them going default whenever i refresh the game cache.
I seriously have no idea what i am gonna do if i do not find the origin of this illogical madness. I can easily forsee spending all of tommorow compiling over and over removing room after room trying to find this center of hell
Quote from JakeeeD on November 16, 2012, 3:48 amFracture wrote:I seriously have no idea what i am gonna do if i do not find the origin of this illogical madness. I can easily forsee spending all of tommorow compiling over and over removing room after room trying to find this center of hellCopy and paste the whole content of the map to a new map and save.
And yes, that will be your tomorrow.
Copy and paste the whole content of the map to a new map and save.
And yes, that will be your tomorrow.
Quote from Lpfreaky90 on November 16, 2012, 1:29 pmcould you otherwise upload the vmf somewhere and give us a link to see if it's a problem with your map or with your hammer?
could you otherwise upload the vmf somewhere and give us a link to see if it's a problem with your map or with your hammer?
Quote from FelixGriffin on November 16, 2012, 6:01 pmIt's trying to load too many models from one of the item files, it looks like. Verify?
It's trying to load too many models from one of the item files, it looks like. Verify?
Quote from JakeeeD on November 17, 2012, 4:09 amFracture wrote:how do i do that? the verifying thing
Remember to do that also for the authoring tools, I deleted almost every file on my Portal 2 folder and validating Portal 2 brought back 60mb and validating authoring tools downloaded the 6.5gb of the game content.
Remember to do that also for the authoring tools, I deleted almost every file on my Portal 2 folder and validating Portal 2 brought back 60mb and validating authoring tools downloaded the 6.5gb of the game content.
Quote from Fracture on November 17, 2012, 4:11 amoh that's what you meant, yeah i did that several times before. It didn't help
oh that's what you meant, yeah i did that several times before. It didn't help
Quote from JakeeeD on November 17, 2012, 4:12 amLpfreaky90 wrote:could you otherwise upload the vmf somewhere and give us a link to see if it's a problem with your map or with your hammer?Also, did you validate your tools?
Also, did you validate your tools?
Quote from Fracture on November 17, 2012, 7:47 pmyup, still acting retarded
EDIT: AUGH, now it won't even finish compiling at all. I hate how complicated this is, I don't even know what to do here. I will upload it here so you can tell me what i did wrong.
yup, still acting retarded
EDIT: AUGH, now it won't even finish compiling at all. I hate how complicated this is, I don't even know what to do here. I will upload it here so you can tell me what i did wrong.
Quote from zivi7 on November 18, 2012, 8:31 amIt compiled fine for me, but I couldn't play it either so far.
[spoiler]---- Host_NewGame ----
Execing config: game.cfg
Network: IP 192.168.178.20, mode SP, dedicated No, ports 0 SV / 0 CL
Opened Steam Socket NS_SERVER ( socket 1244 )
Opened Steam Socket NS_CLIENT ( socket 1232 )
Network: IP 192.168.178.20, mode MP, dedicated No, ports 27015 SV / 27005 CL
Hunk_OnMapStart: 41943040
Failed to load models/maps/Project_zero/simpleworldmodel.mdl!
r_rootlod is temporarily unsupported: bugbait#70052Failed to load models/maps/Project_zero/simpleworldmodel_water.mdl!
r_rootlod is temporarily unsupported: bugbait#70052r_rootlod is temporarily unsupported: bugbait#70052r_rootlod is temporarily unsupported: bugbait#70052r_rootlod is temporarily unsupported: bugbait#70052traincar_interior/traincar_tabbed_folder_4.mdl : material "lambert1" not found.
props_btshanging_stair_exit.mdl : material "models/props_bts/greygrid" not found.
props_undergroundtube_paint_90bend_a_lod1.mdl : material "models/props_underground/greygrid" not found.
material models/props_gameplay/laser_disc_player has a normal map and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular.Host_NewGame on map Project_zero
Execing config: skill1.cfg
exec: couldn't exec skill1.cfg
Set Gravity 600.0 (0.250 tolerance)
Warning: Table modelprecache is full, can't add models/player/items/eggbot/eggbot_glasses.mdlHost_Error: CVEngineServer::PrecacheModel: 'models/player/items/eggbot/eggbot_glasses.mdl' overflow, too many models
Stopping All Sounds...[/spoiler]
edit: This happens even when all props are hidden in the visgroups.
edit2: Maybe the map just got too big. This also fits your description that it used to work and then stopped all of a sudden. When you check your compile log, you'll see that three values are pretty huge:
- Code: Select all
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 932/1024 44736/49152 (91.0%) VERY FULL!
.
.
planes 58252/65536 1165040/1310720 (88.9%) VERY FULL!
