• L4D Custom Map Crashes upon open?
    7 replies, posted
  • Avatar of Occlusion
  • Pretty much what the title says really, i've fixed any leaks, got rid of any fancy geometry, removed and bad models and it still crashes whilst loading in l4d. If anyone is kind enough to take a quick look at the export log, i'd be eternally grateful, it's been causing me headaches for a while now. [b]I am exporting with fast vvis.exe, as my computer is too slow and i haven't got the time to fully compile just yet.[/b] [code] ** Executing... ** Command: "c:\program files\steam\steamapps\common\left 4 dead\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\common\left 4 dead\left4dead" "C:\Program Files\Steam\steamapps\common\left 4 dead\left4dead\maps\l4d_test_town_1" Valve Software - vbsp.exe (Jun 22 2009) 2 threads materialPath: c:\program files\steam\steamapps\common\left 4 dead\left4dead\materials Loading C:\Program Files\Steam\steamapps\common\left 4 dead\left4dead\maps\l4d_test_town_1.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files\Steam\steamapps\common\left 4 dead\left4dead\maps\l4d_test_town_1.prt...Building visibility clusters... done (0) Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (366303 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 3297 texinfos to 1306 Reduced 137 texdatas to 114 (5455 bytes to 4571) Writing C:\Program Files\Steam\steamapps\common\left 4 dead\left4dead\maps\l4d_test_town_1.bsp 8 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\common\left 4 dead\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\common\left 4 dead\left4dead" -fast "C:\Program Files\Steam\steamapps\common\left 4 dead\left4dead\maps\l4d_test_town_1" Valve Software - vvis.exe (Jun 22 2009) fastvis = true 2 threads reading c:\program files\steam\steamapps\common\left 4 dead\left4dead\maps\l4d_test_town_1.bsp reading c:\program files\steam\steamapps\common\left 4 dead\left4dead\maps\l4d_test_town_1.prt 1441 portalclusters 4867 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (5) Optimized: 67054 visible clusters (0.00%) Total clusters visible: 1828935 Average clusters visible: 1269 Building PAS... Average clusters audible: 1440 visdatasize:526858 compressed from 530288 writing c:\program files\steam\steamapps\common\left 4 dead\left4dead\maps\l4d_test_town_1.bsp 5 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\common\left 4 dead\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\common\left 4 dead\left4dead" "C:\Program Files\Steam\steamapps\common\left 4 dead\left4dead\maps\l4d_test_town_1" Valve Software - vrad.exe SSE (Jun 22 2009) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\program files\steam\steamapps\common\left 4 dead\left4dead\maps\l4d_test_town_1.bsp Setting up ray-trace acceleration structure... Done (3.53 seconds) 4491 faces 767864 square feet [110572496.00 square inches] 1 Displacements 136 Square Feet [19609.14 Square Inches] 4491 patches before subdivision 52393 patches after subdivision sun extent from map=-0.342020 9 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (21) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (61) transfers 7203388, max 1263 transfer lists: 55.0 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(439350, 351116, 344177) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(63851, 56690, 54498) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(10898, 9225, 9154) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(2316, 2182, 2169) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(579, 569, 567) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(158, 164, 161) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(46, 48, 47) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(14, 15, 14) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(4, 4, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0954 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (16) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (18) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 17/1024 816/49152 ( 1.7%) brushes 969/8192 11628/98304 (11.8%) brushsides 7033/65536 56264/524288 (10.7%) planes 4278/65536 85560/1310720 ( 6.5%) vertexes 7114/65536 85368/786432 (10.9%) nodes 2688/65536 86016/2097152 ( 4.1%) texinfos 1306/12288 94032/884736 (10.6%) texdata 114/2048 3648/65536 ( 5.6%) dispinfos 1/0 176/0 ( 0.0%) disp_verts 289/0 5780/0 ( 0.0%) disp_tris 512/0 1024/0 ( 0.0%) disp_lmsamples 486/0 486/0 ( 0.0%) faces 4491/65536 251496/3670016 ( 6.9%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2279/65536 127624/3670016 ( 3.5%) leaves 2706/65536 86592/2097152 ( 4.1%) leaffaces 5099/65536 10198/131072 ( 7.8%) leafbrushes 2195/65536 4390/131072 ( 3.3%) areas 2/256 16/2048 ( 0.8%) surfedges 30757/512000 123028/2048000 ( 6.0%) edges 17873/256000 71492/1024000 ( 7.0%) LDR worldlights 9/8192 900/819200 ( 0.1%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 370/32768 3700/327680 ( 1.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 5904/65536 11808/131072 ( 9.0%) cubemapsamples 6/1024 96/16384 ( 0.6%) overlays 65/512 22880/180224 (12.7%) LDR lightdata [variable] 2135668/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 526858/16777216 ( 3.1%) entdata [variable] 19825/393216 ( 5.0%) LDR ambient table 2706/65536 10824/262144 ( 4.1%) HDR ambient table 2706/65536 10824/262144 ( 4.1%) LDR leaf ambient 10790/65536 302120/1835008 (16.5%) HDR leaf ambient 2706/65536 75768/1835008 ( 4.1%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/22330 ( 0.0%) pakfile [variable] 1076723/0 ( 0.0%) physics [variable] 366303/4194304 ( 8.7%) physics terrain [variable] 788/1048576 ( 0.1%) Level flags = 0 Total triangle count: 12509 Writing c:\program files\steam\steamapps\common\left 4 dead\left4dead\maps\l4d_test_town_1.bsp 2 minutes, 1 second elapsed ***VPK: FastFindFile Attempting to use full path with VPK file! File: c:\program files\steam\steamapps\common\left 4 dead\left4dead\maps\l4d_test_town_1.rad ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam\steamapps\common\left 4 dead\left4dead\maps\l4d_test_town_1.bsp" "c:\program files\steam\steamapps\common\left 4 dead\left4dead\maps\l4d_test_town_1.bsp" [/code]
  • Avatar of Kwigg
  • [QUOTE=Occlusion;16245514]No one got any ideas? Sorry for the bump but i've still got nothing.[/QUOTE] ***VPK: FastFindFile Attempting to use full path with VPK file! ?
  • Avatar of Joey1
  • Did you put those parameters to launch game?..i mean this -toconsole -dev -console +sv_lan 1 Im not sure, but i have same problems, because i didnt have them there
  • Avatar of -chu-
  • Are you using the airport_water texture? That texture causes my map to crash while loading.
  • Avatar of Occlusion
  • [QUOTE=-chu-;16258840]Are you using the airport_water texture? That texture causes my map to crash while loading.[/QUOTE] That did the trick, i can't believe it was such a stupid error. Thanks mate, i owe you one.
  • Avatar of SnakeFace
  • [QUOTE=Occlusion;16259107]That did the trick, i can't believe it was such a stupid error. Thanks mate, i owe you one.[/QUOTE] Not really a stupid error on your part, mainly valve's fault! :3: