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Author Topic: Broken Maps (due to the update)  (Read 30100 times)

Offline spoz

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Re: Broken Maps (due to the update)
« Reply #40 on: July 03, 2010, 10:25:41 PM »
+1 to they hydrogen crash.
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But if u really wanna see a screwed up map take a look at that greatriver awesome 1... freaked the shit out of me... its like a child molestation adventure.....

Offline Slasher

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Re: Broken Maps (due to the update)
« Reply #41 on: July 04, 2010, 08:51:19 AM »
surf_hydrogen_v2 works, thats just you.

Yep, it works fine for me, too.

Offline Buck Nasty

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Re: Broken Maps (due to the update)
« Reply #42 on: July 04, 2010, 03:55:39 PM »
surf_torque crashes

Offline spoz

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Re: Broken Maps (due to the update)
« Reply #43 on: July 04, 2010, 04:33:31 PM »
Could be linux related, works fine on windows
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But if u really wanna see a screwed up map take a look at that greatriver awesome 1... freaked the shit out of me... its like a child molestation adventure.....

Offline Arjenlodder

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Re: Broken Maps (due to the update)
« Reply #44 on: July 04, 2010, 09:37:59 PM »
My contribution (A)

surf_canisius2_njv crashes when teleporting from 3 -> 4

Offline Buck Nasty

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Re: Broken Maps (due to the update)
« Reply #45 on: July 05, 2010, 04:30:19 AM »
surf_XIV_v2a crashes right when you beat hammer and are being lifted up to the m249.

Offline unt0uch4bl3

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Re: Broken Maps (due to the update)
« Reply #46 on: July 05, 2010, 12:49:41 PM »
My contribution (A)

surf_canisius2_njv crashes when teleporting from 3 -> 4

and regular surf_canisius2 version as well.

Offline unt0uch4bl3

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Re: Broken Maps (due to the update)
« Reply #47 on: July 29, 2010, 04:23:08 AM »
surf_torque crashes
Lies, we play it all the time.

Offline FAJ

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Re: Broken Maps (due to the update)
« Reply #48 on: July 29, 2010, 10:27:08 AM »
You play the modified version for surftimer, or the original torque?

Offline unt0uch4bl3

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Re: Broken Maps (due to the update)
« Reply #49 on: July 29, 2010, 11:11:29 AM »
The maps are not modified in any way. They just have certain elements deleted virtually while its loading.

So if the map was to crash, it would crash while it was loading. I believe it was played on the regular surf server as well (not 100% on this)

Offline FAJ

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Re: Broken Maps (due to the update)
« Reply #50 on: July 29, 2010, 11:16:19 AM »
Well, it appears that some things crash a map mid round, so if an element is pre-deleted, maybe it would be safe from that particular thing. Is it possible that a servers settings could interfere with an element, causing only certain servers to be crashed by a map?

Offline unt0uch4bl3

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Re: Broken Maps (due to the update)
« Reply #51 on: July 29, 2010, 01:03:41 PM »
Well the only things that can be removed after compile are entities. Light and world objects are hard coded and cannot be edited unless recompiled. These are usually the things that also crash servers. Entities usually don't crash servers post orange box. If they worked on the old engine, they work on the new (haven't seen it at least but I'm pretty sure they are safe.) So that leaves textures/lights and world objects. Textures and custom proxies seem to be cause engine hunk overflow (not 100% sure, but r_hunkalloclightmaps 0 prevents this and you can see what this command does by the name) (for example some textures are missing post-update..broken material settings.., while others I suspect are causing the engine hunk over flow), and lights and world objects may also play a role. So since these three things cannot be edited in any way by any settings in the server, its highly unlikely that they will work in one server but won't in another. (r_hunkalloclightmaps is a client setting, not a server setting)

An exception though is surf_calamity. It seems that when a players goes to jail his game crashes after 5-10 seconds. I haven't investigated this problem yet, but I will. So unless torque crashes in jail, it should work fine.
(Also another example is canisius2. It crashes when you enter a stage 4, and it crashes the whole server. But this problem is existent on anyone's game)

Offline unt0uch4bl3

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Re: Broken Maps (due to the update)
« Reply #52 on: August 22, 2010, 01:55:25 AM »
I dont know if any one still keeps up with this but surf_s_t_a_t_i_o_n, surf_paranoid_enigma and surf_wazor crash the server.

