Well i made a new map and it crashes a server , if i run it myself it doesnt crash at all not on my own dedicated server.
Thats my compile log , hope someone can help. I am using a custom skybox, if that matters.
materialPath: e:\program files (x86)\steam\steamapps\xtremewinner\counter-strike source\cstrike\materials Loading E:\Program Files (x86)\Steam\steamapps\xtremewinner\sourcesdkcontent\cstrike\mapsrc\deathrununderconstructionv3.vmf fixing up envcubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 24 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing E:\Program Files (x86)\Steam\steamapps\xtremewinner\sourcesdkcontent\cstrike\mapsrc\deathrununderconstructionv3.prt...done (1) Creating default cubemaps for envcubemap using skybox materials: skybox/mpa95*.vmt Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/mpa95rt" Can't load skybox file skybox/mpa95 to build the default cubemap! 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) (177944 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1332 texinfos to 575 Reduced 40 texdatas to 34 (1382 bytes to 1047) Writing E:\Program Files (x86)\Steam\steamapps\xtremewinner\sourcesdkcontent\cstrike\mapsrc\deathrununderconstruction_v3.bsp 6 seconds elapsed
4 threads reading e:\program files (x86)\steam\steamapps\xtremewinner\sourcesdkcontent\cstrike\mapsrc\deathrununderconstructionv3.bsp reading e:\program files (x86)\steam\steamapps\xtremewinner\sourcesdkcontent\cstrike\mapsrc\deathrununderconstructionv3.prt 600 portalclusters 1822 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 1120 visible clusters (0.00%) Total clusters visible: 132542 Average clusters visible: 220 Building PAS... Average clusters audible: 565 visdatasize:87911 compressed from 96000 writing e:\program files (x86)\steam\steamapps\xtremewinner\sourcesdkcontent\cstrike\mapsrc\deathrununderconstruction_v3.bsp 19 seconds elapsed
[Reading texlights from 'lights.rad'] [0 texlights parsed from 'lights.rad']
Loading e:\program files (x86)\steam\steamapps\xtremewinner\sourcesdkcontent\cstrike\mapsrc\deathrununderconstruction_v3.bsp 2109 faces 295257 square feet [42517028.00 square inches] 0 displacements 0 square feet [0.00 square inches] 2109 patches before subdivision 18815 patches after subdivision 10 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 1794695, max 420 transfer lists: 13.7 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(14728, 4598, 413) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(1556, 515, 38) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(224, 79, 5) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(34, 13, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(6, 2, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0098 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 64/1024 3072/49152 ( 6.3%) brushes 417/8192 5004/98304 ( 5.1%) brushsides 2938/65536 23504/524288 ( 4.5%) planes 3016/65536 60320/1310720 ( 4.6%) vertexes 4414/65536 52968/786432 ( 6.7%) nodes 1754/65536 56128/2097152 ( 2.7%) texinfos 575/12288 41400/884736 ( 4.7%) texdata 34/2048 1088/65536 ( 1.7%) dispinfos 0/0 0/0 ( 0.0%) dispverts 0/0 0/0 ( 0.0%) disptris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 2109/65536 118104/3670016 ( 3.2%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1454/65536 81424/3670016 ( 2.2%) leaves 1819/65536 58208/2097152 ( 2.8%) leaffaces 2528/65536 5056/131072 ( 3.9%) leafbrushes 830/65536 1660/131072 ( 1.3%) areas 3/256 24/2048 ( 1.2%) surfedges 16123/512000 64492/2048000 ( 3.1%) edges 9425/256000 37700/1024000 ( 3.7%) LDR worldlights 10/8192 880/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 185/32768 1850/327680 ( 0.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 3096/65536 6192/131072 ( 4.7%) cubemapsamples 5/1024 80/16384 ( 0.5%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 776660/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 87911/16777216 ( 0.5%) entdata [variable] 45920/393216 (11.7%) LDR leaf ambient 1819/65536 43656/1572864 ( 2.8%) HDR leaf ambient 0/65536 0/1572864 ( 0.0%) 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] 1/1046 ( 0.1%) pakfile [variable] 33886/0 ( 0.0%)
Level flags = 0
Win32 Specific Data: physics [variable] 177944/4194304 ( 4.2%) ==== Total Win32 BSP file data space used: 1785133 bytes ====
Total triangle count: 5794 Writing e:\program files (x86)\steam\steamapps\xtremewinner\sourcesdkcontent\cstrike\mapsrc\deathrununderconstruction_v3.bsp 16 seconds elapsed
I just noticed that the portalflow stuff is missing but i dont see any reason why, is it cause of the skybox.
I also uploaded the map to fpsbanana so if you have a dedicated server please test it if it crashs for you http://www.fpsbanana.com/maps/66137





