locking up whilst playing

  • Thread starter Thread starter StealthAssasin
  • Start date Start date
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StealthAssasin

Guest
Hi, I'm new to mapping and have recently completed my first map. However after so long of playing people who i'm playing with start to experiance a lock up at the start of new rounds. this lastsa about 12 seconds. These are people i have sent the map. I've looked in the compiler and i see a leak yet when i go to load the pointfile none is shown.

Any help you could give me would be greatly appreciated

ty StealthAssasin.(compiler txt below)

** Executing...
** Command: "g:\valve\steam\steamapps\stealthassasin\sourcesdk\bin\vbsp.exe"
** Parameters: -game "g:\valve\steam\steamapps\stealthassasin\counter-strike source\cstrike" "G:\valve\steam\SteamApps\stealthassasin\counter-strike source\cstrike\maps\hallway"

Valve Software - vbsp.exe (Dec 15 2004)
1 threads
materialPath: g:\valve\steam\steamapps\stealthassasin\counter-strike source\cstrike\materials
Loading G:\valve\steam\SteamApps\stealthassasin\counter-strike source\cstrike\maps\hallway.vmf
Detected multiplayer map, building linux dedicated server data
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (-830.00 37.88 -284.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
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 (0) (75748 bytes)
Building Physics collision data...
done (0) (75748 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing G:\valve\steam\SteamApps\stealthassasin\counter-strike source\cstrike\maps\hallway.bsp
2 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 2

** Executing...
** Command: "g:\valve\steam\steamapps\stealthassasin\sourcesdk\bin\vvis.exe"
** Parameters: -game "g:\valve\steam\steamapps\stealthassasin\counter-strike source\cstrike" "G:\valve\steam\SteamApps\stealthassasin\counter-strike source\cstrike\maps\hallway"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading g:\valve\steam\steamapps\stealthassasin\counter-strike source\cstrike\maps\hallway.bsp
reading g:\valve\steam\steamapps\stealthassasin\counter-strike source\cstrike\maps\hallway.prt
LoadPortals: couldn't read g:\valve\steam\steamapps\stealthassasin\counter-strike source\cstrike\maps\hallway.prt


** Executing...
** Command: "g:\valve\steam\steamapps\stealthassasin\sourcesdk\bin\vrad.exe"
** Parameters: -game "g:\valve\steam\steamapps\stealthassasin\counter-strike source\cstrike" "G:\valve\steam\SteamApps\stealthassasin\counter-strike source\cstrike\maps\hallway"

Valve Software - vrad.exe (Dec 15 2004)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading g:\valve\steam\steamapps\stealthassasin\counter-strike source\cstrike\maps\hallway.bsp
No vis information, direct lighting only.
1401 faces
127227 square feet [18320784.00 square inches]
0 displacements
0 square feet [0.00 square inches]
18 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
Build Patch/Sample Hash Table(s).....Done<0.0154 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 214/8192 2568/98304 ( 2.6%)
brushsides 1449/65536 11592/524288 ( 2.2%)
planes 650/65536 13000/1310720 ( 1.0%)
vertexes 2054/65536 24648/786432 ( 3.1%)
nodes 925/65536 29600/2097152 ( 1.4%)
texinfos 125/12288 9000/884736 ( 1.0%)
texdata 14/2048 448/65536 ( 0.7%)
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 1401/65536 78456/3670016 ( 2.1%)
origfaces 798/65536 44688/3670016 ( 1.2%)
leaves 930/65536 52080/3670016 ( 1.4%)
leaffaces 1684/65536 3368/131072 ( 2.6%)
leafbrushes 444/65536 888/131072 ( 0.7%)
surfedges 9993/512000 39972/2048000 ( 2.0%)
edges 5620/256000 22480/1024000 ( 2.2%)
worldlights 18/8192 1584/720896 ( 0.2%)
waterstrips 135/32768 1350/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2196/65536 4392/131072 ( 3.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 743352/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 5095/393216 ( 1.3%)
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] 1/1198 ( 0.1%)
pakfile [variable] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 75748/4194304 ( 1.8%)
==== Total Win32 BSP file data space used: 1174409 bytes ====

Linux Specific Data:
physicssurface [variable] 75748/6291456 ( 1.2%)
==== Total Linux BSP file data space used: 1174409 bytes ====

Total triangle count: 4006
Writing g:\valve\steam\steamapps\stealthassasin\counter-strike source\cstrike\maps\hallway.bsp
6 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "G:\valve\steam\SteamApps\stealthassasin\counter-strike source\cstrike\maps\hallway.bsp" "g:\valve\steam\steamapps\stealthassasin\counter-strike source\cstrike\maps\hallway.bsp"
 
Try Running a Search for this Entity prop_static (-830.00 37.88 -284.00)
It apears to be out of the world, or atleast part of it.
 
i went to the coordinates as suggested but i can't actually see anything wrong. i'm sort of stuck in the middle of a wall
 
you have a leak, and its telling you that the prop_static knows you have a leak. load the LIN file and fix the leak.
 
