• Crash on Map load
    15 replies, posted
After I have compiled I load it up in Gmod and it crashes when loading finishes (I do not get into the map at all) All I have added on this latest compile is a bit of an outside, (skybox + 2 decals) and a couple of buttons. I have no leaks and no Errors
compile log: [code] ** Executing... ** Command: "d:\steam\steamapps\***********\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "d:\steam\steamapps\***********\half-life 2\hl2" "D:\Steam\steamapps\***********\sourcesdk_content\hl2\mapsrc\rp_*********" Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: d:\steam\steamapps\***********\half-life 2\hl2\materials Loading D:\Steam\steamapps\***********\sourcesdk_content\hl2\mapsrc\rp_*********.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) 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... Merged 4 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing D:\Steam\steamapps\***********\sourcesdk_content\hl2\mapsrc\rp_*********.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt Run buildcubemaps in the engine to get the correct cube maps. No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt" Can't load skybox file skybox/sky_day01_01 to build the default cubemap! 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) (169039 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1203 texinfos to 725 Reduced 63 texdatas to 51 (2256 bytes to 1918) Writing D:\Steam\steamapps\***********\sourcesdk_content\hl2\mapsrc\rp_*********.bsp 2 seconds elapsed ** Executing... ** Command: "d:\steam\steamapps\***********\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "d:\steam\steamapps\***********\half-life 2\hl2" "D:\Steam\steamapps\***********\sourcesdk_content\hl2\mapsrc\rp_*********" Valve Software - vvis.exe (Nov 8 2007) 2 threads reading d:\steam\steamapps\***********\sourcesdk_content\hl2\mapsrc\rp_*********.bsp reading d:\steam\steamapps\***********\sourcesdk_content\hl2\mapsrc\rp_*********.prt 590 portalclusters 2148 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2259) Optimized: 282 visible clusters (0.00%) Total clusters visible: 153792 Average clusters visible: 260 Building PAS... Average clusters audible: 578 visdatasize:77337 compressed from 94400 writing d:\steam\steamapps\***********\sourcesdk_content\hl2\mapsrc\rp_*********.bsp 37 minutes, 39 seconds elapsed ** Executing... ** Command: "d:\steam\steamapps\***********\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "d:\steam\steamapps\***********\half-life 2\hl2" "D:\Steam\steamapps\***********\sourcesdk_content\hl2\mapsrc\rp_*********" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading d:\steam\steamapps\***********\sourcesdk_content\hl2\mapsrc\rp_*********.bsp 2464 faces 1 degenerate faces 84391 square feet [12152434.00 square inches] 1 displacements 3682 square feet [530290.00 square inches] 2463 patches before subdivision 15051 patches after subdivision 68 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (23) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (13) transfers 2126648, max 693 transfer lists: 16.2 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(23642, 20166, 9204) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(3274, 2664, 1106) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(504, 399, 156) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(88, 69, 26) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(18, 14, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(4, 3, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0105 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 0 of 0 (0% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 17/1024 816/49152 ( 1.7%) brushes 496/8192 5952/98304 ( 6.1%) brushsides 3079/65536 24632/524288 ( 4.7%) planes 1202/65536 24040/1310720 ( 1.8%) vertexes 4415/65536 52980/786432 ( 6.7%) nodes 1071/65536 34272/2097152 ( 1.6%) texinfos 725/12288 52200/884736 ( 5.9%) texdata 51/2048 1632/65536 ( 2.5%) 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 10209/0 10209/0 ( 0.0%) faces 2464/65536 137984/3670016 ( 3.8%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1681/65536 94136/3670016 ( 2.6%) leaves 1089/65536 34848/2097152 ( 1.7%) leaffaces 2966/65536 5932/131072 ( 4.5%) leafbrushes 825/65536 1650/131072 ( 1.3%) areas 22/256 176/2048 ( 8.6%) surfedges 18663/512000 74652/2048000 ( 3.6%) edges 11074/256000 44296/1024000 ( 4.3%) LDR worldlights 68/8192 5984/720896 ( 0.8%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 301/32768 3010/327680 ( 0.9%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 5331/65536 10662/131072 ( 8.1%) cubemapsamples 45/1024 720/16384 ( 4.4%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 408936/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 77337/16777216 ( 0.5%) entdata [variable] 67146/393216 (17.1%) LDR leaf ambient 1089/65536 26136/1572864 ( 1.7%) HDR leaf ambient 0/65536 0/1572864 ( 0.0%) 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] 1/3304 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/9432 ( 0.0%) pakfile [variable] 467859/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 169039/4194304 ( 4.0%) ==== Total Win32 BSP file data space used: 1844220 bytes ==== Total triangle count: 6987 Writing d:\steam\steamapps\***********\sourcesdk_content\hl2\mapsrc\rp_*********.bsp 38 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "D:\Steam\steamapps\***********\sourcesdk_content\hl2\mapsrc\rp_*********.bsp" "d:\steam\steamapps\***********\half-life 2\hl2\maps\rp_*********.bsp" [/code]
You do have an error. Search you log with [url=http://www.interlopers.net/index.php?page=errors]Interlopers Error Checker[/url].
