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Map keeps Crashing error: DRASTIC MEMORY OVERFLOW: Fell out of small block heap! (Also VIDE)
Hello guys if anyone can help it would be much appreciated!

I am making a CS:GO map and I believe the following error has something to with why my map keeps crashing people who download the map off the workshop.

DRASTIC MEMORY OVERFLOW: Fell out of small block heap!

If you know what this error is or how to fix it please tell me. I have no idea what this means when it occurred or what it is. I hear it has something to do with too many func_details, since then I have made all detail brushes "to world."

If it turns out this is not a big issue, it is notable that when I use VIDE to pak about 25 MB of custom models/textures, I sometimes get the Engine Error: ERROR IN LUMP 7 after trying to use the new file. From what I found online this lump has something to do with where the textures are stored. I'm not all that familiar with lumps but could VIDE be the problem? The map seems to run fine for some people and crash others. The unpakked file seems to run fine for everyone as far as I can tell, but of course, no one has any of the textures/models so it's kind of pointless. My hypothesis is that the Drastic Memory Overflow is somehow affecting VIDE in a negative way but then again it could also have absolutely no bearing. If you know anything that could help or any solutions please let me know. I have been working on this map for far too long already.

Thank you for any help!
Last edited by World's Finest Lamp; Sep 3, 2017 @ 8:50pm
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Peter Brev Sep 4, 2017 @ 4:02am 
This error suggests you have too many tiny brushes tied to a func_detail.

This could be the result of you carving a complex brush or that you decompiled a map that caused this error.

If the map was not decompiled and this error happens, start by selecting all func_detail brushes (use the VisGroups to help) and see if you can make them bigger.

Else, if it doesn't work, delete them or revert them back to world brushes.
Chippoka Sep 4, 2017 @ 5:57am 
That error comes up often from stuff I've ported-over from the basic Portal 2 map editor. But it has NEVER caused any of my maps to not compile or for the game engine to not run; VIDE to fail. There may be something else going on. Try using the Hammer Editor (if you're using Hammer) menu to "check for problems." I've been told the compliler groups all the func-details into one giant entity for easier processing, so I doubt that is the problem, though it could be. I've just never seen it to cause problems in my own experience. But, yes, "micro brushes" (sometimes created by "carve") sometimes cause errors with the compiler, but it should tell you that error message. Also, if you don't have any func_details for lots of brushes (where it makes logical sense), long compile times, then perhaps that is a source for problems as well? I don't know. You may wish to post a log of your compile. I doubt VIDE is the problem; it probably is seeing an issue related to the map crash you mentioned (hence it rejects the data).
Hello!

Thank you for your responses. I have very few func detail and I never use carve as I have been warned against it. At one point I did have micro burshes and no idea how they got created but they came up in the compile and I have since deleted them. Check for for problems comes up with a number of issues: unsused keyvalue "spawnflags" Angles" and bad i/o connections. None of these seem problematic to me or are they? I just couldn't see these issues crashing the game. Here is part of my compile log (The only part with anything yellow):
---------------------------------------------------------------------------------------------
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials
Loading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\seek_luftengsschacht13.vmf
Map revision 971
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
Warning in .VMT file ($envmaptint): no ']' or '}' found in vector key "$envmaptint".
Did you forget to surround the vector with "s?
Patching WVT material: maps/seek_luftengsschacht13/realworldtextures/blends/sandgravel_wvt_patch
Patching WVT material: maps/seek_luftengsschacht13/dev/dev_blendmeasure2_wvt_patch
fixing up env_cubemap materials on brush sides...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
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...

DRASTIC MEMORY OVERFLOW: Fell out of small block heap!


done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\seek_luftengsschacht13.prt...Building visibility clusters...
done (0)
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) (1604076 bytes)
Error! To use model "models/cores/personality_sphere_animation.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/cores/personality_sphere_animation.mdl"!
Static prop models/props/de_nuke/hr_nuke/gas_meter/gas_meter_pipe_32_thick.mdl outside the map (-64.00, -608.00, 32.00)
Error! prop_static using model "models/props/de_train/hr_t/hr_tv_plasma/hr_tv_plasma.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/de_train/hr_t/hr_tv_plasma/hr_tv_plasma.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 6252 texinfos to 2907
Reduced 452 texdatas to 348 (18305 bytes to 14127)
Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\seek_luftengsschacht13.bsp
10 seconds elapsed
----------------------------------------------------------------------------------
There are a few entity/texture errors but nothing stands out to me. Perhaps I am missing something big right in front of me. I would also note that the entire level is indoors and right now there is a massive sky box so i don't have to deal with leaks, but could this cuase a problem from having a sky box that is too large. Tell me if any of this adds up for you! I am eager to fix this! Again thank you for any replies!
Ok so I just removed the skybox and about 1000 leaks, I compiled. The map is running noticably smoother. However I still recieve the above errors, and after using VIDE, csgo just completely refuses to acknowledge the existence of the new BSP. The BSP is up to 317 MB now, quite large but I've seen larger maps. When I try to run the packed version this is what happens:

CModelLoader::Map_IsValid: No such map 'maps\seek_luftengsschacht14.bsp'
map load failed: seek_luftengsschacht14 not found or invalid

The unpacked version runs fine, so I guess not much happened other than there are significantly less visportals now.
Mister Smirnov Jun 3, 2018 @ 5:58am 
I have had a cordon enabled, and that has caused all the problems
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Date Posted: Sep 3, 2017 @ 8:50pm
Posts: 5