WTF?! First time w/ this error

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I spent the entire day fixing up and changing things in TMS_RatsZ and finally get it compiled but when I go into my server on the newly compiled version I get this error: "Bad model on beam (not sprite)"



This happend once right when I connected and after I tried it a second time it crashed AFTER I selected a character.
 
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I know know its not the topic but:

I was on your server yesterday and your server edited my cvars and I want to know if its ok ?

and how i can fix my green text i dont like it
 
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Go to the link in my signature and find the tutorial on finding bugs with a log file. It is nearly the last tutorial. I know your answer is there, for I wrote it. :p
 
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I searched around and didn't find the name of the error in the list. Maybe try removing what you've done since the error has occurred until you find what caused it. Then just remake that section.

And use a PM Kazzak
 
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Well, I didn't check the log file because whenever there is an error it usually produces a .err file, but I finally decided to look through the log anyways and found this error:

LeafThread:
(3607.20 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 47 and 44:
(2425.949 877.789 216.000)
(2559.961 218.039 216.000)
(2624.000 65.730 262.054)
(2624.000 2597.412 977.529)
(2391.046 2456.954 613.725)
(2327.791 2399.248 509.409)

average leafs visible: 437
g_visdatasize:275730 compressed from 672220
3643.13 seconds elapsed [1h 0m 43s]
Im pretty sure I could fix this problem but I just hate dealing with pinpointing things with the different views. I wouldn't mind if it was 1 or two coordinates, but 6! Ugh!!

Also, yes, I run with -full vis.
 
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I found some sites that suggested how to fix the error so, imma try recompiling it again.

----------------------------------------------------------------------

I seemed to get more leaf saw errors now that I added a hint brush, but oh well, since I noticed in a map I made for Sven Coop had leaf saw errors yet ran perfectly. I really dunno what's the problem. I noticed last night that after I chose my character (seconds before the client-side map crash) everything was bright (as if the vis messed up) and my character looked like a large flat plane of glass and I moved and then <bam> crash.
 
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Try remaking it, I had an error on the map I'm tryin to make. I just decided to make a whole new map.
 
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Welp, I recompiled it AGAIN after making some more changes that I thought might fix the map but I ended up getting the same 'ol "Bad model on beam (not sprite)"

So, I decided I would try it starting a LISTENSERVER instead of running it on my dedicated server and trying to join.

Trying a listenserver resulted in this error:



TMS_RatsZF.log
hlcsg v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
----- BEGIN hlcsg -----
Command line: hlcsg.exe -hullfile hulls_esf.txt -high -cliptype precise -nowadtextures C:\SIERRA\Half-Life\MAPPING\TMS_RatsZF -wadautodetect -estimate
Loading hull definitions from 'hulls_esf.txt'
Entering C:\SIERRA\Half-Life\MAPPING\TMS_RatsZF.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ High ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ precise ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ hulls_esf.txt ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

21 brushes (totalling 139 sides) discarded from clipping hulls
CreateBrush:
(21.92 seconds)
SetModelCenters:
(0.02 seconds)
CSGBrush:
(4.53 seconds)

Using Wadfile: \wads\halflife.wad
- Contains 67 used textures, 64.42 percent of map (3116 textures in wad)
Using Wadfile: \wads\mrsatan.wad
- Warning: Larger than expected texture (261932 bytes): 'SSBABE1'
- Warning: Larger than expected texture (261932 bytes): 'SSBABE2'
- Warning: Larger than expected texture (261932 bytes): 'SSBABE3'
- Warning: Larger than expected texture (261932 bytes): 'SSBABE4'
- Warning: Larger than expected texture (348972 bytes): 'ESFNT_CREDITS'
- Warning: Larger than expected texture (436012 bytes): 'CPU_DESKTOP'
- Contains 23 used textures, 22.12 percent of map (285 textures in wad)
Using Wadfile: \wads\liquids.wad
- Contains 1 used texture, 0.96 percent of map (32 textures in wad)
Using Wadfile: \wads\esf.wad
- Warning: Larger than expected texture (348972 bytes): 'CHAOS-01'
- Warning: Larger than expected texture (348972 bytes): 'CHAOS-02'
- Contains 4 used textures, 3.85 percent of map (73 textures in wad)
Using Wadfile: \wads\tms_rats_z.wad
- Contains 3 used textures, 2.88 percent of map (110 textures in wad)
Using Wadfile: \wads\sky_morningdew.wad
- Contains 2 used textures, 1.92 percent of map (6 textures in wad)
Using Wadfile: \wads\sky_des.wad
- Contains 4 used textures, 3.85 percent of map (4 textures in wad)

added 15 additional animating textures.
Texture usage is at 3.31 mb (of 4.00 mb MAX)
27.63 seconds elapsed