Still crashes after fixing new compile log [code] ** Executing... ** Command: "d:\steam\steamapps\************\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "d:\steam\steamapps\************\half-life 2\hl2" "D:\Steam\steamapps\************\sourcesdk_content\hl2\mapsrc\rp_************" Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: d:\steam\steamapps\************\half-life 2\hl2\materials Loading D:\Steam\steamapps\************\sourcesdk_content\hl2\mapsrc\rp_************.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) 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... Merged 4 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing D:\Steam\steamapps\************\sourcesdk_content\hl2\mapsrc\rp_************.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_08_fix*.vmt Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_08_fix*.vmt Run buildcubemaps in the engine to get the correct cube maps. 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) (169039 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1203 texinfos to 725 Reduced 63 texdatas to 51 (2256 bytes to 1918) Writing D:\Steam\steamapps\************\sourcesdk_content\hl2\mapsrc\rp_************.bsp 2 seconds elapsed ** Executing... ** Command: "d:\steam\steamapps\************\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "d:\steam\steamapps\************\half-life 2\hl2" "D:\Steam\steamapps\************\sourcesdk_content\hl2\mapsrc\rp_************" Valve Software - vvis.exe (Nov 8 2007) 2 threads reading d:\steam\steamapps\************\sourcesdk_content\hl2\mapsrc\rp_************.bsp reading d:\steam\steamapps\************\sourcesdk_content\hl2\mapsrc\rp_************.prt 590 portalclusters 2148 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (1151) Optimized: 282 visible clusters (0.00%) Total clusters visible: 153788 Average clusters visible: 260 Building PAS... Average clusters audible: 578 visdatasize:77337 compressed from 94400 writing d:\steam\steamapps\************\sourcesdk_content\hl2\mapsrc\rp_************.bsp 19 minutes, 11 seconds elapsed ** Executing... ** Command: "d:\steam\steamapps\************\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "d:\steam\steamapps\************\half-life 2\hl2" "D:\Steam\steamapps\************\sourcesdk_content\hl2\mapsrc\rp_************" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading d:\steam\steamapps\************\sourcesdk_content\hl2\mapsrc\rp_************.bsp 2463 faces 1 degenerate faces 84391 square feet [12152434.00 square inches] 1 displacements 3682 square feet [530290.00 square inches] 2462 patches before subdivision 15052 patches after subdivision 68 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (23) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (12) transfers 2125514, max 693 transfer lists: 16.2 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(23641, 20165, 9204) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(3274, 2664, 1106) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(504, 399, 156) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(88, 69, 26) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(18, 14, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(4, 3, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0100 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 0 of 0 (0% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 17/1024 816/49152 ( 1.7%) brushes 496/8192 5952/98304 ( 6.1%) brushsides 3079/65536 24632/524288 ( 4.7%) planes 1202/65536 24040/1310720 ( 1.8%) vertexes 4415/65536 52980/786432 ( 6.7%) nodes 1071/65536 34272/2097152 ( 1.6%) texinfos 725/12288 52200/884736 ( 5.9%) texdata 51/2048 1632/65536 ( 2.5%) 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 10209/0 10209/0 ( 0.0%) faces 2463/65536 137928/3670016 ( 3.8%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1681/65536 94136/3670016 ( 2.6%) leaves 1089/65536 34848/2097152 ( 1.7%) leaffaces 2967/65536 5934/131072 ( 4.5%) leafbrushes 823/65536 1646/131072 ( 1.3%) areas 22/256 176/2048 ( 8.6%) surfedges 18657/512000 