Hi, I have been working on this map over 2 months and now suddenly after a save , the map gets a bug splats error.
And I think this is why? ....so what dos this mean?
----------------------------------------------
[Fatal]
Ran out of PathSectors due to map fragmentation
-------------------------------------------------
Dos this mean that i need to define the Sector again?
well this is the error in full.
WORLDBUILDER_COH_2 started at 2016-07-31 11:47
OS NT 6.2 (sp0.0) x64, 8112MB Physical Memory, 5358 Physical Available, 4095 Virtual Total, 3929 Virtual Available, 1910 Page file.
RUN-OPTIONS []
WORKING-DIR [C:\Program Files (x86)\Steam\SteamApps\common\Company of Heroes 2]
USER [KristianLizier]
LOCALE [DAN]
11:47:23.70 Primary CPU is a 2401MHz [Intel(R) Core(TM) i7-4700MQ CPU @ 2.40GHz]
11:47:23.70 Architecture [0], Level [6], Revision [15363].
11:47:23.70 8 logical processor(s) detected.
11:47:23.70 4 physical processor(s) detected.
11:47:23.70 1 processor(s) nodes detected.
11:47:23.70 MATHBOX -- Version=6, Mode=SSE
11:47:23.70 MOD -- Initializing mod 'RelicCoH2'.
11:47:23.74 ARC -- CoH2\Archives\Data.sga 934865381 B [ID:3f9691c3371ee5335e5869d3a0d93406] [Ver:6965e2f798c52e09c4c68de1ae425314] [Sig:58938961975803734]
11:47:23.78 ARC -- CoH2\Archives\Sound.sga 228830651 B [ID:9246d5cc8bf2de31ead8251719e1e576] [Ver:f75508c8717a9415b520e4989c1cd82f] [Sig:15768803069764236784]
11:47:23.79 ARC -- CoH2\Archives\SoundXP1.sga 21693342 B [ID:9246d5cc8bf2de31ead8251719e1e576] [Ver:a35e9f52ae042579da3f703c23c19276] [Sig:4141839034936539216]
11:47:23.79 ARC -- CoH2\Archives\ArtArmies.sga 54984590 B [ID:d4ab83d0ba0afd4850bbc4c68b0de2be] [Ver:c8437ea61058ff4b62e376f222bcc138] [Sig:15312425741649251819]
11:47:23.81 ARC -- CoH2\Archives\ArtEnvironment.sga 1261847418 B [ID:4f6a38d9c40d3e11956b769b00d6e689] [Ver:8457230fb2069dd1d257b27bf8d0b70e] [Sig:7535935358347425085]
11:47:23.81 ARC -- CoH2\Archives\ArtGermanEF.sga 1942598400 B [ID:fb66b7917c474a33e86456a40dbf2c3a] [Ver:c2f1b673a0dca8d76b81d1b3b3d29385] [Sig:4593440352597952005]
11:47:23.82 ARC -- CoH2\Archives\ArtSovietEF.sga 2758686315 B [ID:b0e52e8ac61727b4a5101571c7e7110f] [Ver:e6932319318391e11f70013ac2302bf2] [Sig:8614415412899535020]
11:47:23.83 ARC -- CoH2\Archives\ArtAEF.sga 3322504224 B [ID:fd7aa5f8e53fa6a558246d44bedd4cfe] [Ver:4d33f894f85a6e0d5b1e22e8312fb3b5] [Sig:4060890470445426007]
11:47:23.83 ARC -- CoH2\Archives\ArtWestGerman.sga 1852804885 B [ID:9ff4d0503a24bdca4dbe1104f7ff37f2] [Ver:15cd2faefb4375427f7282ff6827e8a3] [Sig:7150016275696236183]
11:47:23.84 ARC -- CoH2\Archives\SoundXP2.sga 199001 B [ID:9246d5cc8bf2de31ead8251719e1e576] [Ver:5bc80258f4a4f5fdebd802544abea746] [Sig:11766450244548302396]
11:47:23.84 ARC -- CoH2\Archives\ArtBritish.sga 1183892592 B [ID:391ad53485bf023c2e0f5d508470e0ef] [Ver:c372513573fc1d6cdb1f9eccc8ccbb3e] [Sig:17688262118317630546]
11:47:23.84 Archive 'CoH2\Archives\Autotest' is missing! Skipping.