----- END hlcsg -----



hlbsp v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
----- BEGIN hlbsp -----
Command line: hlbsp.exe -estimate -high -maxnodesize 4096 C:\SIERRA\Half-Life\MAPPING\TMS_RatsZF

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ High ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 4096 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'C:\SIERRA\Half-Life\MAPPING\TMS_RatsZF.prt'
15.55 seconds elapsed

----- END hlbsp -----



hlvis v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
----- BEGIN hlvis -----
Command line: hlvis.exe -estimate -full -high C:\SIERRA\Half-Life\MAPPING\TMS_RatsZF
1432 portalleafs
4986 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ High ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ on ] [ off ]


BasePortalVis:
(14.33 seconds)
LeafThread:
(1004.77 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 49 and 54:
(177.000 1230.000 216.087)
(177.000 1230.200 216.000)
(416.000 991.200 216.000)
(416.000 752.000 320.000)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 880 and 884:
(-288.000 -328.000 1600.000)
(-288.000 -424.000 1504.000)
(-288.000 -424.000 1504.000)
(-480.000 -232.000 1776.000)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 989 and 990:
(-1084.308 -2192.000 192.000)
(-1424.000 -1456.000 576.000)
(-1424.000 -1456.000 576.000)
(-1424.000 -2192.000 576.000)

average leafs visible: 322
g_visdatasize:106104 compressed from 256328
1019.39 seconds elapsed [16m 59s]

----- END hlvis -----



hlrad v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
----- BEGIN hlrad -----
Command line: hlrad.exe -extra -smooth -estimate -high C:\SIERRA\Half-Life\MAPPING\TMS_RatsZF

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ High ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 0.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]


[Reading texlights from 'C:\SIERRA\Half-Life\MAPPING\lights.rad']
[50 texlights parsed from 'C:\SIERRA\Half-Life\MAPPING\lights.rad']

6461 faces
Create Patches : 35745 base patches
106 opaque faces
2793336 square feet [402240448.00 square inches]
1940 direct lights

BuildFacelights:
(2114.94 seconds)
visibility matrix : 76.2 megs
BuildVisLeafs:
(385.95 seconds)
MakeScales:
(120.98 seconds)
SwapTransfers:
(44.33 seconds)
Transfer Lists : 54226022 : 54.23M transfers
Indices : 26986828 : 25.74M bytes
Data : 216904088 : 206.86M bytes
GatherLight:
(8.52 seconds)
FinalLightFace:
(5.30 seconds)
2683.30 seconds elapsed [44m 43s]

----- END hlrad -----
 
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Try using HLCC.
 
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Uh, he is not using Hammer's default. He is most likely using Nem's Batch Compiler with XP-Cagey's ZHLT. That is probably the best combination you can have.

I see errors that would cause you give you any real error. I think it may have something to do with the models or sprites you used. Use entity report and delete anything you do not strictly need to compile and save it as a new map - try compiling that.
 
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I did sorta do that, cept all I did was select everything and paste it into a new file and changed the name.

I asked for help on the Sven Coop forums (I linked to this thread) and here's what one guy said to do:

Originally posted by koelzk
The Saw_into_leafs problem is not causing this error. I am pretty sure this is caused by some invalid entity props.
(So there's no reason to run HLVIS and HLRAD in the test runs)

First check your FGD, if you tuned it for yourself you might want to consider using the offiicial SC3.0 fgd (could avoid an unlikely but possible source for the error).

Then check your env_beam entities. They probably have an invalid sprite name.
(Use entitity report to filter them out, otherwise it will be a pain in the ass if your map is complex).

