Also ich hab da mal ein Problem und zwar wenn ich auf meiner neuen map (http://img20.imageshack.us/my.php?image=fycomiccastle00100092ut.jpg) das antiterror team joine geht alles wunderbar.
doch wenn ich mal terrorist sein will stürtz css ab (passiert auch wenn ich einen bot adde)
an was liegt das und was kann ich dagegen tun?
hier ist mal der og
materialPath: c:\programme\valve\steam\steamapps\bumby2\counter-strike source\cstrike\materials
Loading C:\Programme\Valve\Steam\SteamApps\bumby2\sourcesd k\fy_comiccastle.vmf
fixing up env_cubemap 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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Programme\Valve\Steam\SteamApps\bumby2\sourcesd k\fy_comiccastle.prt...done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_wasteland02rt"
Can't load skybox file skybox/sky_wasteland02 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 (9) (4502564 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (3) (13988572 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 803 texinfos to 645
Reduced 19 texdatas to 18 (425 bytes to 317)
Writing C:\Programme\Valve\Steam\SteamApps\bumby2\sourcesd k\fy_comiccastle.bsp
32 seconds elapsed
1 threads
reading c:\programme\valve\steam\steamapps\bumby2\sourcesd k\fy_comiccastle.bsp
reading c:\programme\valve\steam\steamapps\bumby2\sourcesd k\fy_comiccastle.prt
4077 portalclusters
15891 numportals
0...1...2...3...4...5...6...7...8...9...10WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 262962 visible clusters (0.00%)
Total clusters visible: 11449270
Average clusters visible: 2808
Building PAS...
Average clusters audible: 3013
visdatasize:3231036 compressed from 4174848
writing c:\programme\valve\steam\steamapps\bumby2\sourcesd k\fy_comiccastle.bsp
5 minutes, 15 seconds elapsed
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\programme\valve\steam\steamapps\bumby2\sourcesd k\bin\lights.rad.
Loading c:\programme\valve\steam\steamapps\bumby2\sourcesd k\fy_comiccastle.bsp
10588 faces
8 degenerate faces
706745 square feet [101771360.00 square inches]
234 displacements
175671 square feet [25296646.00 square inches]
10580 patches before subdivision
zero area child patch
45880 patches after subdivision
6 direct lights
0...1...2...3...4...5...6...7...8...9...100...1... 2...3...4...5...6...7...8...9...10transfers 10185833, max 3387
transfer lists: 77.7 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(36386, 48952, 9542)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(7363, 6973, 1427)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(2279, 2010, 346)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(746, 603, 91)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(313, 310, 24)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(156, 200, 7)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(93, 158, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(63, 134, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(47, 116, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(36, 103, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(29, 90, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(23, 82, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(20, 72, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(16, 65, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(14, 57, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(11, 52, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(10, 46, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #18 added RGB(8, 42, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #19 added RGB(7, 37, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #20 added RGB(6, 34, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #21 added RGB(6, 30, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #22 added RGB(5, 27, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #23 added RGB(4, 24, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #24 added RGB(3, 22, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #25 added RGB(3, 20, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #26 added RGB(3, 18, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #27 added RGB(2, 16, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #28 added RGB(2, 15, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #29 added RGB(2, 13, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #30 added RGB(2, 12, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #31 added RGB(1, 11, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #32 added RGB(1, 10, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #33 added RGB(1, 9, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #34 added RGB(1, 8, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #35 added RGB(1, 7, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #36 added RGB(1, 7, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #37 added RGB(1, 6, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #38 added RGB(1, 5, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #39 added RGB(1, 5, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #40 added RGB(0, 4, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #41 added RGB(0, 4, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #42 added RGB(0, 4, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #43 added RGB(0, 3, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #44 added RGB(0, 3, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #45 added RGB(0, 3, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #46 added RGB(0, 3, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #47 added RGB(0, 2, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #48 added RGB(0, 2, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #49 added RGB(0, 2, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #50 added RGB(0, 2, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #51 added RGB(0, 2, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #52 added RGB(0, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #53 added RGB(0, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #54 added RGB(0, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #55 added RGB(0, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #56 added RGB(0, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #57 added RGB(0, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0923 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLig htFace 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 3/1024 144/49152 ( 0.3%)
brushes 1125/8192 13500/98304 (13.7%)
brushsides 12043/65536 96344/524288 (18.4%)
planes 15308/65536 306160/1310720 (23.4%)
vertexes 24529/65536 294348/786432 (37.4%)
nodes 6527/65536 208864/2097152 (10.0%)
texinfos 645/12288 46440/884736 ( 5.2%)
texdata 18/2048 576/65536 ( 0.9%)
dispinfos 234/0 41184/0 ( 0.0%)
disp_verts 35946/0 718920/0 ( 0.0%)
disp_tris 62208/0 124416/0 ( 0.0%)
disp_lmsamples 438807/0 438807/0 ( 0.0%)
faces 10588/65536 592928/3670016 (16.2%)
origfaces 5471/65536 306376/3670016 ( 8.3%)
leaves 6531/65536 208992/2097152 (10.0%)
leaffaces 11711/65536 23422/131072 (17.9%)
leafbrushes 3714/65536 7428/131072 ( 5.7%)
areas 3/256 24/2048 ( 1.2%)
surfedges 74539/512000 298156/2048000 (14.6%)
edges 40170/256000 160680/1024000 (15.7%)
LDR worldlights 4/8192 352/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 958/32768 9580/327680 ( 2.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 18375/65536 36750/131072 (28.0%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1605072/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 3231036/16777216 (19.3%)
entdata [variable] 30816/393216 ( 7.8%)
LDR leaf ambient 6531/65536 156744/1572864 (10.0%)
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] 1/12 ( 8.3%)
pakfile [variable] 22449/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 4502564/4194304 (107.3%) VERY FULL!