74628/2048000 ( 3.6%) edges 11071/256000 44284/1024000 ( 4.3%) LDR worldlights 68/8192 5984/720896 ( 0.8%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 301/32768 3010/327680 ( 0.9%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 5328/65536 10656/131072 ( 8.1%) cubemapsamples 45/1024 720/16384 ( 4.4%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 408876/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 77337/16777216 ( 0.5%) entdata [variable] 67150/393216 (17.1%) LDR leaf ambient 1089/65536 26136/1572864 ( 1.7%) HDR leaf ambient 0/65536 0/1572864 ( 0.0%) 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] 1/3304 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/9432 ( 0.0%) pakfile [variable] 3995715/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 169039/4194304 ( 4.0%) ==== Total Win32 BSP file data space used: 5371920 bytes ==== Total triangle count: 6983 Writing d:\steam\steamapps\************\sourcesdk_content\hl2\mapsrc\rp_************.bsp 37 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "D:\Steam\steamapps\************\sourcesdk_content\hl2\mapsrc\rp_************.bsp" "d:\steam\steamapps\************\half-life 2\hl2\maps\rp_************.bsp" [/code]
Send me the map file(not the bsp) and I'll see if I can find the problem. Then I'll explain what it was. sebmeikle AT gmail DOT com
[QUOTE=Seb Sinclair;16896780]Send me the map file(not the bsp) and I'll see if I can find the problem. Then I'll explain what it was. sebmeikle AT gmail DOT com[/QUOTE] sending now.
[QUOTE=Matais;16896999]sending now.[/QUOTE] I've had a look round and I can't find the problem yet. I have however, noticed that most areas compile when you use the Cordon tool. The coridoor with all the prison cells compiles fine, the main room with the tables and showers compiles. I think the problem lies somwhere in the outside area or the coridoor leading to the outside part. Try cordening off those parts till you can narrow it down. I've got to go out now, I'll have another look later. Hope that helps a bit.
[QUOTE=Seb Sinclair;16897391]I've had a look round and I can't find the problem yet. I have however, noticed that most areas compile when you use the Cordon tool. The coridoor with all the prison cells compiles fine, the main room with the tables and showers compiles. I think the problem lies somwhere in the outside area or the coridoor leading to the outside part. Try cordening off those parts till you can narrow it down. I've got to go out now, I'll have another look later. Hope that helps a bit.[/QUOTE] Yer I found that aswell, I can't seem to narrow it down though I keep removing things and recompiling but I can't find what it is.
one thing I can see is that your PortalFlow number is really high. Unless this map is massive, it should be a few thousand less. Optimizing your map could shave off at least 15 minutes on that compile. [url]http://optimization.interlopers.net/[/url] [editline]12:07AM[/editline] it won't crash your compile, I'm just suggesting this to make your compiles faster...
Hey, I owe one thanks to whoever mentioned the cordon tool, because I never knew what it was until now.
Did you find a problem Seb?
No, I haven't yet mate. I've been a bit busy, moving house and all. I'll have a look now.
Thanks man, let me know how it goes.
Ok, got it working... sort of. The problem was in the outside area. I totaly removed that area and the doors leading out. And it compiled and ran. Only thing I can suggest is to re-do the outside area. Delete it all start again. I can send you the working bsp if you want.
[QUOTE=Seb Sinclair;16945824]Ok, got it working... sort of. The problem was in the outside area. I totaly removed that area and the doors leading out. And it compiled and ran. Only thing I can suggest is to re-do the outside area. Delete it all start again. I can send you the working bsp if you want.[/QUOTE] Nah its ok, I think I'll manage, do you know exactly what was causing it though?
No idea. I'm guessing it was a error in one of the brushes.
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