If you cant find the error in them then delete all the env_beams and make a test run (make map backups). If the error still occurs remove env_sprites, env_glows, then env_shooters, monters and if the error is THAT persistent then remove all the entitities except the light sources.
This is time consuming, but that way you will systematicly track down the error.

Edit: Also it's a good idea to use cordon bounds to find the estimated location of the error and speed up the compile processes
 
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Sometimes when my map ****s up like that I don't use HLRad.
 
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PROGRESS!!

I compiled two versions of the map, both have more changes but one has no env_beam sprites.

I decided to enable CONDEBUG on my client before testing the map (w/ env_beams) and like it has done before, it crashed for the same reason again. But then I went and looked @ the qconsole.log file and noticed all this spam about "Non-sprite set to glow!" so I went in my editor and changed all the sprites to not glow and updated the .bsp with the new ent properties and tried it again. Crashed - Then I look at the new qconsole.log and now it shows a new error but I can't quite figure it out, here it is.

condebug enabled
************************
Mr. Satan's Script Pack
Version 1.2
************************
By: Sean Kiles
> AIM: BebiSealClubber
> MSN: BebiSealClubber@Hotmail.com
> E-Mail: MrSatan@Comcast.net
---------------------------------------
Loading Files...COMPLETED

NET Ports: server 27012, client 27005
Server IP address 68.54.13.112:27012
No IPX Support.
Connecting to 68.54.13.112:27015...
Connection accepted by 68.54.13.112:27015
===-- Server is running at 469 fps with WinHL-Booster.


----------------------------------------
This server is using Fireworks mod by voogru.
Get it at www.voogru.com
Fireworks are currently enabled on the server.
----------------------------------------

BUILD 2738 SERVER (0 CRC)
Server # 1
Missing bitmap font: gfx\vgui\fonts\1024_Scouterstats Text.tga
Missing bitmap font: gfx\vgui\fonts\1024_Melee Text.tga
* Privileges set
Couldn't open file overviews/TMS_RatsZF.txt. Using default values for overiew mode.
Couldn't open file overviews/TMS_RatsZF.txt. Using default values for overiew mode.
Sprite: no pSprite!!!
Sprite: no pSprite!!!
Sprite: no pSprite!!!
Sprite: no pSprite!!!
Sprite: no pSprite!!!
Sprite: no pSprite!!!
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Sprite: no pSprite!!!
Sprite: no pSprite!!!
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Sprite: no pSprite!!!
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Sprite: no pSprite!!!
 
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I never heard of this >_> Try to delete all the sprites.
 
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Im no where near that desperate. I feel pretty good right now since I found this stuff in the log.
 
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It might be something in the sprite properties in Valve Hammer Editor.
 
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I think it might have something to do with my FGD file and the changes from v1.1 --> v1.2 cuz im using a modified v1.1 FGD file and there might be entity property changes, I dunno.

------------[EDIT]------------

I just now tried the version without the env_beam sprites and...it works...kinda. I got no crash error (like I mentioned in my first post) but everything was very bright and I could not see my weapon selection sprites, my character, any attacks, any brush entities, sprites. I could see my HUD and the halo sprite as well as all world-solids, but that was IT x.x

+PLUS+

My console was being flooded with "Non-sprite Set To Glow!" and "Sprite: no pSprite!!!" messages but I didn't crash.

I went through my map again and used Entity report to find any entities that were set to glow and only found two env_sprites, I changed them to additive.

As for the env_beams, they have the EXACT same properties as they did on TMS_RatsZ and TMS_RatsZ was compiled for v1.1 and works in v1.2...soooo WTF?!

------------[EDIT]------------

Well, I solved the "Non-sprite Set To Glow!" and "Sprite: no pSprite!!!" problem on both maps (One with env_beams and one without) but I still get the crash on the version with env_beams and the one without env_beams is still fux0red (Screenshot Posted)

 
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Sorry about the double post.

I FINALLY FIGURED OUT WhAT CAUSED THE PROBLEM!!

It was an oversized texture! I replaced the large texture with a smaller version and BOOM fixed! So now im continuing my additions to TMS_RatsZ
 

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