I tried loading the lin file but it's not there.
 
sry abour double post here but.. I managed to fix the static_prop problem however i'm still getting told there are memory leaks which i've highlighted below in red.. is this normal or could there be another problem?

thank you for your time


** Executing...
** Command: "g:\valve\steam\steamapps\stealthassasin\sourcesdk\bin\vbsp.exe"
** Parameters: -game "g:\valve\steam\steamapps\stealthassasin\counter-strike source\cstrike" "G:\valve\steam\SteamApps\stealthassasin\counter-strike source\cstrike\maps\hallway"

Valve Software - vbsp.exe (Dec 15 2004)
1 threads
materialPath: g:\valve\steam\steamapps\stealthassasin\counter-strike source\cstrike\materials
Loading G:\valve\steam\SteamApps\stealthassasin\counter-strike source\cstrike\maps\hallway.vmf
Detected multiplayer map, building linux dedicated server data
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing G:\valve\steam\SteamApps\stealthassasin\counter-strike source\cstrike\maps\hallway.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
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 (0) (78284 bytes)
Building Physics collision data...
done (0) (78284 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing G:\valve\steam\SteamApps\stealthassasin\counter-strike source\cstrike\maps\hallway.bsp
2 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 2


** Executing...
** Command: "g:\valve\steam\steamapps\stealthassasin\sourcesdk\bin\vvis.exe"
** Parameters: -game "g:\valve\steam\steamapps\stealthassasin\counter-strike source\cstrike" "G:\valve\steam\SteamApps\stealthassasin\counter-strike source\cstrike\maps\hallway"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading g:\valve\steam\steamapps\stealthassasin\counter-strike source\cstrike\maps\hallway.bsp
reading g:\valve\steam\steamapps\stealthassasin\counter-strike source\cstrike\maps\hallway.prt
357 portalclusters
1008 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (26)
Optimized: 332 visible clusters (0.00%)
Total clusters visible: 52683
Average clusters visible: 147
Building PAS...
Average clusters audible: 297
visdatasize:31353 compressed from 34272
writing g:\valve\steam\steamapps\stealthassasin\counter-strike source\cstrike\maps\hallway.bsp
27 seconds elapsed

** Executing...
** Command: "g:\valve\steam\steamapps\stealthassasin\sourcesdk\bin\vrad.exe"
** Parameters: -game "g:\valve\steam\steamapps\stealthassasin\counter-strike source\cstrike" "G:\valve\steam\SteamApps\stealthassasin\counter-strike source\cstrike\maps\hallway"

Valve Software - vrad.exe (Dec 15 2004)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading g:\valve\steam\steamapps\stealthassasin\counter-strike source\cstrike\maps\hallway.bsp
1053 faces
73801 square feet [10627451.00 square inches]
0 displacements
0 square feet [0.00 square inches]
1053 patches before subdivision
8133 patches after subdivision
18 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 307801, max 182
transfer lists: 2.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(25144, 13081, 11686)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(5303, 2329, 1859)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1184, 451, 324)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(269, 88, 57)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(62, 18, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(15, 4, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0117 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 221/8192 2652/98304 ( 2.7%)
brushsides 1491/65536 11928/524288 ( 2.3%)
planes 668/65536 13360/1310720 ( 1.0%)
vertexes 2163/65536 25956/786432 ( 3.3%)
nodes 727/65536 23264/2097152 ( 1.1%)
texinfos 122/12288 8784/884736 ( 1.0%)
texdata 14/2048 448/65536 ( 0.7%)
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 1053/65536 58968/3670016 ( 1.6%)
origfaces 636/65536 35616/3670016 ( 1.0%)
leaves 732/65536 40992/3670016 ( 1.1%)
leaffaces 1284/65536 2568/131072 ( 2.0%)
leafbrushes 511/65536 1022/131072 ( 0.8%)
surfedges 7752/512000 31008/2048000 ( 1.5%)
edges 4503/256000 18012/1024000 ( 1.8%)
worldlights 18/8192 1584/720896 ( 0.2%)
waterstrips 126/32768 1260/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2049/65536 4098/131072 ( 3.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 438520/0 ( 0.0%)
visdata [variable] 31353/16777216 ( 0.2%)
entdata [variable] 5095/393216 ( 1.3%)
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] 1/1200 ( 0.1%)
pakfile [variable] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 78284/4194304 ( 1.9%)
==== Total Win32 BSP file data space used: 844872 bytes ====

Linux Specific Data:
physicssurface [variable] 78284/6291456 ( 1.2%)
==== Total Linux BSP file data space used: 844872 bytes ====

Total triangle count: 3112
Writing g:\valve\steam\steamapps\stealthassasin\counter-strike source\cstrike\maps\hallway.bsp
8 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "G:\valve\steam\SteamApps\stealthassasin\counter-strike source\cstrike\maps\hallway.bsp" "g:\valve\steam\steamapps\stealthassasin\counter-strike source\cstrike\maps\hallway.bsp"
 
well then in that case my map is very nearlly finished... just need to add barrels etc
 
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