11:47:23.85 ARC -- CoH2\Archives\MPScenarios.sga 1143442191 B [ID:f361bb544d19f9ad0702abba3ec58d36] [Ver:bad64633c9b19da8b0e565ed0c75a2c1] [Sig:11457602328350847382]
11:47:23.86 ARC -- CoH2\Archives\MPXP1Scenarios.sga 265465863 B [ID:8a2c949c3e230925cf294a12321e9211] [Ver:07d35354ee680a2b1d10778c3faa83d7] [Sig:4138084199791473546]
11:47:23.87 ARC -- CoH2\Archives\SPScenariosEF.sga 340823046 B [ID:4a2cbc10218aac5e8be4aa494ef1f3ca] [Ver:0d44f2e4ee3f7b9265e7b6ecb3b825a1] [Sig:6605551588555955872]
11:47:23.88 ARC -- CoH2\Archives\TOWScenarios.sga 202972788 B [ID:035c09486ef2563f69e781962b46c2e4] [Ver:4af5f9991f7439515903c4e823eb6d5b] [Sig:15664664613644561291]
11:47:23.89 ARC -- CoH2\Archives\DLC1Scenarios.sga 57382901 B [ID:afbdc084e5c98c193cae218ca8e468c8] [Ver:835075f6a5f1e80e222870afaa2dba63] [Sig:2003273899295354318]
11:47:23.89 ARC -- CoH2\Archives\DLC2Scenarios.sga 77535344 B [ID:61eefbc53442d10441d77bbd23b1bc36] [Ver:2a89f0387fad0a4511b4cff6e31dad70] [Sig:7602096073382315002]
11:47:23.90 ARC -- CoH2\Archives\DLC3Scenarios.sga 47253904 B [ID:48c74893c09599be2d61b911563bcab9] [Ver:0d32db24ed4fe982dd70a7b408127123] [Sig:14104588085748238941]
11:47:23.90 Archive 'CoH2\Archives\SPScenariosAA' is missing! Skipping.
11:47:23.91 ARC -- CoH2\Archives\UILow.sga 48146873 B [ID:c5a9695b59fd73d709030639f4cbb961] [Ver:32aa6df430c2b8e54ccc15e853542989] [Sig:2659551101407181144]
11:47:23.93 ARC -- CoH2\Archives\ArtHigh.sga 315847340 B [ID:d3bf60728712cf58911b326bde74de8f] [Ver:7598c83f3294871a7dbb23a9a2775af0] [Sig:16727550861652099584]
11:47:23.93 ARC -- CoH2\Archives\ArtHighXP1.sga 38526653 B [ID:d3bf60728712cf58911b326bde74de8f] [Ver:b6f7692b37c0f9cf8c56bdddb17942f9] [Sig:13149872685163810803]
11:47:23.94 ARC -- CoH2\Archives\ArtHighXP2.sga 19687049 B [ID:d3bf60728712cf58911b326bde74de8f] [Ver:d3c20797b18355fd386c5365b6f094a2] [Sig:1099747745701905397]
11:47:23.95 ARC -- CoH2\Archives\SoundHigh.sga 1031467146 B [ID:3730f31a8f731e6cbc26a00244f571cc] [Ver:a12e581cdaa369cbc269c9ecce6390f7] [Sig:18214921420031089867]
11:47:23.96 ARC -- CoH2\Archives\SoundHighXP1.sga 89990965 B [ID:3730f31a8f731e6cbc26a00244f571cc] [Ver:1cc1bf361529d9db2191610baac4fa3e] [Sig:5801087545420265863]
11:47:23.96 ARC -- CoH2\Archives\SoundHighXP2.sga 37088744 B [ID:3730f31a8f731e6cbc26a00244f571cc] [Ver:4cfa3cc7075c50a459ea894027042002] [Sig:10443542780852497330]
