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Old 06-25-2007, 09:36 AM   #1
1nsane
 
Join Date: Feb 2006
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Your map [blah] differs from the server's (It's 100% same)

Hi all,

having a bit of an anoying ( ) problem here.

So I made a map. It worked fine but then I updated it quite a bit. Optimized and what not and I decided to put up on my server. Seeing how both the server and sv_downloadurl host have the EXACT same map I just jumped on my server and went ahead to changed the map whit out even thinking that the 20+ people won't be able to play it for no reason whatsoever (Imagine the dismay after they all drop out of the server when you are ready to play it) ... So supposedly they all got disconnect after getting the map for the following reason:

Your map [mapname] differs from the server's.

So I rejoin myself... bam same problem. So I go back and check the 2 maps, the server and the client version and they are exactly the same... Totaly identical byte for byte.

Anyways I spent bout 6 hours now trying to get it to work by deleting parts of the map, deleting the whole map and leaving just the skybox textures, deleting all the entities and a mix of the too... Still getting the same error. I even resorted to testing the steam and non steam dedicated server to find the same problem (Although I was able to join once on the standalone one).

Anyone have any ideas?

edit here's the compile, maybe it will help:
Quote:

** Executing...
** Command: "C:\Dev\DMMPDED\bin\vbsp.exe"
** Parameters: -game "C:\Dev\DMMPDED" "C:\Dev\DMMPDED\mapsrc\castle_dm_001"

Valve Software - vbsp.exe (Jan 22 2007)
2 threads
materialPath: C:\Dev\DMMPDED\materials
Loading C:\Dev\DMMPDED\mapsrc\castle_dm_001.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
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...
Merged 606 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Dev\DMMPDED\mapsrc\castle_dm_001.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_mp1_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_mp1_hdr*.vmt
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 (1) (837733 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (837733 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 173 texinfos to 122
Reduced 58 texdatas to 54 (2568 bytes to 2234)
Writing C:\Dev\DMMPDED\mapsrc\castle_dm_001.bsp
6 seconds elapsed
Memory leak: mempool blocks left in memory: 1

** Executing...
** Command: Copy File
** Parameters: "C:\Dev\DMMPDED\mapsrc\castle_dm_001.bsp" "C:\Dev\DMMPDED\maps\castle_dm_001.bsp"

Edit 2:
Getting a different version of the same error:

Couldn't CRC map maps/castle_dm_001.bsp, disconnecting


Host_Error: Disconnected

Last edited by 1nsane: 06-25-2007 at 10:17 AM.
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Old 06-25-2007, 10:35 AM   #2
perrapaap
 
 
 
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one easy way to drop this problem, you should add an _b1 to the unfinished one. you could get everybody to delete the map from their computer. but it's easier to just come up with a new name.
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Old 06-25-2007, 11:02 AM   #3
1nsane
 
Join Date: Feb 2006
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Quote:
Originally Posted by perrapaap View Post
one easy way to drop this problem, you should add an _b1 to the unfinished one. you could get everybody to delete the map from their computer. but it's easier to just come up with a new name.
That's not the problem that I am having. The problem I am having is that regardless of how many new names I can come up with it will still say the map differs but the map is 100% the same....
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Old 06-26-2007, 11:57 PM   #4
ol_who
 
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have you run "buildcubemaps" at all? This caused issues for me before.
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Old 06-28-2007, 06:52 AM   #5
1nsane
 
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Quote:
Originally Posted by ol_who View Post
have you run "buildcubemaps" at all? This caused issues for me before.
I fixed the problem already by making the whole map "func_detail" and now I am just reverting parts of it trying to see what's causing the problem.
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Old 11-22-2007, 10:21 AM   #6
Ravva
 
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Ok. I'm helping a freind with the same problem....

The map compiles and runs fine on a local PC no problems, no problems int he log log file. Upload it to a linux server (dont have a windows server to try sorry) and the "map differs" message comes up.

3 hours later i've pinpointed it to 1 func_areaportalwindow (theres 3 in the map).

Apart from deleting Ive not found out why!!!!!!

So something in the bsp must be changing once the linux server starts running the bsp no??? ARGH! Any ideas further on this???

Thanks, rav
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Old 11-23-2007, 08:22 AM   #7
arigby90
 
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Just let the client download the map from the server automatically? or does it say it differs even after this?
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Old 11-24-2007, 05:45 AM   #8
Ravva
 
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After they have downloaded - regardless if bsp or bz2 - then this occurs.

Now i've found that it is not the actual areaportalwindow but it is surrounded by a func_brush (tried func_illusionary) as are the other two portals.

