Portal2 no longer plays map in progress

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Fracture
797 Posts
Posted Nov 16, 2012
Replied 5 minutes later
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

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JakeeeD
48 Posts
Posted Nov 16, 2012
Replied 6 minutes later

Fracture 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 hell

Copy and paste the whole content of the map to a new map and save.

And yes, that will be your tomorrow.

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Lpfreaky90
2,842 Posts
Posted Nov 16, 2012
Replied 9 hours later
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?
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FelixGriffin
2,680 Posts
Posted Nov 16, 2012
Replied 4 hours later
It's trying to load too many models from one of the item files, it looks like. Verify?
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Fracture
797 Posts
Posted Nov 17, 2012
Replied 5 hours later
how do i do that? the verifying thing
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JakeeeD
48 Posts
Posted Nov 17, 2012
Replied 4 hours later

Fracture wrote:
how do i do that? the verifying thing

img
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.

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Fracture
797 Posts
Posted Nov 17, 2012
Replied 1 minutes later
oh that's what you meant, yeah i did that several times before. It didn't help
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JakeeeD
48 Posts
Posted Nov 17, 2012
Replied 1 minute later

Lpfreaky90 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?

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Fracture
797 Posts
Posted Nov 17, 2012
Replied 15 hours later
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.

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zivi7
649 Posts
Posted Nov 18, 2012
Replied 12 hours later
It compiled fine for me, but I couldn't play it either so far.

||---- 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_bts\hanging_stair_exit.mdl : material "models/props_bts/greygrid" not found.
props_underground\tube_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:

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.

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Fracture
797 Posts
Posted Nov 18, 2012
Replied 3 hours later
so i guess it looks like I will need to trim some bits and peices as well as remove unesessary props.
I will try that and see what happens.

EDIT: well I deleted lots and lots of stuff and it was all in vain. It still buggers up every time.
However i did notice that it DOES work if I hide the circle room AND it works when I hide the rest of the map except the circle room. So if it true that the rendering and cacheing fails when attempting to load that room along with the rest of the facility rooms, then there is only one logical course of action....

....MAPPACK :biggrin:

Now what string of command do i use to trigger the changeover of maps?

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Fracture
797 Posts
Posted Dec 23, 2013
Replied 1 year later
okey so I am back at this problem again because I am remixing my mappack contents and I keep getting the same model overload error.

I decreased the amount of models to under 900 and I have entdata at 275% but I am still crashing before the map loads. How do YOU make this go away?

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Ultiman9711
118 Posts
Posted Dec 23, 2013
Replied 3 minutes later
If EntData is beyond 100%, that isn't good. You need to trim down other types of entities, which might require you splitting the map into two if that isn't feasible.
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Fracture
797 Posts
Posted Dec 23, 2013
Replied 34 minutes later
the last guy said it could go over 100%, before i had it at 167% without the extra room
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Sejievan
232 Posts
Posted Dec 25, 2013
Replied 1 day later
Well i reached 256% in this map http://steamcommunity.com/sharedfiles/f ... =129872492 and all tries over that number crashed for me too, so i guess that is the limit for it =\
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Fracture
797 Posts
Posted Dec 25, 2013
Replied 6 hours later
well it looks like I will be removing not just static props, but some several rooms. It's just as well, they were only for extra humor
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Lpfreaky90
2,842 Posts
Posted Dec 25, 2013
Replied 4 hours later

Fracture wrote:
well it looks like I will be removing not just static props, but some several rooms. It's just as well, they were only for extra humor

Hold on; you were removing static props?

The EntData going over 100% is NO problem.
EDICTS going over 2048 ARE a problem.
here is a list of all things taking up edicts. (props to skotty for making this list!)
Seeing that static props are not on this list; they're not part of your problem; so you can just keep 'em.

One thing that got me a few times are the default light instances; they tend to have quite a few portal bumpers, and they do contribute to it.

Try to hide some stuff that might be part of the problem; until it works.
Then load your map; type in report_entities and see if some things are taking up excessive amounts of edicts, if so: try to see if you can do anything with that knowledge.

I hope this helped and you can get it to working again soon :smile:

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Fracture
797 Posts
Posted Dec 26, 2013
Replied 6 hours later
damnit all. I wish the console was more specific about that. Model overload my ass

EDIT: i see no text about EDICTS anywhere on my txt files, how can i tell how much i am using?

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Sejievan
232 Posts
Posted Dec 26, 2013
Replied 7 hours later

Lpfreaky90 wrote:
Fracture wrote:

well it looks like I will be removing not just static props, but some several rooms. It's just as well, they were only for extra humor

Hold on; you were removing static props?

The EntData going over 100% is NO problem.
EDICTS going over 2048 ARE a problem.
here is a list of all things taking up edicts. (props to skotty for making this list!)
Seeing that static props are not on this list; they're not part of your problem; so you can just keep 'em.

One thing that got me a few times are the default light instances; they tend to have quite a few portal bumpers, and they do contribute to it.

Try to hide some stuff that might be part of the problem; until it works.
Then load your map; type in report_entities and see if some things are taking up excessive amounts of edicts, if so: try to see if you can do anything with that knowledge.

I hope this helped and you can get it to working again soon :smile:

Oh.. Didn't knew that, i always thought that was entdata the problem :lol: i remember when i was searching about this stuff i saw on a steam forum, a guy that said that large names for the entities affect the entdata (so i think that are edicts instead :p) ... this is real??

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Lpfreaky90
2,842 Posts
Posted Dec 26, 2013
Replied 1 hour later

Sejievan wrote:
Lpfreaky90 wrote:

Fracture wrote:

well it looks like I will be removing not just static props, but some several rooms. It's just as well, they were only for extra humor

Hold on; you were removing static props?

The EntData going over 100% is NO problem.
EDICTS going over 2048 ARE a problem.
here is a list of all things taking up edicts. (props to skotty for making this list!)
Seeing that static props are not on this list; they're not part of your problem; so you can just keep 'em.

One thing that got me a few times are the default light instances; they tend to have quite a few portal bumpers, and they do contribute to it.

Try to hide some stuff that might be part of the problem; until it works.
Then load your map; type in report_entities and see if some things are taking up excessive amounts of edicts, if so: try to see if you can do anything with that knowledge.

I hope this helped and you can get it to working again soon :smile:

Oh.. Didn't knew that, i always thought that was entdata the problem :lol: i remember when i was searching about this stuff i saw on a steam forum, a guy that said that large names for the entities affect the entdata (so i think that are edicts instead :p) ... this is real??

I don't completely recall what; but indeed long names can also mess up stuff.
But yeah; edicts are for real!
In Aperture Valentine one of the things we did is make a bunch of dynamic models into one model; just to save some edicts :3