11:47:23.99 ARC -- CoH2\Archives\SoundSpeechEnglish.sga 560293192 B [ID:527dd6c09d9403281e2886d358abf509] [Ver:9a7462132b8b852d1d72cb0b257d179c] [Sig:1825285703711461]
11:47:24.00 ARC -- CoH2\Archives\SoundSPSpeechEFEnglish.sga 156636969 B [ID:9347118f8eb48257082ac67d7e00c15b] [Ver:54dde0af87a44506b2be5ba79188c95a] [Sig:1272187853708733765]
11:47:24.00 ARC -- CoH2\Archives\SoundSpeechDLCEnglish.sga 32966778 B [ID:d37d3bfe48368bcdb2c411ff42ef8710] [Ver:b433112008e82a573ba71d453775932d] [Sig:334711823410206087]
11:47:24.03 ARC -- CoH2\Archives\SoundSpeechXP1English.sga 707027968 B [ID:a1f1b169de1b782d9d5b7311ab866728] [Ver:608aba9e1af51c7874654e714cfe3f83] [Sig:11583942150972233597]
11:47:24.03 Archive 'CoH2\Archives\SoundSpeechAAEnglish' is missing! Skipping.
11:47:24.04 ARC -- CoH2\Archives\SoundSpeechXP2English.sga 153241711 B [ID:8bb786e9b6bc36e64e1a83cb83e26f4a] [Ver:3e936bc4ca5d3d43ac80ba8a1b0a5d80] [Sig:2614238819969098953]
11:47:24.07 ARC -- CoH2\Archives\AttribArchive.sga 26852144 B [ID:abe931d3adfbab4e871d2dacd29916d3] [Ver:158e4e69b5b96e53bfbcef1a1931df9e] [Sig:4421463607233094888]
11:47:24.10 GAME -- Resetting fp control word.
11:47:26.61 WW2Mod -- PropertyBagManager Loaded in 2.504000s
11:50:23.57 ToolFramework: Opening Document: 'C:\Program Files (x86)\Steam\SteamApps\common\Company of Heroes 2\CoH2\Data\Scenarios\mp\A bridge to far\A bridge to far.sgb'
11:50:24.18 SPDx11 -- Adapter [NVIDIA GeForce GTX 765M]: 1991MB dedicated video memory, 0MB dedicated system memory and 2104MB shared system memory.
11:50:24.19 SPOOGE - Driver[DirectX11_Rendering_Device] version[4,37]
11:50:24.21 SPDx11 -- New Device RefCount [2], New DeviceContext RefCount [1]
11:50:24.21 SPDx11 -- Adapter Description = NVIDIA GeForce GTX 765M
11:50:24.21 SPDx11 -- Driver Vendor = 0x000010de Device = 0x000011e2 SubSys = 0x35371558 Rev = 0x000000a1
11:50:24.21 SPDx11 -- Driver Version Product = 10 Version = 18 SubVersion = 0 Build = 368.39
11:50:24.21 SPDx11 -- Driver LUID = 0x00000000-0x000073e3
11:50:24.21 SPDx11 -- 1991MB dedicated video memory, 0MB dedicated system memory and 2104MB shared system memory available.
11:50:24.21 SPDx11 -- [1] GPUs found.
11:50:24.21 ShaderDatabase: using shader profile [ps50]
11:50:24.32 Unable to load shader [coh2_impostor_billboard] so replacing with [defaultshader]
11:50:24.57 SPDx11 -- CreateSwapChain: 1645x990 @ 0/1Hz (0.000000Hz). Sample count/quality: 1/0. Back buffers: 2.
