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Snakewater 2nd CP Zone Render Game Crash
posted in Q/A Help
1
#1
0 Frags +

So today I just found this really nonsensical game crash whenever I tried to play Casual on Snakewater. After a bit of testing, I managed to break it down into the following points.

1) It's (practically) exclusive to Snakewater: not only does the crash always happen regardless of the server or of a player's action, but no other official 5CP or even aesthetically-similar map featured the same kind of crash, if any at all. Furthermore, while both the U13 and Final (official) versions of Snakewater have the very same crash, the U14 version didn't have it for some reason.

2) It's directly linked to both of its 2nd CP Zones: the crash only occurres near the 2nd CP Zone -- both of them, actually -- and neither the Last CPs nor the Mid one (uncapped or not) produced similar results; in fact, you can walk around the general 2nd areas just fine so long as you aren't trying to look at the CP Zone, which brings me into...

3) It's consistently related to your screen rendering it: unlike most server crashes that happen off-screen due to someone doing something unexpected, this game crash always happens whenever your screen tries to render the above CP Zone. It doesn't matter whether the screen renders it on a POV camera or even a spectator one; if it renders it, the whole game crashes.

I honestly don't know what's in the map that causes this crash to happen or even why it only appeared now, so yeah, it'd be nice if some people could give ideas on how to solve it -- or at the very least confirm it's not just my PC being a fuck-twat.

Thanks in advance.

P.S. I already tried verifying my game files; it's all fine, but the crash still happens anyway.

So today I just found this really nonsensical game crash whenever I tried to play Casual on Snakewater. After a bit of testing, I managed to break it down into the following points.

1) It's (practically) exclusive to Snakewater: not only does the crash always happen regardless of the server or of a player's action, but no other official 5CP or even aesthetically-similar map featured the same kind of crash, if any at all. Furthermore, while both the U13 and Final (official) versions of Snakewater have the very same crash, the U14 version didn't have it for some reason.

2) It's directly linked to both of its 2nd CP Zones: the crash only occurres near the 2nd CP Zone -- both of them, actually -- and neither the Last CPs nor the Mid one (uncapped or not) produced similar results; in fact, you can walk around the general 2nd areas just fine so long as you aren't trying to look at the CP Zone, which brings me into...

3) It's consistently related to your screen rendering it: unlike most server crashes that happen off-screen due to someone doing something unexpected, this game crash always happens whenever your screen tries to render the above CP Zone. It doesn't matter whether the screen renders it on a POV camera or even a spectator one; if it renders it, the whole game crashes.

I honestly don't know what's in the map that causes this crash to happen or even why it only appeared now, so yeah, it'd be nice if some people could give ideas on how to solve it -- or at the very least confirm it's not just my PC being a fuck-twat.

Thanks in advance.

P.S. I already tried verifying my game files; it's all fine, but the crash still happens anyway.
2
#2
7 Frags +

try deleting snakewater from the maps folder then verifying the files instead

try deleting snakewater from the maps folder then verifying the files instead
3
#3
4 Frags +

I use to have a problem like this, whenever I loaded onto the map pl_swiftwater I would just instantly crash, and it was only on that map. For some reason changing 'cl_new_impact_effects' from 1 to 0 fixed it for me, I dunno if it would do anything here but you could try it

I use to have a problem like this, whenever I loaded onto the map pl_swiftwater I would just instantly crash, and it was only on that map. For some reason changing 'cl_new_impact_effects' from 1 to 0 fixed it for me, I dunno if it would do anything here but you could try it
4
#4
6 Frags +

what are your launch options? i remember having this same exact issue when i used an old list of mastercoms' launch options, and getting rid of one of them fixed it.

what are your launch options? i remember having this same exact issue when i used an old list of mastercoms' launch options, and getting rid of one of them fixed it.
5
#5
0 Frags +
loserline49I use to have a problem like this, whenever I loaded onto the map pl_swiftwater I would just instantly crash, and it was only on that map. For some reason changing 'cl_new_impact_effects' from 1 to 0 fixed it for me, I dunno if it would do anything here but you could try it

Well, not only was it set to 0 beforehand, but setting it to 1 didn't fix it, so that's not it.

telephone_fantry deleting snakewater from the maps folder then verifying the files instead

Quick question: is the game file verification affected by Steam Cloud? If so, that was basically pointless.

If not, then it definitely didn't fix it, so it's something the map uses for that specific CP Zone that exists somewhere in another file, in that case.

joshuawnwhat are your launch options? i remember having this same exact issue when i used an old list of mastercoms' launch options, and getting rid of one of them fixed it.

"-full -w 1920 -h 1080 -nosteamcontroller -nops2b -noff -softparticlesdefaultoff -reuse"

[quote=loserline49]I use to have a problem like this, whenever I loaded onto the map pl_swiftwater I would just instantly crash, and it was only on that map. For some reason changing 'cl_new_impact_effects' from 1 to 0 fixed it for me, I dunno if it would do anything here but you could try it[/quote]
Well, not only was it set to 0 beforehand, but setting it to 1 didn't fix it, so that's not it.


[quote=telephone_fan]try deleting snakewater from the maps folder then verifying the files instead[/quote]
Quick question: is the game file verification affected by Steam Cloud? If so, that was basically pointless.

If not, then it definitely didn't fix it, so it's something the map uses for that specific CP Zone that exists somewhere in another file, in that case.


[quote=joshuawn]what are your launch options? i remember having this same exact issue when i used an old list of mastercoms' launch options, and getting rid of one of them fixed it.[/quote]
"-full -w 1920 -h 1080 -nosteamcontroller -nops2b -noff -softparticlesdefaultoff -reuse"
6
#6
0 Frags +

Try without -nops2b.

Also a bit unrelated but I would recommend setting video options within the options window rather than with your launch options. (-full, -w, -h)

Try without -nops2b.

Also a bit unrelated but I would recommend setting video options within the options window rather than with your launch options. (-full, -w, -h)
7
#7
0 Frags +
mastercomsTry without -nops2b.

Also a bit unrelated but I would recommend setting video options within the options window rather than with your launch options. (-full, -w, -h)

That... actually fixed it; I don't know why the foggy appearance breaks only that specific section of that specific map, but it does. Additionally, I tried to switch the "r_pixelfog" command around, just to be sure, but it didn't matter one bit.

It's rather unfortunate that launch option is unstable, as I actually liked the foggy aspect it gave to most maps. I guess it can't be helped then...

Are the video launch options actually detrimental by any chance? They were pretty useful back when I was toying around with the dxlevel one, and I'd like to keep them around if they don't disrupt anything worthwhile.

[quote=mastercoms]Try without -nops2b.

Also a bit unrelated but I would recommend setting video options within the options window rather than with your launch options. (-full, -w, -h)[/quote]
That... actually fixed it; I don't know why the foggy appearance breaks only that specific section of that specific map, but it does. Additionally, I tried to switch the "r_pixelfog" command around, just to be sure, but it didn't matter one bit.

It's rather unfortunate that launch option is unstable, as I actually liked the foggy aspect it gave to most maps. I guess it can't be helped then...

Are the video launch options actually detrimental by any chance? They were pretty useful back when I was toying around with the dxlevel one, and I'd like to keep them around if they don't disrupt anything worthwhile.
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