could not decompress data


(Int3grityy) #1

ive been fine up until today…when connecting to a server this error pops up and closes brink…


…Queued local player char: 0 context id: -1 team: security (0) required: true
…Queued n cutscene ccf context id: 1 team: resistance required: true name: ‘char/characters/cutscenes/stage2/damien.ccfinstance’
…Queued n cutscene ccf context id: 2 team: resistance required: false name: ‘char/characters/cutscenes/stage3/dhafer.ccfinstance’
…Queued n cutscene ccf context id: 3 team: resistance required: false name: ‘char/characters/cutscenes/stage3/ryan.ccfinstance’
…Queued random team ccf context id: 17 team: resistance required: false name: ‘char/characters/mp_bots/goodcop_bot.ccfinstance’
…Queued random team ccf context id: 18 team: resistance required: false name: ‘char/characters/mp_bots/firestarter_bot.ccfinstance’
…Queued random team ccf context id: 19 team: resistance required: false name: ‘char/characters/mp_bots/bot_08.ccfinstance’
…Queued random team ccf context id: 20 team: resistance required: false name: ‘char/characters/mp_bots/bot_06.ccfinstance’
…Queued random team ccf context id: 21 team: resistance required: false name: ‘char/characters/mp_bots/bot_05.ccfinstance’
…Queued c cutscene ccf context id: 1 team: security required: true name: ‘char/characters/cutscenes/stage2/alec.ccfinstance’
…Queued c cutscene ccf context id: 2 team: security required: true name: ‘char/characters/cutscenes/stage2/ray.ccfinstance’
…Queued c cutscene ccf context id: 3 team: security required: true name: ‘char/characters/cutscenes/stage2/richie.ccfinstance’
…Queued random team ccf context id: 17 team: security required: false name: ‘char/characters/mp_bots/goodcop_bot.ccfinstance’
…Queued random team ccf context id: 18 team: security required: false name: ‘char/characters/mp_bots/firestarter_bot.ccfinstance’
…Queued random team ccf context id: 19 team: security required: false name: ‘char/characters/mp_bots/bot_08.ccfinstance’
WARNING: Composite 1 not equal to the first
WARNING: Invalid set of composites for character
WARNING: Failed to generate team character from composite ‘char/characters/mp_bots/bot_08.ccfinstance’ and alter ego ‘char/characters/mp_bots/bot_08_alterego.ccfinstance’
…Queued random team ccf context id: 20 team: security required: false name: ‘char/characters/mp_bots/firestarter_bot.ccfinstance’
Queued 8 resistance ccfs
Queued 8 security ccfs
Total 16 ccfs queued
Parsed gui ‘hud’ in 17 ms
Parsed gui ‘limbo’ in 63 ms
Parsed gui ‘chat’ in 0 ms
Parsed gui ‘takeviewnote’ in 0 ms
Parsed gui ‘scoreboard’ in 2 ms
Parsed gui ‘democharge’ in 0 ms
Parsed gui ‘endgamereview’ in 48 ms
Parsed gui ‘taskmenu’ in 1 ms
Parsed gui ‘infobox’ in 0 ms
Parsed gui ‘commandpostmenu’ in 1 ms
Parsed gui ‘fademenu’ in 0 ms
Parsed gui ‘cutscene’ in 0 ms
Spawning entities
Static items: spawned 130 models, 202 lights, 5056 collision
WARNING: landing_helisdScriptEntity (-1024 1088 -256) - duplicate reference to area 5
…1029 entities spawned, 0 inhibited

InitFromNewMap: ‘maps/mp/ccity.entities’
73293: ‘ccdef_csc’ StopCutscene…
73293: ‘ccrint_csc’ StopCutscene…
73293: ‘ccsint_csc’ StopCutscene…
73293: ‘ccatk_csc’ StopCutscene…
Spent 6ms waiting
Spent 324ms total
Finished compositing contextId -1 team security (0) cinematic: false
Spent 8ms waiting
Spent 361ms total
Finished compositing contextId 1 team resistance (1) cinematic: false
Spent 8ms waiting
Spent 386ms total


FATAL ERROR: Could not decompress data


…unloading Input Method Editor DLL
mouse: Failed to remove raw input device
…unloading Raw Input DLL

------- Input Initialization -------
Initializing DirectInput8…
…calling LoadLibrary( ‘user32.dll’ ): succeeded
…initializing Raw Input
mouse: Raw Input initialized.
…calling LoadLibrary( ‘imm32.dll’ ): succeeded
…initializing Input Method Editor

Finished compositing contextId 2 team resistance (1) cinematic: false


(Brent) #2

Having the exact same problem. I crash on resort every single time.
Heres the log:

FinishResourceLoads in 00:01
=== Restore Profile ‘sG.Brent’ ===
Server config changed to: Custom
DisconnectSafe: Appending cmd system disconnect…
Parsed gui ‘mainmenu_new’ in 115 ms
Parsed gui ‘messagebox’ in 1 ms
Parsed gui ‘tallybox’ in 0 ms
Parsed gui ‘system’ in 0 ms
game initialized.