11:50:24.57 SPDx11 -- Actual SwapChain buffer set by DXGI: 1645x990 @ 0/1Hz = Refresh Rate: 0.00
11:50:24.57 SPDx11 -- ResizeTarget: 1645x990 @ 0/1Hz = Refresh Rate: 0.00
11:50:24.57 SPDx11 -- Setting SwapChain State to: WINDOW
11:50:24.57 SPDx11 -- Actual SwapChain buffer set by DXGI: 1645x990 @ 0/1Hz = Refresh Rate: 0.00
11:50:24.57 SPDx11 -- Resizing target to make sure Refresh rate is set properly after FullScreen mode change
11:50:24.57 SPDx11 -- ResizeTarget: 1645x990 @ 0/0Hz = Refresh Rate: 0.00
11:50:24.57 SPDx11 -- Actual SwapChain buffer set by DXGI: 1645x990 @ 0/1Hz = Refresh Rate: 0.00
11:50:24.58 SPDx11 -- device requires no additional virtual address space textures.
11:50:24.86 SPDx11 -- GPU can do [3834] pixels per usecond. At [1645x990x1] this is [2354] screens per second. with a CPU overhead of [0.000000] ms, GPU Usage Time [25.907297] ms, QueryWaitCPU time [27.000000] ms
11:50:25.76 SPDx11 -- GPU can do [51] pixels per usecond. At [1024x1024x1] this is [49] screens per second. with a CPU overhead of [0.000000] ms, GPU Usage Time [81.349915] ms, QueryWaitCPU time [82.000000] ms
11:50:25.99 FILESYSTEM -- filepath failure, missing alias 'TOOLSDATA:autoloddecimator.lua'
11:50:26.17 SOUND -- Initializing ...
11:50:26.17 Error, could not open lua language group file:
11:50:26.60 INNIMapDCA Key not found: sir_filters_enabled
11:50:26.60 INNIMapDCA Key not found: combat
11:50:26.62 INNIMapDCA Key not found: tiger_radio_fuzz:bjectdistance
11:50:26.62 INNIMapDCA Key not found: Reverb_Forest_Subtle:istance
11:50:26.63 INNIMapDCA Key not found: winter
11:50:26.64 INNIMapDCA Key not found: metamap_result
11:50:26.64 INNIMapDCA Key not found: squad_in_building
11:50:26.79 INNIMapDCA Key not found: rudders_rotation
11:50:27.05 SOUND -- Initialization completed!
11:50:27.10 SCENARIO -- Failed to open stream for Scenario 'DATAcenarios\tow\challenges\1942_airfield\allied_airfield.info'
11:50:27.12 SCENARIO -- Failed to open stream for Scenario 'DATAcenarios\tow\scenarios\1941_moscow\1941_moscow_art_v1_ro.info'
11:50:27.13 SCENARIO -- Failed to open stream for Scenario 'DATAcenarios\sp\coh2_campaign\m02-scorched_earth\scorched_earth_02_03nis.info'
11:50:27.16 SCENARIO -- Failed to open stream for Scenario 'DATAcenarios\mp\2p_cheneux\2p_cheneux_temp.info'
11:50:27.22 SCENARIO -- Failed to open stream for Scenario 'DATAcenarios\mp\4p_gelsenkirchen_refinery\4p_gelsenkirchen_refinery_temp.info'
11:50:27.26 SCENARIO -- Failed to open stream for Scenario 'DATAcenarios\mp\6p_across_the_rhine\6p_across_the_rhine_temp.info'
11:50:27.29 SCENARIO -- Failed to open stream for Scenario 'DATAcenarios\mp\8p_port_of_hamburg\8p_port_of_hamburg_2.info'
11:50:27.31 SCENARIO -- Failed to open stream for Scenario 'DATAcenarios\mp\outsourcing_winter\outsourcing_winter.info'
11:50:27.42 WorldBuilder opening document C:\Program Files (x86)\Steam\SteamApps\common\Company of Heroes 2\CoH2\Data\Scenarios\mp\A bridge to far\A bridge to far.sgb
11:50:27.58 TChunkManagerIO::Load version 2001l
11:50:27.65 TERRAINTEXTURE -- compositor added RenderTarget of size 6580 x 3960
11:50:28.66 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX
11:50:28.66 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX
11:50:28.66 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX
11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX
11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX
11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX
11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX
11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX
11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX
11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX
11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX
11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX
11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX
11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX
11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX
11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX
11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX
11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX
11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX
11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX
11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX
11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX
11:50:29.18 PHYSICS -- Created node factory 'HVOK'
11:50:29.18 PHYSICS -- Created node factory 'DMMY'
11:50:42.04 Dx11Program : Unable to find shader script for 'fxmesh_water' in the ShaderDatabase.