.
.
entdata [variable] 1087655/393216 (276.6%) VERY FULL!So there are obviously many models. According to Google finds the "can't add models/player/items/eggbot/eggbot_glasses.mdl" line doesn't necessarily mean you have the eggbot_glasses model placed somewhere but that the games wants to cache it ontop of the already used models. According to that, if you had a model that could break into gibs, the game would precache these gibs ontop of the breaking model. I don't know why the game would load the botglasses in your case, but the reason it fails is probably because you already have used up 91% of the maximum.
"Planes" is pointing at things like the ball-shaped triggers you have. To achieve their round shape they have many small planes. It would be better if they were just boxes which would use only six planes.
For your current problem it doesn't matter that the entdata is 276% there. But you might run into problems later ingame (once you got the map running again). There can only be 2048 entities at the same time. If it gets more, the game crashes. If you have a huge map with small sections that are seperated well enough to never reach this limit then that's no problem. But looking at the circular room in your map alone, chances are that you will have too many entities at the same time. So once you got the map running again and experience crashes all of a sudden midgame, this is probably the cause.
edit3: Also, using the cordon bound tool I can play smaller parts of the map without problems which supports the thought that the complete map grew to big. I didn't know about this useful tool until recently either, here's a guide to use it.
It compiled fine for me, but I couldn't play it either so far.
Execing config: game.cfg
Network: IP 192.168.178.20, mode SP, dedicated No, ports 0 SV / 0 CL
Opened Steam Socket NS_SERVER ( socket 1244 )
Opened Steam Socket NS_CLIENT ( socket 1232 )
Network: IP 192.168.178.20, mode MP, dedicated No, ports 27015 SV / 27005 CL
Hunk_OnMapStart: 41943040
Failed to load models/maps/Project_zero/simpleworldmodel.mdl!
r_rootlod is temporarily unsupported: bugbait#70052Failed to load models/maps/Project_zero/simpleworldmodel_water.mdl!
r_rootlod is temporarily unsupported: bugbait#70052r_rootlod is temporarily unsupported: bugbait#70052r_rootlod is temporarily unsupported: bugbait#70052r_rootlod is temporarily unsupported: bugbait#70052traincar_interior/traincar_tabbed_folder_4.mdl : material "lambert1" not found.
props_btshanging_stair_exit.mdl : material "models/props_bts/greygrid" not found.
props_undergroundtube_paint_90bend_a_lod1.mdl : material "models/props_underground/greygrid" not found.
material models/props_gameplay/laser_disc_player has a normal map and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular.
Host_NewGame on map Project_zero
Execing config: skill1.cfg
exec: couldn't exec skill1.cfg
Set Gravity 600.0 (0.250 tolerance)
Warning: Table modelprecache is full, can't add models/player/items/eggbot/eggbot_glasses.mdl
Host_Error: CVEngineServer::PrecacheModel: 'models/player/items/eggbot/eggbot_glasses.mdl' overflow, too many models
Stopping All Sounds...
edit: This happens even when all props are hidden in the visgroups.
edit2: Maybe the map just got too big. This also fits your description that it used to work and then stopped all of a sudden. When you check your compile log, you'll see that three values are pretty huge:
- Code: Select all
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 932/1024 44736/49152 (91.0%) VERY FULL!
.
.
planes 58252/65536 1165040/1310720 (88.9%) VERY FULL!
.
.
entdata [variable] 1087655/393216 (276.6%) VERY FULL!
So there are obviously many models. According to Google finds the "can't add models/player/items/eggbot/eggbot_glasses.mdl" line doesn't necessarily mean you have the eggbot_glasses model placed somewhere but that the games wants to cache it ontop of the already used models. According to that, if you had a model that could break into gibs, the game would precache these gibs ontop of the breaking model. I don't know why the game would load the botglasses in your case, but the reason it fails is probably because you already have used up 91% of the maximum.
"Planes" is pointing at things like the ball-shaped triggers you have. To achieve their round shape they have many small planes. It would be better if they were just boxes which would use only six planes.
For your current problem it doesn't matter that the entdata is 276% there. But you might run into problems later ingame (once you got the map running again). There can only be 2048 entities at the same time. If it gets more, the game crashes. If you have a huge map with small sections that are seperated well enough to never reach this limit then that's no problem. But looking at the circular room in your map alone, chances are that you will have too many entities at the same time. So once you got the map running again and experience crashes all of a sudden midgame, this is probably the cause.
edit3: Also, using the cordon bound tool I can play smaller parts of the map without problems which supports the thought that the complete map grew to big. I didn't know about this useful tool until recently either, here's a guide to use it.