Im now thinking that it could be to do with the size of this func brush (as Ive ran out of ideas what else it could be) as it is over 1 of the brown squares (2000 square?)
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Old 11-24-2007, 06:44 AM   #9
andrewas
 
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Compile log? You have to seal area portals with worldbrushes, not entity brushes like func_brush.
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Old 11-24-2007, 11:05 AM   #10
haymaker
 
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Yeah what Andrewas said, Ill bet you have an "areaportal doesn't touch two areas" error in your log
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Old 02-08-2008, 04:19 PM   #11
Radon
 
 
 
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Red face

I have 100% the same problem.
The map runs fine on a local server but when it runs on a dedicated server I cannot join.... even downloading it directly from the dedicated server results in a 'map differs' error

What I tried so far:
- Remove custom content from the map
- Try without including a soundscapes.txt in the bsp
- I did run buildcubemaps
- my log compile does not contain any error "areaportal doesn't touch two areas"

My guess is: there is a bug in the code to generate a checksum from a bsp file... in order to compare it
The dedicated server gets a different result than the client ... although the maps are 100% identical

Probably a bug only valve could fix
... I have a bad feeling about this ... since all my attempts to fix it were to no avail ... it seems like nobody can play my map (which took me over a year to create)

here's my compile log incase you think you can find any problems there
Code:
materialPath: c:\games\steam\steamapps\xxxxxx@gmx.de\half-life 2 deathmatch\hl2mp\materials
Loading C:\Hammer\dm_cannon_r1.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...10WARNING: node without a volume
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (2)
Find Visible Detail Sides...
Merged 4982 detail faces...done (4)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Hammer\dm_cannon_r1.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_07*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_07rt"
Can't load skybox file skybox/sky_day01_07 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 (2) (2024031 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 15989 texinfos to 7124
Reduced 190 texdatas to 159 (8569 bytes to 7208)
Writing C:\Hammer\dm_cannon_r1.bsp
17 seconds elapsed



4 threads
reading c:\hammer\dm_cannon_r1.bsp
reading c:\hammer\dm_cannon_r1.prt
1655 portalclusters
4998 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10WARNING: Cluster portals saw into cluster
Optimized: 6624 visible clusters (0.00%)
Total clusters visible: 709976
Average clusters visible: 428
Building PAS...
Average clusters audible: 1525
visdatasize:586063  compressed from 688480
writing c:\hammer\dm_cannon_r1.bsp
14 minutes, 42 seconds elapsed



[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\hammer\dm_cannon_r1.bsp
12828 faces
53 degenerate faces
456190 square feet [65691440.00 square inches]
0 displacements
0 square feet [0.00 square inches]
12775 patches before subdivision
63499 patches after subdivision
237 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 6531556, max 2001
transfer lists:  49.8 megs
0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(165959, 164176, 138312)
0...1...2...3...4...5...6...7...8...9...10	Bounce #2 added RGB(29991, 29190, 22517)
0...1...2...3...4...5...6...7...8...9...10	Bounce #3 added RGB(6027, 5820, 4165)
0...1...2...3...4...5...6...7...8...9...10	Bounce #4 added RGB(1291, 1235, 823)
0...1...2...3...4...5...6...7...8...9...10	Bounce #5 added RGB(289, 274, 170)
0...1...2...3...4...5...6...7...8...9...10	Bounce #6 added RGB(67, 63, 36)
0...1...2...3...4...5...6...7...8...9...10	Bounce #7 added RGB(16, 15, 8)
0...1...2...3...4...5...6...7...8...9...10	Bounce #8 added RGB(4, 4, 2)
0...1...2...3...4...5...6...7...8...9...10	Bounce #9 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0425 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 5 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   9/1024          432/49152    ( 0.9%) 
brushes               5872/8192        70464/98304    (71.7%) 
brushsides           64970/65536      519760/524288   (99.1%) VERY FULL!
planes               33922/65536      678440/1310720  (51.8%) 
vertexes             25154/65536      301848/786432   (38.4%) 
nodes                 4316/65536      138112/2097152  ( 6.6%) 
texinfos              7124/12288      512928/884736   (58.0%) 
texdata                159/2048         5088/65536    ( 7.8%) 
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                12828/65536      718368/3670016  (19.6%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             9907/65536      554792/3670016  (15.1%) 
leaves                4326/65536      138432/2097152  ( 6.6%) 
leaffaces            18906/65536       37812/131072   (28.8%) 
leafbrushes          17353/65536       34706/131072   (26.5%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges           100804/512000     403216/2048000  (19.7%) 
edges                62947/256000     251788/1024000  (24.6%) 
LDR worldlights        237/8192        20856/720896   ( 2.9%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips           1760/32768       17600/327680   ( 5.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         29010/65536       58020/131072   (44.3%) 
cubemapsamples          43/1024          688/16384    ( 4.2%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     3051840/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      586063/16777216 ( 3.5%) 
entdata               [variable]      109729/393216   (27.9%) 
LDR leaf ambient      4326/65536      103824/1572864  ( 6.6%) 
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]           1/8618     ( 0.0%) 
pakfile               [variable]      486387/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]     2024031/4194304  (48.3%) 
==== Total Win32 BSP file data space used: 10825242 bytes ====