------------- Initialized in 00:07 -------------
WARNING: could not open movie file ‘pubdevlegal_splash.bik’ BinkGetError() returns ‘Error opening file.’
[BINK] pubdevlegal_splash.bik: 1 IO switches, 0.00 sec IO stolen
— Common Initialization Complete —
=== D I S C O N N E C T ===
=== Profile Apply ===
execing ‘localization/english/defaultbinds.cfg’
idCVarCallback_VoicePackChanges::OnChanged()
introstart
Spent 4ms waiting
Spent 182ms total
Finished compositing contextId -2 team security (0) cinematic: true
Spent 2ms waiting
Spent 211ms total
Finished compositing contextId -2 team resistance (1) cinematic: true
Spent 6ms waiting
Spent 295ms total
Finished compositing contextId -2 team resistance (1) cinematic: true
WARNING: mpoChoiceFind_Servers_Source: mainmenu_new - Could not find event ‘onContextMenuOpen’
WARNING: mpoChoiceFind_Servers_Source: mainmenu_new - Could not find event ‘onContextMenuOpen’
Joining session…
sending getinfo to 72.5.102.237:27015
received info response from 72.5.102.237:27015
server 72.5.102.237:27015 - protocol 40.36 -
0 interested clients
sending challenge to 72.5.102.237:27015
sending challenge to 72.5.102.237:27015
received challenge response 0x6b897f76 from 72.5.102.237:27015
sending connect to 72.5.102.237:27015 with challenge 0x6b897f76 (campaign = )
received connect response from 72.5.102.237:27015
WARNING: RES1010: Invalid operation - idDeclModelDef: char/upper/sec/police_arms: Touched outside of loading sequence
WARNING: RES1010: Invalid operation - idDeclModelDef: char/upper/res/g_arms: Touched outside of loading sequence
…‘grenade_molotov’ as bind ‘dpad_soldier_left’ sent to server
…‘landmine’ as bind ‘dpad_engineer_left’ sent to server
…‘sticky_bomb’ as bind ‘dpad_operative_left’ sent to server
…‘caltrop_bomb’ as bind ‘dpad_operative_right’ sent to server
…‘charge’ as bind ‘passive_0’ sent to server
…‘spotting’ as bind ‘passive_1’ sent to server
…‘repairing’ as bind ‘passive_2’ sent to server
…‘disarming’ as bind ‘passive_3’ sent to server
…‘building’ as bind ‘passive_4’ sent to server
…‘revive’ as bind ‘passive_5’ sent to server
…‘hacking’ as bind ‘passive_6’ sent to server
…‘spider_sense’ as bind ‘passive_7’ sent to server
…‘homing_beacon’ as bind ‘passive_8’ sent to server
…‘interrogation1’ as bind ‘passive_9’ sent to server
…‘hardened_skin’ as bind ‘passive_10’ sent to server
…‘power_maximum_increase’ as bind ‘passive_11’ sent to server
…‘sprinting_reload’ as bind ‘passive_12’ sent to server
…‘hack_turret’ as bind ‘passive_13’ sent to server
…‘power_rate_increase’ as bind ‘passive_14’ sent to server
…‘give_ammo’ as bind ‘passive_40’ sent to server
…‘life_buff1’ as bind ‘passive_41’ sent to server
…‘weapon_buff1’ as bind ‘passive_42’ sent to server
…‘disguise_self’ as bind ‘passive_43’ sent to server
done sending 0 abilities
— Loading sequence: maps/mp/resort_loading —
sound index file ‘generated/preload/sound/pc/english/maps/mp/resort_loading.soundpreload’ is zero length
Parsed source gui ‘loadscreen’ in 2 ms
Parsed gui ‘loadscreen’ in 1 ms
— Completed loading sequence in 0.02s —
— Loading sequence: maps/mp/resort —
loading sound index ‘generated/preload/sound/pc/english/maps/mp/resort.soundpreload’ with 689 entries
Loaded sound index in 1 ms
--------- Map Initialization ---------
Loaded in 27 ms
Map: maps/mp/resort.entities
16 KB passage memory used to build PVS
5 msec to calculate PVS
68 areas
218 portals
14 areas visible on average
816 bytes PVS data
LoadNetVars: Client loaded default table with 1999 entries
SetMapXPDisconnect: Disconnect
SetPreMapRankLevel: 12
SetPreMapRankLevelXP: 1451