Offline Orange

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Re: Broken Maps (due to the update)
« Reply #53 on: August 22, 2010, 09:39:35 AM »
I dont know if any one still keeps up with this but surf_s_t_a_t_i_o_n, surf_paranoid_enigma and surf_wazor crash the server.

Good, I don't like those anyway.
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Offline DESE

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Re: Broken Maps (due to the update)
« Reply #54 on: August 22, 2010, 01:19:35 PM »
Surf_10x_reloaded (Ramps disappeared in "red ramp" way. The two end ones.. It did for me anyway, not sure if anyone else has encountered this? Also, water @ jail is very hard to see through now..

Yes the two red ramps are screwed.. There is also a missing texture in the area where you have to jump from block to block.

And in general: every map (that i've tried yet after the update) where you have that glass texture that flickers from see-through to black is missing.
(all surf_home_sweet_home and all surf_board versions for example)
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Offline DESE

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Re: Broken Maps (due to the update)
« Reply #55 on: August 27, 2010, 03:42:08 AM »
If there's one map i'd like to see getting re-animated, it's defo THE GLOAMING. I already miss it..  \ Crash on start up
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Offline spoz

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Re: Broken Maps (due to the update)
« Reply #56 on: August 27, 2010, 06:12:13 AM »
Problem with the gloaming is that theres just too many brushes, even func_detail brushes.

Code: [Select]
FixTjuncs...
Too many t-junctions to fix up! (3394 prims, max 32768 :: 65559 indices, max 65536)

read: Too many func_details for the engine to handle.

t-junctions in short are welds between func_details to stop hairline cracks and light seeping through. Only way I know of to fix this and not rely on worldgeom is to use proper to convert the brushwork to models.
Quote
But if u really wanna see a screwed up map take a look at that greatriver awesome 1... freaked the shit out of me... its like a child molestation adventure.....

Offline unt0uch4bl3

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Re: Broken Maps (due to the update)
« Reply #57 on: August 27, 2010, 11:21:17 AM »
Problem with the gloaming is that theres just too many brushes, even func_detail brushes.

Code: [Select]
FixTjuncs...
Too many t-junctions to fix up! (3394 prims, max 32768 :: 65559 indices, max 65536)

read: Too many func_details for the engine to handle.

t-junctions in short are welds between func_details to stop hairline cracks and light seeping through. Only way I know of to fix this and not rely on worldgeom is to use proper to convert the brushwork to models.
I wonder why the engine is more limiting in this area.

Offline Zalos

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Re: Broken Maps (due to the update)
« Reply #58 on: September 01, 2010, 01:36:51 PM »
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surf_ctf_velocity_v2 - Flag caps don't count.


FUCK



Not worth fixing imo.  \

Offline nelioneil

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Re: Broken Maps (due to the update)
« Reply #59 on: June 19, 2011, 12:33:42 PM »
So i take it these maps are still causing problems and crashes since last year ?
Im too leet to have a sig

Offline S.T.A.L.K.E.R.

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Re: Broken Maps (due to the update)
« Reply #60 on: June 19, 2011, 12:36:19 PM »
So i take it these maps are still causing problems and crashes since last year ?
I don't know about all of them, but I defnitely have played a few of them and they hadn't crashed.  I think VALVe may have fixed a known bug that caused player made maps to crash or something?  Or maybe the server software was updated... I am not sure exactly what the fix was.

Offline vsx

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Re: Broken Maps (due to the update)
« Reply #61 on: June 27, 2011, 10:50:42 PM »
surf_animals - some sort of crash on jail or somewhere on the map...

Offline S.T.A.L.K.E.R.

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Re: Broken Maps (due to the update)
« Reply #62 on: June 28, 2011, 12:11:50 AM »
surf_animals - some sort of crash on jail or somewhere on the map...
That's.... unfortunate.