Total triangle count: 36606
Writing c:\hammer\dm_cannon_r1.bsp
3 minutes, 30 seconds elapsed



[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\hammer\dm_cannon_r1.bsp
12828 faces
53 degenerate faces
456190 square feet [65691440.00 square inches]
0 displacements
0 square feet [0.00 square inches]
12775 patches before subdivision
63499 patches after subdivision
237 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 6531556, max 2001
transfer lists:  49.8 megs
0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(165959, 164176, 138312)
0...1...2...3...4...5...6...7...8...9...10	Bounce #2 added RGB(29991, 29190, 22517)
0...1...2...3...4...5...6...7...8...9...10	Bounce #3 added RGB(6027, 5820, 4165)
0...1...2...3...4...5...6...7...8...9...10	Bounce #4 added RGB(1291, 1235, 823)
0...1...2...3...4...5...6...7...8...9...10	Bounce #5 added RGB(289, 274, 170)
0...1...2...3...4...5...6...7...8...9...10	Bounce #6 added RGB(67, 63, 36)
0...1...2...3...4...5...6...7...8...9...10	Bounce #7 added RGB(16, 15, 8)
0...1...2...3...4...5...6...7...8...9...10	Bounce #8 added RGB(4, 4, 2)
0...1...2...3...4...5...6...7...8...9...10	Bounce #9 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0431 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 5 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   9/1024          432/49152    ( 0.9%) 
brushes               5872/8192        70464/98304    (71.7%) 
brushsides           64970/65536      519760/524288   (99.1%) VERY FULL!
planes               33922/65536      678440/1310720  (51.8%) 
vertexes             25154/65536      301848/786432   (38.4%) 
nodes                 4316/65536      138112/2097152  ( 6.6%) 
texinfos              7124/12288      512928/884736   (58.0%) 
texdata                159/2048         5088/65536    ( 7.8%) 
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                12828/65536      718368/3670016  (19.6%) 
hdr faces            12828/65536      718368/3670016  (19.6%) 
origfaces             9907/65536      554792/3670016  (15.1%) 
leaves                4326/65536      138432/2097152  ( 6.6%) 
leaffaces            18906/65536       37812/131072   (28.8%) 
leafbrushes          17353/65536       34706/131072   (26.5%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges           100804/512000     403216/2048000  (19.7%) 
edges                62947/256000     251788/1024000  (24.6%) 
LDR worldlights        237/8192        20856/720896   ( 2.9%) 
HDR worldlights        237/8192        20856/720896   ( 2.9%) 
waterstrips           1760/32768       17600/327680   ( 5.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         29010/65536       58020/131072   (44.3%) 
cubemapsamples          43/1024          688/16384    ( 4.2%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     3051840/0        ( 0.0%) 
HDR lightdata         [variable]     3051840/0        ( 0.0%) 
visdata               [variable]      586063/16777216 ( 3.5%) 
entdata               [variable]      109729/393216   (27.9%) 
LDR leaf ambient      4326/65536      103824/1572864  ( 6.6%) 
HDR leaf ambient      4326/65536      103824/1572864  ( 6.6%) 
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]           1/8618     ( 0.0%) 
pakfile               [variable]      486387/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]     2024031/4194304  (48.3%) 
==== Total Win32 BSP file data space used: 14720130 bytes ====

Total triangle count: 36606
Writing c:\hammer\dm_cannon_r1.bsp
3 minutes, 30 seconds elapsed
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Old 02-08-2008, 04:27 PM   #12
TheFragMan
 
 
 
Join Date: Jan 2008
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I've been looking for a solution to this problem ever since I started mapping for tf2. The only way I've found around it is to copy/paste the entire map into a new empty map and save that (although that will misalign any overlays you have, which is a pain, and probably messes up some other stuff too). And I know it's not our server, because a friend can upload maps perfectly fine without the error.

If anyone can figure this out, I will give them a giant tasty cookie, AND cake.
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Old 02-09-2008, 01:42 PM   #13
Radon
 
 
 
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Many many thanks TheFragMan
Your workaround worked for me

and since I don't use any overlays it was just a matter of minutes to do it
So far I did not notice anything getting messed up

Thanks a lot!
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Old 02-09-2008, 02:30 PM   #14
haymaker
 
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Posts: 1,296
Does this mean a working Cannon map? Awesome! PM me, or better, add me to friends in steam, if you need to try your new version on a linux server
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