Then this bug is just fixed in 1.1 branch r227.
In SteamBoat, there's a lot of door which returns after a moment to their original closed position. The movement is in fact coded in the a currentAngle vector with 3 floats. The closed position should be 0 degree, but in binary mod, there's bad rouding somewhere which involves an angle like 0.00008 degree... In that case, the door is not really closed for the world engine and areaportal are still connected (or something like that). Then the error is triggered as the game asks to disconnect bad area portals as the engine is then confused. That's approximatively what it happens...
The fix is only rounding angle to integer which involves less accurate movement but if anyone is able to see the difference I would agree to offer him some tequila shots
Btw I'm not sure areaportals are well defined as you can find a position in some door where you can see other part of the map in spectator mode. Like in that screenshot:
[thumb=http://forum.smokin-guns.org/userpix/1560_shot0033_1.jpg][timg]1560_shot0033_1.jpg[/timg][/thumb]
The gap is very short, but I think we should not see that but directly the area behind the door.