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Last crash happened when I tried to open one door in the basement that unlocks after night 1.
It seems the game crashes when a new player connects *after* night 1 started (usually after 1am/2am).
I tried on a dedicated server with no mods or add-on. When a new player joins, it gives the server error "Host_Error: Overflow error writing string table baseline Scenes" and the server shuts down.
This happens even if everyone involved has the downloaded map you posted.
Pretty much the same thing happens on a local host (listen) server, except the screen freezes for the host, and there are no error messages.
Since there are no indication that a player is trying to join, the crashes just seem to occur randomly for those already playing.
Some others have reported being unable to load the map. These people may unknowingly be crashing the very server they are trying to join!
I know when I start a fnaf2 server, it warns me that the stringtable dictionary is missing - maybe that's the cause of the problem? If so, I found a fix here, here and this[forums.alliedmods.net]
How to fix:
- extract the freddyfazbearspizzeria1987.vpk into the add-on folder ("Left 4 Dead 2\left4dead2\addons\") by dragging it into "Left 4 Dead 2\bin\vpk.exe"
- make sure the folder isn't write protected
- run Left 4 Dead 4, run the fnaf2 map in either single player or listen server (local host) mode
- open up the console
- type "stringtabledictionary"
- type "buildcubemaps", wait until it is done
- quit
- move and replace fnaf2.bsp from "Left 4 Dead 2\left4dead2\maps\" to "Left 4 Dead 2\left4dead2\addons\freddyfazbearspizzeria1987\maps"
- repack the map into a vpk by dragging it into vpk.exe again
And that should do it!
Note that you'll only be able to play with other people who have thus corrected their maps.
Was the folder already write protected? (before you removed the .bsp from the maps folder)
I double checked my folder permissions (the one I used to compile the .vpk); nothing was write protected, everyone is allowed read, write and execute permissions.
Can you go back into the map and double check if the console is reporting "Map fnaf2 missing stringtable dictionary, don't ship this way!!!" ?
I've acknowledged this error more than once during the pre-alpha phase, and figured that it may have been the issue. I've typed it in more than once. The error kept coming back.
The interesting thing is that I've seen that error for every map. Moreover, I never typed it in for the FNaF 1 and 3 maps. But they're working it seems.
(Not really a question:) I've done this more than once with this map. I did however execute that command with the FNaF 1 and 3 maps. But it wasn't before I released them, and they still seem to be working.
The reason I'm asking these questions is because I'm noticing contradictions between this map and my past mapping experiences. But, if it the solution is really that simple, than I can simply replicate those steps and reupload the map. But I'm still in denial nonetheless.
EDIT: have you tested this with anyone else? If not, I'd be more than glad to
Very interesting indeed. Considering I already faced numerous problems of trying to cut down on the map's expenses (passing the maximum allowed expenses causes permanent CTD no matter what), this tells me that there is still 1 particular domain that is surpassing those expenses; namely the models.
Even though the game's entity data graph tells me I reached the average amount of overhead, I might need to cut down on props anyway. The graph could be wrong in that case.
I'll let you know in advance if this works.
I said that just to make sure it doesn't create a problem. It wasn't protected when I did it either.
After applying my method, it doesn't show the error anymore!
Are you sure you typed buildcubemaps, and that you went and got the updated .bsp file from the /left4dead2/maps folder? If the map is not there then something went wrong. Maybe Left 4 Dead 2 needs admin rights?
In any case, the string dictionary might need to be reconstructed each time the map is updated.
My understanding is that the FNaF2 map is the one with the most entities, so that could explain why it may crash the easiest.
In any case I'd suggest you make sure the stringtable is built for every map - that will make the map more stable and reduce lag on the map.
I know the FNaF1 map doesn't have the stringdictionary warning at all, so I assume the string dictionnary is properly constructed.
As to why it is properly constructed for FNaF1, but not FNaF2, I really don't know. I did hear however that Hammer can be configured to automatically build the string dictionary when building a map - perhaps something happened to this configuration and disabled it.
My understanding is that without the stringtable dictionary, the game needs to send the full information on props to each client that connects, crashing the game.
With a stringtable dictionary however, the game only has to send a few characters (the dictionary indexes), drastically cutting down what needs to be sent.
My beliefs is that cutting down on props will neither be necessary nor sufficient to fix the crash, but building a string dictionary will.
Sure! You can try my .vpk at https://drive.google.com/folderview?id=0B7i56-HzgeQXZ2pPdGE3ZUNEZzg&usp=sharing
I tested it out with a friend, and the map doesn't crash even if a player joins later than 2am on the first night (I tested it out up to night 2, and it still didn't crash then). To compare, on the original version the game would always crash if a player joined after 2am on the first night.
Seems to be this is a relatively frequent problem with maps. I can't wait for the map to be updated so that all may enjoy your awesome work :)
What if you cant even get into Left 4 Dead 2 to do the unsub and resub and then quit?