----------- Game Map Init ------------
teamInfo security: !Missing sound ‘snd_music_disguise_blown’ = ‘sounds/music/disguise_blown’
teamInfo resistance: !Missing sound ‘snd_music_disguise_blown’ = ‘sounds/music/disguise_blown’
WARNING: RES1007: Defaulted - sdDeclLocStr: game/obj/new_objective_message
Loaded ‘c:\program files (x86)\steam\steamapps\common\brink/gamescriptx86.dll’
102 classes
439 functions
151 variables
Minimum map load time based on loadscreen sound shader: 33383
----------- Loading Map Bot Actions ------------
----------- Loading Map AAS ------------
[Load AAS Binary]
loading ‘maps/mp/resort.aas_playerb’
WARNING: RES1007: Defaulted - idDeclSoundShader: sounds/ambience/tree_pointsource
( maps/mp/resort.entities ) <maps/references/resort/sound.world>/tree1: !Missing sound ‘snd_shader’ = ‘sounds/ambience/tree_pointsource’
( maps/mp/resort.entities ) <maps/references/resort/sound.world>/tree2: !Missing sound ‘snd_shader’ = ‘sounds/ambience/tree_pointsource’
WARNING: RES1007: Defaulted - idDeclSoundShader: sounds/ambience/waterside
( maps/mp/resort.entities ) <maps/references/resort/sound.world>/boatarea: !Missing sound ‘snd_shader’ = ‘sounds/ambience/waterside’
( maps/mp/resort.entities ) <maps/references/resort/sound.world>/tree-2ndspawn: !Missing sound ‘snd_shader’ = ‘sounds/ambience/tree_pointsource’
( maps/mp/resort.entities ) <maps/references/resort/sound.world>/resspawnwater: !Missing sound ‘snd_shader’ = ‘sounds/ambience/waterside’
( maps/mp/resort.entities ) <maps/references/resort/sound.world>/speaker_2: !Missing sound ‘snd_shader’ = ‘sounds/ambience/tree_pointsource’
WARNING: RES1007: Defaulted - idDeclSoundShader: sounds/ambience/amb_resort_cutscene_mid
entityDef gameplay/maps/resort/rtmid_csc: !Missing sound ‘snd_ambient_res’ = 'sounds/ambience/amb_resort_cutscene_mid ’
WARNING: RES1007: Defaulted - idDeclSoundShader: sounds/commander/resistance/enemy_hacking_primary
entityDef gameplay/objectives/hack_target: !Missing sound ‘snd_hacking_defenders’ = ‘sounds/commander/resistance/enemy_hacking_primary’
WARNING: RES1007: Defaulted - idDeclSoundShader: sounds/commander/security/enemy_destroyed_primary
entityDef gameplay/objectives/hack_target: !Missing sound ‘snd_destroyed_attackers’ = ‘sounds/commander/security/enemy_destroyed_primary’
entityDef gameplay/objectives/hack_target/security: !Missing sound ‘snd_hacking_defenders’ = ‘sounds/commander/resistance/enemy_hacking_primary’
entityDef gameplay/objectives/hack_target/security: !Missing sound ‘snd_destroyed_attackers’ = ‘sounds/commander/security/enemy_destroyed_primary’
entityDef gameplay/objectives/core/hack_target/security: !Missing sound ‘snd_hacking_defenders’ = ‘sounds/commander/resistance/enemy_hacking_primary’
entityDef gameplay/objectives/core/hack_target/security: !Missing sound ‘snd_destroyed_attackers’ = ‘sounds/commander/security/enemy_destroyed_primary’
entityDef gameplay/maps/resort/hackable_gate: !Missing sound ‘snd_destroyed_attackers’ = ‘sounds/commander/security/enemy_destroyed_primary’
entityDef misc/turret/mp/apt: !Missing camera ‘cam_joint’ = ‘camera’
WARNING: RES1007: Defaulted - idDeclSoundShader: sounds/commander/security/enemy_repaired_primary
entityDef path/vehicle: !Missing sound ‘snd_repaired_attackers’ = ‘sounds/commander/security/enemy_repaired_primary’
entityDef path/vehicle: !Missing sound ‘snd_disabled_defenders’ = ‘sounds/commander/security/enemy_destroyed_primary’
entityDef path/vehicle/robot: !Missing sound ‘snd_repaired_attackers’ = ‘sounds/commander/security/enemy_repaired_primary’
