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Forum > Editing > Mapping > disconnect error! reliable snapshot overflow
Status: Offen
5 Beiträge
Letzter Beitrag Seiten (1):  [1]


Autor Beitrag
# 1
XxmArKxX  (33)
Nachricht offline
Headcrab
0 Punkte
Dabei seit: 24.01.2011
15 Beiträge
disconnect error! reliable snapshot overflow
hey,
also wie man an der überschrift erkennt hab ich den fehler.
ich könnte mir denken woran es liegt aber ich weiß nich ob es stimmt und ich wüsste nicht wie ich das weg kriege :confused: :

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 112/8192 1344/98304 ( 1.4%)
brushsides 1198/65536 9584/524288 ( 1.8%)
planes 1510/65536 30200/1310720 ( 2.3%)
vertexes 2975/65536 35700/786432 ( 4.5%)
nodes 944/65536 30208/2097152 ( 1.4%)
texinfos 191/12288 13752/884736 ( 1.6%)
texdata 23/2048 736/65536 ( 1.1%)
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 1975/65536 110600/3670016 ( 3.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 660/65536 36960/3670016 ( 1.0%)
leaves 946/65536 30272/2097152 ( 1.4%)
leaffaces 3063/65536 6126/131072 ( 4.7%)
leafbrushes 785/65536 1570/131072 ( 1.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 12374/512000 49496/2048000 ( 2.4%)
edges 6699/256000 26796/1024000 ( 2.6%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 185/32768 1850/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3246/65536 6492/131072 ( 5.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2118884/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 46499/16777216 ( 0.3%)
entdata [variable] 642090/393216 (163.3%) VERY FULL!
LDR ambient table 946/65536 3784/262144 ( 1.4%)
HDR ambient table 946/65536 3784/262144 ( 1.4%)
LDR leaf ambient 422/65536 11816/1835008 ( 0.6%)
HDR leaf ambient 946/65536 26488/1835008 ( 1.4%)
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] 211829/0 ( 0.0%)
physics [variable] 57818/4194304 ( 1.4%)
physics terrain [variable] 2/1048576 ( 0.0%)


vllt. an das was very full ist oder?
wenn ja, wie krieg ich das weg?

danke
26.01.2011, 15:03 Uhr Anzeigen
# 2
Drakon  (28)
Nachricht offline
Ichthyosaur
11.351 Punkte
Dabei seit: 23.12.2007
4.165 Beiträge
Hm, poste mal den gesamten Compile Log.
____________________________________
26.01.2011, 17:04 Uhr Anzeigen
# 3
XxmArKxX  (33)
Nachricht offline
Thread-Starter
Headcrab
0 Punkte
Dabei seit: 24.01.2011
15 Beiträge
** Executing...
** Command: "f:steamsteamapps3412567sourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "f:steamsteamapps3412567counter-strike sourcecstrike" "F:SteamSteamApps3412567sourcesdk_contentcstrikemapsrctest.vmf"

Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: f:steamsteamapps3412567counter-strike sourcecstrikematerials
Loading F:SteamSteamApps3412567sourcesdk_contentcstrikemapsrctest.vmf
Can't find surfaceprop stone for material STONE/INFFLRA, using default
Could not locate 'GameData' key in f:steamsteamapps3412567counter-strike sourcecstrikegameinfo.txt
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 510 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing F:SteamSteamApps3412567sourcesdk_contentcstrikemapsrctest.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.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 (0) (57818 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 260 texinfos to 191
Reduced 25 texdatas to 23 (581 bytes to 504)
Writing F:SteamSteamApps3412567sourcesdk_contentcstrikemapsrctest.bsp
1 second elapsed

** Executing...
** Command: "f:steamsteamapps3412567sourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "f:steamsteamapps3412567counter-strike sourcecstrike" "F:SteamSteamApps3412567sourcesdk_contentcstrikemapsrctest"