11:50:42.04 Unable to load shader [fxmesh_water] so replacing with [defaultshader]
11:50:44.00 UberSpline::UpdateShapeCache - time == FLT_MAX
11:50:44.00 UberSpline::UpdateShapeCache - time == FLT_MAX
11:50:44.00 UberSpline::UpdateShapeCache - time == FLT_MAX
11:50:44.00 UberSpline::UpdateShapeCache - time == FLT_MAX
11:50:44.00 UberSpline::UpdateShapeCache - time == FLT_MAX
11:50:44.00 UberSpline::UpdateShapeCache - time == FLT_MAX
11:50:44.00 UberSpline::UpdateShapeCache - time == FLT_MAX
11:50:44.00 UberSpline::UpdateShapeCache - time == FLT_MAX
11:50:44.00 UberSpline::UpdateShapeCache - time == FLT_MAX
11:50:44.01 UberSpline::UpdateShapeCache - time == FLT_MAX
11:50:44.01 UberSpline::UpdateShapeCache - time == FLT_MAX
11:50:44.01 UberSpline::UpdateShapeCache - time == FLT_MAX
11:50:44.01 UberSpline::UpdateShapeCache - time == FLT_MAX
11:50:44.01 UberSpline::UpdateShapeCache - time == FLT_MAX
11:50:44.01 UberSpline::UpdateShapeCache - time == FLT_MAX
11:50:44.01 UberSpline::UpdateShapeCache - time == FLT_MAX
11:50:44.01 UberSpline::UpdateShapeCache - time == FLT_MAX
11:50:44.01 UberSpline::UpdateShapeCache - time == FLT_MAX
11:50:45.85 MemoryBudget -- Could not load memory budget file [data:MemoryBudget.lua].
11:50:45.89 Regenerating ImpassMap data...
11:50:45.89 Impass Data was already valid, but regenerating...
11:50:46.30 ImpassRegen due to map with out of date data
11:50:46.30 Generating CanBuild Map. THIS SHOULD ONLY HAPPEN IN WORLDBUILDER! IF YOU SEE THIS IN GAME, RE-SAVE THE MAP!
11:50:46.30 Regenerating CanBuildMap data...
11:50:46.30 Pathfinder::Regenerate()...
11:50:46.53 Generating PathSectorMap...
11:50:47.09 Pathfinder::Regenerate() Done.
11:50:47.68 Regenerating ImpassMap data...
11:50:47.68 Impass Data was already valid, but regenerating...
11:50:48.19 DeferredView - Start creating view [ WaterView ] textures
11:50:48.19 SPDx11 -- 1991MB dedicated video memory, 0MB dedicated system memory and 2104MB shared system memory available.
11:50:48.19 SPDx11 -- 1991MB dedicated video memory, 0MB dedicated system memory and 2104MB shared system memory available.
11:50:48.19 DeferredView - Finished creating view [ WaterView ] textures
11:50:48.19 DeferredView - Start creating view [ WorldView ] textures
11:50:48.19 SPDx11 -- 1991MB dedicated video memory, 0MB dedicated system memory and 2104MB shared system memory available.
11:50:48.19 SPDx11 -- 1991MB dedicated video memory, 0MB dedicated system memory and 2104MB shared system memory available.