entityDef path/vehicle/robot: !Missing sound ‘snd_disabled_defenders’ = ‘sounds/commander/security/enemy_destroyed_primary’
WARNING: RES1007: Defaulted - idDeclSoundShader: sounds/commander/resistance/enemy_destroyed_primary
entityDef gameplay/objectives/destructible_target: !Missing sound ‘snd_destroyed_defenders’ = ‘sounds/commander/resistance/enemy_destroyed_primary’
entityDef gameplay/objectives/core/destructible_target: !Missing sound ‘snd_destroyed_defenders’ = ‘sounds/commander/resistance/enemy_destroyed_primary’
entityDef gameplay/objectives/core/destructible_target/security: !Missing sound ‘snd_destroyed_defenders’ = ‘sounds/commander/resistance/enemy_destroyed_primary’
entityDef gameplay/maps/resort/destructible_pillar: !Missing sound ‘snd_destroyed_defenders’ = ‘sounds/commander/resistance/enemy_destroyed_primary’
entityDef gameplay/maps/resort/destructible_bridge: !Missing locStr ‘text_destroy_guard_soldier_desc’ = ‘maps/resort/bridge/guard_soldier_desc’
entityDef gameplay/objectives/secondary/hack_target: !Missing sound ‘snd_hacking_defenders’ = ‘sounds/commander/resistance/enemy_hacking_primary’
entityDef gameplay/objectives/secondary/hack_target: !Missing sound ‘snd_destroyed_attackers’ = ‘sounds/commander/security/enemy_destroyed_primary’
entityDef gameplay/objectives/secondary/hack_target/security: !Missing sound ‘snd_hacking_defenders’ = ‘sounds/commander/resistance/enemy_hacking_primary’
entityDef gameplay/objectives/secondary/hack_target/security: !Missing sound ‘snd_destroyed_attackers’ = ‘sounds/commander/security/enemy_destroyed_primary’
entityDef gameplay/maps/resort/hackable_door: !Missing sound ‘snd_destroyed_attackers’ = ‘sounds/commander/security/enemy_destroyed_primary’
entityDef mountable/weapon/lmg: !Missing stringMap ‘str_playerik’ = ‘mountable_ik’
entityDef func/mounted_weapon/tripod: !Missing stringMap ‘str_playerik’ = ‘mountable_ik’
entityDef func/mounted_weapon/lmg: !Missing stringMap ‘str_playerik’ = ‘mountable_ik’
WARNING: RES1007: Defaulted - idDeclSoundShader: sounds/commander/resistance/enemy_building_primary
entityDef gameplay/objectives/constructible: !Missing sound ‘snd_constructing_defenders’ = ‘sounds/commander/resistance/enemy_building_primary’
entityDef gameplay/objectives/constructible: !Missing sound ‘snd_constructing2_defenders’ = ‘sounds/commander/resistance/enemy_building_primary’
WARNING: RES1007: Defaulted - idDeclSoundShader: sounds/commander/resistance/enemy_built_primary
entityDef gameplay/objectives/constructible: !Missing sound ‘snd_constructed_defenders’ = ‘sounds/commander/resistance/enemy_built_primary’
entityDef gameplay/objectives/constructible: !Missing sound ‘snd_constructed2_defenders’ = ‘sounds/commander/resistance/enemy_built_primary’
entityDef gameplay/objectives/secondary/constructible: !Missing sound ‘snd_constructing_defenders’ = ‘sounds/commander/resistance/enemy_building_primary’
entityDef gameplay/objectives/secondary/constructible: !Missing sound ‘snd_constructing2_defenders’ = ‘sounds/commander/resistance/enemy_building_primary’
entityDef gameplay/objectives/secondary/constructible: !Missing sound ‘snd_constructed_defenders’ = ‘sounds/commander/resistance/enemy_built_primary’
entityDef gameplay/objectives/secondary/constructible: !Missing sound ‘snd_constructed2_defenders’ = ‘sounds/commander/resistance/enemy_built_primary’
16 KB passage memory used to build PVS
5 msec to calculate PVS
68 areas
218 portals
14 areas visible on average
816 bytes PVS data
16 KB passage memory used to build PVS
4 msec to calculate PVS
68 areas
218 portals
14 areas visible on average
816 bytes PVS data

