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#1 | |
![]() Join Date: Feb 2006
Reputation: 49
Posts: 871
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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:
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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#2 |
![]() Join Date: Jun 2007
Reputation: 8
Posts: 618
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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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#3 |
![]() Join Date: Feb 2006
Reputation: 49
Posts: 871
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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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#4 |
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Guest
Posts: n/a
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have you run "buildcubemaps" at all? This caused issues for me before.
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#5 |
![]() Join Date: Feb 2006
Reputation: 49
Posts: 871
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#6 |
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Guest
Posts: n/a
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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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#7 |
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Guest
Posts: n/a
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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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#8 |
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Guest
Posts: n/a
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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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#9 |
![]() Join Date: Jan 2005
Reputation: 77
Posts: 2,013
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Compile log? You have to seal area portals with worldbrushes, not entity brushes like func_brush.
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#10 |
![]() Join Date: Nov 2005
Reputation: 31
Posts: 1,298
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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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#11 |
![]() Join Date: Nov 2006
Reputation: 4
Posts: 35
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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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#12 |
![]() Join Date: Jan 2008
Reputation: 5
Posts: 91
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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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#13 |
![]() Join Date: Nov 2006
Reputation: 4
Posts: 35
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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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#14 |
![]() Join Date: Nov 2005
Reputation: 31
Posts: 1,298
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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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