11:50:48.19 DeferredView - Finished creating view [ WorldView ] textures
11:50:48.51 SPDX11 --- doing mode change using DXGI resize target and set fullscreen state [1641x994], Refresh rate: 0.00
11:50:48.51 SPDx11 -- ResizeTarget: 1641x994 @ 0/1Hz = Refresh Rate: 0.00
11:50:48.51 SPDx11 -- Setting SwapChain State to: WINDOW
11:50:48.51 SPDx11 -- Actual SwapChain buffer set by DXGI: 1641x994 @ 0/1Hz = Refresh Rate: 0.00
11:50:48.51 SPDx11 -- Resizing target to make sure Refresh rate is set properly after FullScreen mode change
11:50:48.51 SPDx11 -- ResizeTarget: 1641x994 @ 0/0Hz = Refresh Rate: 0.00
11:50:48.51 SPDx11 -- Actual SwapChain buffer set by DXGI: 1641x994 @ 0/1Hz = Refresh Rate: 0.00
11:50:48.51 SPDx11 -- Actual SwapChain buffer set by DXGI: 1641x994 @ 0/1Hz = Refresh Rate: 0.00
11:50:48.83 SPDx11 -- GPU can do [6244] pixels per usecond. At [1641x994x1] this is [3828] screens per second. with a CPU overhead of [0.000000] ms, GPU Usage Time [15.935104] ms, QueryWaitCPU time [19.000002] ms
11:50:49.72 SPDx11 -- GPU can do [51] pixels per usecond. At [1024x1024x1] this is [49] screens per second. with a CPU overhead of [0.000000] ms, GPU Usage Time [80.850945] ms, QueryWaitCPU time [82.000000] ms
11:50:49.72 DeferredView - Start creating view [ WaterView ] textures
11:50:49.72 SPDx11 -- 1991MB dedicated video memory, 0MB dedicated system memory and 2104MB shared system memory available.
11:50:49.72 SPDx11 -- 1991MB dedicated video memory, 0MB dedicated system memory and 2104MB shared system memory available.
11:50:49.72 DeferredView - Finished creating view [ WaterView ] textures
11:50:49.72 DeferredView - Start creating view [ WorldView ] textures
11:50:49.72 SPDx11 -- 1991MB dedicated video memory, 0MB dedicated system memory and 2104MB shared system memory available.
11:50:49.73 SPDx11 -- 1991MB dedicated video memory, 0MB dedicated system memory and 2104MB shared system memory available.
11:50:49.73 DeferredView - Finished creating view [ WorldView ] textures
11:50:51.58 VizView Render - Warning view has no passes defined, adding a default dummy plain render pass
11:56:51.29 ToolFramework: Saving Document: 'C:\Program Files (x86)\Steam\SteamApps\common\Company of Heroes 2\CoH2\Data\Scenarios\mp\A bridge to far\A bridge to far.sgb'
11:56:52.76 TerrainMaterialCompute::UpdateTerrainMaterial() took 1.457659 seconds.
11:56:52.76 UpdateTerrainMaterial took 1.45773 seconds
11:56:52.79 TilePainter PreSave took 0.0263329 seconds
11:56:52.79 HeightEditor pre-save...
11:56:52.79 Overall took 4.27655e-007 seconds
11:56:52.79 GrassEditor pre-save...
11:56:52.79 Overall took 6.11546e-005 seconds
11:56:53.13 WaterEditor PreSave took 0.340894 seconds
11:56:53.13 TerritoryEditor PreSave took 0.00387413 seconds
11:56:53.14 RegionEditor PreSave took 0.00221482 seconds
11:56:55.56 DeformationMask PreSave took 2.42237 seconds
11:56:56.88 TerrainMaterialCompute::UpdateTerrainMaterial() took 1.246623 seconds.
11:56:56.88 Regenerating TerrainCoverMap data...
11:56:57.35 TerrainCoverMap generation took 0.473774 seconds.