==== Total Win32 BSP file data space used: 13483106 bytes ====
Linux Specific Data:
physicssurface [variable] 13988572/6291456 (222.3%) VERY FULL!
==== Total Linux BSP file data space used: 22969114 bytes ====
Total triangle count: 30488
Writing c:\programme\valve\steam\steamapps\bumby2\sourcesd k\fy_comiccastle.bsp
14 minutes, 59 seconds elapsed
materialPath: c:\programme\valve\steam\steamapps\bumby2\counter-strike source\cstrike\materials
Loading C:\Programme\Valve\Steam\SteamApps\bumby2\sourcesd k\fy_comiccastle.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****
Entity ambient_generic (2165.00 259.00 -731.63) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3584.0, 2048.0, -281.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3584.0, 3072.0, -281.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0, 2560.0, -281.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0, 2048.0, -281.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0, 3072.0, -281.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0, 2048.0, -281.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 2560.0, -1035.6)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 2560.0, -970.6)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_wasteland02rt"
Can't load skybox file skybox/sky_wasteland02 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 (9) (4683213 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (4) (14638099 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 786 texinfos to 638
Reduced 19 texdatas to 18 (425 bytes to 317)
Writing C:\Programme\Valve\Steam\SteamApps\bumby2\sourcesd k\fy_comiccastle.bsp
25 seconds elapsed
1 threads
reading c:\programme\valve\steam\steamapps\bumby2\sourcesd k\fy_comiccastle.bsp
reading c:\programme\valve\steam\steamapps\bumby2\sourcesd k\fy_comiccastle.prt
LoadPortals: couldn't read c:\programme\valve\steam\steamapps\bumby2\sourcesd k\fy_comiccastle.prt
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\programme\valve\steam\steamapps\bumby2\sourcesd k\bin\lights.rad.
Loading c:\programme\valve\steam\steamapps\bumby2\sourcesd k\fy_comiccastle.bsp
No vis information, direct lighting only.
10917 faces
6 degenerate faces
756871 square feet [108989424.00 square inches]
258 displacements
188698 square feet [27172614.00 square inches]
6 direct lights
0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.1152 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLig htFace 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 1099/8192 13188/98304 (13.4%)
brushsides 11713/65536 93704/524288 (17.9%)
planes 12982/65536 259640/1310720 (19.8%)
vertexes 16665/65536 199980/786432 (25.4%)
nodes 7598/65536 243136/2097152 (11.6%)
texinfos 638/12288 45936/884736 ( 5.2%)
texdata 18/2048 576/65536 ( 0.9%)
dispinfos 258/0 45408/0 ( 0.0%)
disp_verts 37890/0 757800/0 ( 0.0%)
disp_tris 65280/0 130560/0 ( 0.0%)
disp_lmsamples 473386/0 473386/0 ( 0.0%)
faces 10917/65536 611352/3670016 (16.7%)
origfaces 5788/65536 324128/3670016 ( 8.8%)
leaves 7603/65536 243296/2097152 (11.6%)
leaffaces 12016/65536 24032/131072 (18.3%)
leafbrushes 3302/65536 6604/131072 ( 5.0%)
areas 4/256 32/2048 ( 1.6%)
surfedges 77431/512000 309724/2048000 (15.1%)
edges 41651/256000 166604/1024000 (16.3%)
LDR worldlights 4/8192 352/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 962/32768 9620/327680 ( 2.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 18630/65536 37260/131072 (28.4%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1633700/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 32980/393216 ( 8.4%)
LDR leaf ambient 7603/65536 182472/1572864 (11.6%)
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] 1/12 ( 8.3%)
pakfile [variable] 22449/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 4683213/4194304 (111.7%) VERY FULL!==== Total Win32 BSP file data space used: 10551358 bytes ====
Linux Specific Data:
physicssurface [variable] 14638099/6291456 (232.7%) VERY FULL!
