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Need map help BADLY!

A Forum Thread for Counter-Strike: Source

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Help!!!

I need someone to fix this for me; i've done so much research and tried everything I can to fix it, but I can't. It's a breakfloor map, many func_breakable brushes. They need to all stay. But essentially my compile says entdata is at 108% and i can't decrease it. The other problem is that i get in game and it says Disconnect: Error! Reliable snapshot overflow.. Add me on steam, hasbro3. I really appreciate any help i get. Thanks!

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  • Logan Dougall avatar
    Logan Dougall username pic Joined 13y ago
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    Logan Dougall avatar
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    Post your compile log, just a guess but I'll say the number of breakable entities would be the cause, max_map_models or somesuch would be the word used.
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  • ProfessorOak avatar
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    > They need to all stay. Unfortunately they won't. Reliable snapshot overflow does in fact mean you've got too many func_breakable's. Also had to deal with it, the only solution was to cut down on quite a lot of breakable entities. Now that I think about it again, this can also be caused due the fact if you aren't working 'on grid'. If cutting down on the breakables and working on grid won't help, you might want to take a look at this thread. Oak
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  • [F]ox avatar
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    > **Posted by ProfessorOak** > > They need to all stay. > > Unfortunately they won't. Reliable snapshot overflow does in fact mean you've got too many func_breakable's. Also had to deal with it, the only solution was to cut down on quite a lot of breakable entities. > > Now that I think about it again, this can also be caused due the fact if you aren't working 'on grid'. If cutting down on the breakables and working on grid won't help, you might want to take a look at this thread. > > Oak Hey man, thanks for the feedback. The breakables SHOULDN'T be a problem; i decompiled a break map JUST for the right amount of breakables (just deleted everything but the breakables). That map ran fine, so why won't mine?
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    > **Posted by Logan Dougall** > Post your compile log, just a guess but I'll say the number of breakable entities would be the cause, max_map_models or somesuch would be the word used. Here it is:
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\hasbro3\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\hasbro3\counter-strike source\cstrike" "C:\Documents and Settings\Slamby\Desktop\Random Crap\VMEX\breakfloor_adept2.vmf"
    
    Valve Software - vbsp.exe (Jul  7 2010)
    1 threads
    materialPath: c:\program files\steam\steamapps\hasbro3\counter-strike source\cstrike\materials
    Loading C:\Documents and Settings\Slamby\Desktop\Random Crap\VMEX\breakfloor_adept2.vmf
    Could not locate 'GameData' key in c:\program files\steam\steamapps\hasbro3\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 56 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Documents and Settings\Slamby\Desktop\Random Crap\VMEX\breakfloor_adept2.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
       skybox/bluesky*.vmt
     ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
       skybox/bluesky*.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) (491485 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 410 texinfos to 362
    Reduced 7 texdatas to 6 (187 bytes to 136)
    Writing C:\Documents and Settings\Slamby\Desktop\Random Crap\VMEX\breakfloor_adept2.bsp
    5 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\hasbro3\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\hasbro3\counter-strike source\cstrike" -fast "C:\Documents and Settings\Slamby\Desktop\Random Crap\VMEX\breakfloor_adept2"
    
    Valve Software - vvis.exe (Jul  7 2010)
    fastvis = true
    1 threads
    reading c:\documents and settings\slamby\desktop\random crap\vmex\breakfloor_adept2.bsp
    reading c:\documents and settings\slamby\desktop\random crap\vmex\breakfloor_adept2.prt
     110 portalclusters
     306 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 13 visible clusters (0.00%)
    Total clusters visible: 11769
    Average clusters visible: 106
    Building PAS...
    Average clusters audible: 110
    visdatasize:3964  compressed from 3520
    writing c:\documents and settings\slamby\desktop\random crap\vmex\breakfloor_adept2.bsp
    0 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\hasbro3\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "c:\program files\steam\steamapps\hasbro3\counter-strike source\cstrike" -noextra "C:\Documents and Settings\Slamby\Desktop\Random Crap\VMEX\breakfloor_adept2"
    
    Valve Software - vrad.exe SSE (Jul  7 2010)
    
          Valve Radiosity Simulator     
    1 threads
    [Reading texlights from 'lights.rad']
    [1 texlights parsed from 'lights.rad']
    