11:56:57.35 Regenerating ImpassMap data...
11:56:57.35 Impass Data was already valid, but regenerating...
11:56:58.12 Regenerating CanBuildMap data...
11:56:58.12 Pathfinder::Regenerate()...
11:56:58.51 Generating PathSectorMap...
11:57:00.39 DB -- Unable to load symbols.
[Fatal]
Ran out of PathSectors due to map fragmentation.
Owner: unknown
-- FATAL EXIT --
pathsectormap.cpp/409:!
--stack trace--
Application closed with error code 1129468744
Bug splat error when trying to save a map
31 Jul 2016, 20:14 PM
#1
Posts: 108
1 Aug 2016, 00:20 AM
#2
Posts: 875 | Subs: 2
I've had this happen to me countless amounts of times when building a map. It's currently what prevents me from finishing a really great map. Sadly, I haven't found any fixes for this yet.
1 Aug 2016, 00:35 AM
#3
Posts: 2742
Out of curiosity can you use the stamp tool and copy the map onto a fresh template and try there?
1 Aug 2016, 09:23 AM
#4
Posts: 108
Out of curiosity can you use the stamp tool and copy the map onto a fresh template and try there?
No, I have tried many times, but the error gets copy with the stamp over to the new map,
This is what happens!
It will let you save the map the first time and then when you do your second save the bug splats come up.
So could it be one of the object in the map that I have chosen that courses the bug splats, is my question.
1 Aug 2016, 09:38 AM
#5
Posts: 1273
Well, the best way is to find where the problem is. Backup the file that you currently got and proceed as following:
*Delete half of the map, try to save it. If the problem persists, the half that you deleted was not the cause of the problem. Backup to an older version, and delete the other half.
*Once you found which half of the map caused the problem, delete half of that. Similar to the previous step, you will be able to know which quarter of the map has the problem.
*Rinse and repeat the steps until you minimized the area that caused the trouble, and identify the objects causing the problem.
*Delete half of the map, try to save it. If the problem persists, the half that you deleted was not the cause of the problem. Backup to an older version, and delete the other half.
*Once you found which half of the map caused the problem, delete half of that. Similar to the previous step, you will be able to know which quarter of the map has the problem.
*Rinse and repeat the steps until you minimized the area that caused the trouble, and identify the objects causing the problem.
1 Aug 2016, 12:08 PM
#6
Posts: 108
Well, the best way is to find where the problem is. Backup the file that you currently got and proceed as following:
*Delete half of the map, try to save it. If the problem persists, the half that you deleted was not the cause of the problem. Backup to an older version, and delete the other half.
*Once you found which half of the map caused the problem, delete half of that. Similar to the previous step, you will be able to know which quarter of the map has the problem.
*Rinse and repeat the steps until you minimized the area that caused the trouble, and identify the objects causing the problem.
Okay, that was a really god suggestion JohnSmith, even though it will be time consuming, but worth it , when you have work so long on the map.
Ill get bag to you and tall you if this works, in the near furture.
2 Aug 2016, 11:35 AM
#7
Posts: 108
Problem Solved!
I had more then 40 water sources on the map do to all the farme channels , and as Tric told me , never have more then 2 or it might crash.
Thank you JohnSmith and Tric for you support and suggestions.
Best regards
Von Smedman
2 Aug 2016, 11:37 AM
#8
Posts: 108
The WIP map is here , and as you can se a lot off water.
http://steamcommunity.com/sharedfiles/filedetails/?id=395356279
http://steamcommunity.com/sharedfiles/filedetails/?id=395356279
2 Aug 2016, 14:22 PM
#9
Posts: 2742
Ah yeah, water sources can be problematic.
The WorldBuilder is (un)surprisingly very finicky. It's not nearly as much of a sandbox as you think with how many errors and weird issues you can create.
The WorldBuilder is (un)surprisingly very finicky. It's not nearly as much of a sandbox as you think with how many errors and weird issues you can create.
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