==== Total Linux BSP file data space used: 20506244 bytes ====
Total triangle count: 31384
Writing c:\programme\valve\steam\steamapps\bumby2\sourcesd k\fy_comiccastle.bsp
10 minutes, 42 seconds elapsed
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\programme\valve\steam\steamapps\bumby2\sourcesd k\bin\lights.rad.
Loading c:\programme\valve\steam\steamapps\bumby2\sourcesd k\fy_comiccastle.bsp
No vis information, direct lighting only.
10917 faces
6 degenerate faces
756871 square feet [108989424.00 square inches]
258 displacements
188698 square feet [27172614.00 square inches]
6 direct lights
0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0704 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLig htFace 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 1099/8192 13188/98304 (13.4%)
brushsides 11713/65536 93704/524288 (17.9%)
planes 12982/65536 259640/1310720 (19.8%)
vertexes 16665/65536 199980/786432 (25.4%)
nodes 7598/65536 243136/2097152 (11.6%)
texinfos 638/12288 45936/884736 ( 5.2%)
texdata 18/2048 576/65536 ( 0.9%)
dispinfos 258/0 45408/0 ( 0.0%)
disp_verts 37890/0 757800/0 ( 0.0%)
disp_tris 65280/0 130560/0 ( 0.0%)
disp_lmsamples 473386/0 473386/0 ( 0.0%)
faces 10917/65536 611352/3670016 (16.7%)
origfaces 5788/65536 324128/3670016 ( 8.8%)
leaves 7603/65536 243296/2097152 (11.6%)
leaffaces 12016/65536 24032/131072 (18.3%)
leafbrushes 3302/65536 6604/131072 ( 5.0%)
areas 4/256 32/2048 ( 1.6%)
surfedges 77431/512000 309724/2048000 (15.1%)
edges 41651/256000 166604/1024000 (16.3%)
LDR worldlights 4/8192 352/720896 ( 0.0%)
HDR worldlights 4/8192 352/720896 ( 0.0%)
waterstrips 962/32768 9620/327680 ( 2.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 18630/65536 37260/131072 (28.4%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1633700/0 ( 0.0%)
HDR lightdata [variable] 1633700/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 32980/393216 ( 8.4%)
LDR leaf ambient 7603/65536 182472/1572864 (11.6%)
HDR leaf ambient 7603/65536 182472/1572864 (11.6%)
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] 22449/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 4683213/4194304 (111.7%) VERY FULL!
==== Total Win32 BSP file data space used: 12367882 bytes ====
Linux Specific Data:
physicssurface [variable] 14638099/6291456 (232.7%) VERY FULL!
==== Total Linux BSP file data space used: 22322768 bytes ====
Total triangle count: 31384
Writing c:\programme\valve\steam\steamapps\bumby2\sourcesd k\fy_comiccastle.bsp
10 minutes, 24 seconds elapsed
Zockereule
06. Mai 2006, 11:57
hmm ich find nix was die cts zum absturz bringen könnte...
aber ansonsten 7 fehler:
1 threads
reading c:\programme\valve\steam\steamapps\bumby2\sourcesd
k\fy_comiccastle.bsp
reading c:\programme\valve\steam\steamapps\bumby2\sourcesd
k\fy_comiccastle.prt
LoadPortals: couldn't read c:\programme\valve\steam\steamapps\bumby2\sourcesd
k\fy_comiccastle.prt
und die FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0, 2560.0, -281.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
ich weiss nicht worans liegen könnte, hasst du mal versucht alle spawn points weg zu machen und wieder neu zu setzen? hasst du models importiert?!
RedPuma
07. Mai 2006, 12:25
Bei mir treten die Portalside Errors nur auf wenn ich nen Leak in meiner Map habe, allerdings hat deine Map ja keins.
Hast du irgendeine komplizierte Brushkonstruktion auf deiner Map?
http://files.ingame.de/counterstrike/maps/css/fy_comiccastle_beta.rar
hier könnt ihr selbst schauen, ob es abstürtz wenn ihr die map als terrorist spielen wollt
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