Valve Software - vvis.exe (Jul 7 2010)
2 threads
reading f:steamsteamapps3412567sourcesdk_contentcstrikemapsrctest.bsp
reading f:steamsteamapps3412567sourcesdk_contentcstrikemapsrctest.prt
422 portalclusters
1197 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (50)
Optimized: 313 visible clusters (0.00%)
Total clusters visible: 110477
Average clusters visible: 261
Building PAS...
Average clusters audible: 421
visdatasize:46499 compressed from 47264
writing f:steamsteamapps3412567sourcesdk_contentcstrikemapsrctest.bsp
50 seconds elapsed

** Executing...
** Command: "f:steamsteamapps3412567sourcesdkbinorangeboxbinvrad.exe"
** Parameters: -game "f:steamsteamapps3412567counter-strike sourcecstrike" "F:SteamSteamApps3412567sourcesdk_contentcstrikemapsrctest"

Valve Software - vrad.exe SSE (Jul 7 2010)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading f:steamsteamapps3412567sourcesdk_contentcstrikemapsrctest.bsp
Setting up ray-trace acceleration structure... Done (0.37 seconds)
1975 faces
3096284 square feet [445864896.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1975 patches before subdivision
48599 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (14)
transfers 3052355, max 763
transfer lists: 23.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0519 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (13)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 112/8192 1344/98304 ( 1.4%)
brushsides 1198/65536 9584/524288 ( 1.8%)
planes 1510/65536 30200/1310720 ( 2.3%)
vertexes 2975/65536 35700/786432 ( 4.5%)
nodes 944/65536 30208/2097152 ( 1.4%)
texinfos 191/12288 13752/884736 ( 1.6%)
texdata 23/2048 736/65536 ( 1.1%)
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 1975/65536 110600/3670016 ( 3.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 660/65536 36960/3670016 ( 1.0%)
leaves 946/65536 30272/2097152 ( 1.4%)
leaffaces 3063/65536 6126/131072 ( 4.7%)
leafbrushes 785/65536 1570/131072 ( 1.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 12374/512000 49496/2048000 ( 2.4%)
edges 6699/256000 26796/1024000 ( 2.6%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 185/32768 1850/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3246/65536 6492/131072 ( 5.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2118884/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 46499/16777216 ( 0.3%)
entdata [variable] 642090/393216 (163.3%) VERY FULL!
LDR ambient table 946/65536 3784/262144 ( 1.4%)
HDR ambient table 946/65536 3784/262144 ( 1.4%)
LDR leaf ambient 422/65536 11816/1835008 ( 0.6%)
HDR leaf ambient 946/65536 26488/1835008 ( 1.4%)
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] 211829/0 ( 0.0%)
physics [variable] 57818/4194304 ( 1.4%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 5532
Writing f:steamsteamapps3412567sourcesdk_contentcstrikemapsrctest.bsp
33 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "F:SteamSteamApps3412567sourcesdk_contentcstrikemapsrctest.bsp" "f:steamsteamapps3412567counter-strike sourcecstrikemapstest.bsp"


** Executing...
** Command: f:steamsteam.exe
** Parameters: -applaunch 240 -game "f:steamsteamapps3412567counter-strike sourcecstrike" +map "test"
[Beitrag wurde 1x editiert, zuletzt von XxmArKxX am 27.01.2011, 07:06]
26.01.2011, 18:07 Uhr Anzeigen
# 4
xJANGOx  (35)
Nachricht offline
Headcrab
0 Punkte
Dabei seit: 20.12.2010
20 Beiträge
Habe mir eine Map erstellt und bekomme nun den selber Fehler!

Disconnect: ERROR! Reliable snaphsot overflow

WAS IST / BEDEUTET DAS?
WIE BEHEBT MAN DIESE SCH****???

Bitte um schnelle Hilfe!!
____________________________________
02.02.2011, 03:23 Uhr Anzeigen
# 5
Orakel  (34)
Nachricht offline
Headcrab
0 Punkte
Dabei seit: 05.03.2008
61 Beiträge
gesehen?
http://mappingbase.de/threads/386-ERROR!-Reliable-Snapshot-Overflow

sry für extern
03.02.2011, 20:38 Uhr Anzeigen
nach oben
5 Beiträge

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