…Queued local player char: 0 context id: -1 team: resistance (1) required: true
…Queued n cutscene ccf context id: 1 team: security required: true name: ‘char/characters/cutscenes/stage3/alec.ccfinstance’
…Queued n cutscene ccf context id: 2 team: security required: false name: ‘char/characters/cutscenes/stage4/ray.ccfinstance’
…Queued n cutscene ccf context id: 3 team: security required: false name: ‘char/characters/cutscenes/stage4/richie.ccfinstance’
…Queued random team ccf context id: 17 team: security required: false name: ‘char/characters/mp_bots/goodcop_bot.ccfinstance’
…Queued random team ccf context id: 18 team: security required: false name: ‘char/characters/mp_bots/firestarter_bot.ccfinstance’
…Queued random team ccf context id: 19 team: security required: false name: ‘char/characters/mp_bots/bot_08.ccfinstance’
…Queued random team ccf context id: 20 team: security required: false name: ‘char/characters/mp_bots/bot_06.ccfinstance’
…Queued random team ccf context id: 21 team: security required: false name: ‘char/characters/mp_bots/bot_05.ccfinstance’
…Queued c cutscene ccf context id: 1 team: resistance required: true name: ‘char/characters/cutscenes/stage2/damien.ccfinstance’
…Queued c cutscene ccf context id: 2 team: resistance required: true name: ‘char/characters/cutscenes/stage3/dhafer.ccfinstance’
…Queued c cutscene ccf context id: 3 team: resistance required: true name: ‘char/characters/cutscenes/stage3/ryan.ccfinstance’
…Queued random team ccf context id: 17 team: resistance required: false name: ‘char/characters/mp_bots/goodcop_bot.ccfinstance’
…Queued random team ccf context id: 18 team: resistance required: false name: ‘char/characters/mp_bots/firestarter_bot.ccfinstance’
…Queued random team ccf context id: 19 team: resistance required: false name: ‘char/characters/mp_bots/bot_08.ccfinstance’
…Queued random team ccf context id: 20 team: resistance required: false name: ‘char/characters/mp_bots/bot_06.ccfinstance’
Queued 8 resistance ccfs
Queued 8 security ccfs
Total 16 ccfs queued
Parsed gui ‘hud’ in 9 ms
Parsed gui ‘limbo’ in 34 ms
Parsed gui ‘chat’ in 0 ms
Parsed gui ‘takeviewnote’ in 0 ms
Parsed gui ‘scoreboard’ in 1 ms
Parsed gui ‘democharge’ in 0 ms
Parsed gui ‘endgamereview’ in 26 ms
Parsed gui ‘taskmenu’ in 0 ms
Parsed gui ‘infobox’ in 0 ms
Parsed gui ‘commandpostmenu’ in 1 ms
Parsed gui ‘fademenu’ in 0 ms
Parsed gui ‘cutscene’ in 0 ms
Spawning entities
Static items: spawned 15 models, 553 lights, 2247 collision
…966 entities spawned, 0 inhibited

InitFromNewMap: ‘maps/mp/resort.entities’
368214: ‘rtsint_csc’ StopCutscene…
368214: ‘rtrint_csc’ StopCutscene…
WARNING: Thread ‘’: sdGameMapScriptState::CallEvent Event Call ‘runEvent’ on NULL entity
WARNING: Thread ‘’: sdGameMapScriptState::CallEvent Event Call ‘runEvent’ on NULL entity
WARNING: Thread ‘’: sdGameMapScriptState::CallEvent Event Call ‘runEvent’ on NULL entity
368214: ‘rtatk_csc’ StopCutscene…
368214: ‘rtdef_csc’ StopCutscene…
368214: ‘rtmid_csc’ StopCutscene…
Spent 11ms waiting
Spent 290ms total
Finished compositing contextId -1 team resistance (1) cinematic: false
Spent 4ms waiting
Spent 164ms total


FATAL ERROR: Could not decompress data


…unloading Input Method Editor DLL
mouse: Failed to remove raw input device
…unloading Raw Input DLL
Finished compositing contextId 1 team security (0) cinematic: false