    Loading c:\documents and settings\slamby\desktop\random crap\vmex\breakfloor_adept2.bsp
    Setting up ray-trace acceleration structure... Done (0.08 seconds)
    5455 faces
    3 degenerate faces
    376476 square feet [54212620.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    5452 patches before subdivision
    zero area child patch
    zero area child patch
    zero area child patch
    30562 patches after subdivision
    sun extent from map=0.087156
    2 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 (8)
    transfers 4228597, max 426
    transfer lists:  32.3 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #1 added RGB(171022, 37163, 75565)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(21815, 1589, 12015)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #3 added RGB(3503, 64, 1706)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #4 added RGB(518, 3, 279)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #5 added RGB(82, 0, 43)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #6 added RGB(12, 0, 7)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #7 added RGB(2, 0, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #8 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0235 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (18)
    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 (15)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                 850/1024        40800/49152    (83.0%) VERY FULL!
    brushes                912/8192        10944/98304    (11.1%) 
    brushsides            5551/65536       44408/524288   ( 8.5%) 
    planes                 294/65536        5880/1310720  ( 0.4%) 
    vertexes              7357/65536       88284/786432   (11.2%) 
    nodes                 5296/65536      169472/2097152  ( 8.1%) 
    texinfos               362/12288       26064/884736   ( 2.9%) 
    texdata                  6/2048          192/65536    ( 0.3%) 
    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                 5455/65536      305480/3670016  ( 8.3%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces             5235/65536      293160/3670016  ( 8.0%) 
    leaves                6147/65536      196704/2097152  ( 9.4%) 
    leaffaces             5541/65536       11082/131072   ( 8.5%) 
    leafbrushes           1025/65536        2050/131072   ( 1.6%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges            43144/512000     172576/2048000  ( 8.4%) 
    edges                21901/256000      87604/1024000  ( 8.6%) 
    LDR worldlights          2/8192          176/720896   ( 0.0%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips            101/32768        1010/327680   ( 0.3%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices          1839/65536        3678/131072   ( 2.8%) 
    cubemapsamples           0/1024            0/16384    ( 0.0%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]      763760/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]        3964/16777216 ( 0.0%) 
    entdata               [variable]      427380/393216   (108.7%) VERY FULL!
    LDR ambient table     6147/65536       24588/262144   ( 9.4%) 
    HDR ambient table     6147/65536       24588/262144   ( 9.4%) 
    LDR leaf ambient     23994/65536      671832/1835008  (36.6%) 
    HDR leaf ambient      6147/65536      172116/1835008  ( 9.4%) 
    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]           1/12       ( 8.3%) 
    pakfile               [variable]      173806/0        ( 0.0%) 
    physics               [variable]      491485/4194304  (11.7%) 
    physics terrain       [variable]           2/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 11286
    Writing c:\documents and settings\slamby\desktop\random crap\vmex\breakfloor_adept2.bsp
    51 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Documents and Settings\Slamby\Desktop\Random Crap\VMEX\breakfloor_adept2.bsp" "c:\program files\steam\steamapps\hasbro3\counter-strike source\cstrike\maps\breakfloor_adept2.bsp"
    Since 1991!
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  • Logan Dougall avatar
    Logan Dougall username pic Joined 13y ago
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    Logan Dougall avatar
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    bleh, working from a vmex generated vmf? I stopped helping with those ages ago as it's not worth the time, better working from clean files and code. I don't really see anything poping out at me in the compile log so it'll be the more obscure errors you need to track down, could be ent settings, geometry, brushwork or vis. Solution to all is use cordon tool to find the source and remove/remake it. Entdata isn't a real limit so don't worry about that, the limit was what the coders _felt_ a system could handle when source first came out, you can go well over it with no problems - moreso nowadays with better hardware.
    Structural Designer / Dad :)
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  • [F]ox avatar
    [F]ox Joined 12y ago
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    > **Posted by Logan Dougall** > bleh, working from a vmex generated vmf? I stopped helping with those ages ago as it's not worth the time, better working from clean files and code. > > I don't really see anything poping out at me in the compile log so it'll be the more obscure errors you need to track down, could be ent settings, geometry, brushwork or vis. Solution to all is use cordon tool to find the source and remove/remake it. > > Entdata isn't a real limit so don't worry about that, the limit was what the coders _felt_ a system could handle when source first came out, you can go well over it with no problems - moreso nowadays with better hardware. Deleted some breakable blocks, decreased entdata to 102% and that fixed it. Don't worry, huh?
    Since 1991!
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