• hl2.exe stopped working error when testing map
    5 replies, posted
When I try and test my CS:S map (going to "Create Server" in the main CS:S menu), I get the error "hl2.exe stopped working" and CS:S closes. This only happens when I try and test my map, other maps work fine. I can't think of any reason why it would do this, it only started happening recently. It only started happening after I added a bunch of spawn points so I deleted those but that didn't help. I also tried compiling with HDR and with LDR. When checking for problems, there are none and there are no leaks when I load pointfile. I tested my compile log on Interlopers.net and it came up fine, but I'll put it up here anyway. [code] ** Executing... ** Command: "c:\program files\steam\steamapps\stupideye\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\stupideye\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\stupideye\sourcesdk_content\cstrike\mapsrc\pooldays" Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\program files\steam\steamapps\stupideye\counter-strike source\cstrike\materials Loading C:\Program Files\Steam\steamapps\stupideye\sourcesdk_content\cstrike\mapsrc\pooldays.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) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files\Steam\steamapps\stupideye\sourcesdk_content\cstrike\mapsrc\pooldays.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_dust_hdr*.vmt Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_dust_hdr*.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 (1) (84074 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 153 texinfos to 116 Reduced 96 texdatas to 86 (2590 bytes to 2329) Writing C:\Program Files\Steam\steamapps\stupideye\sourcesdk_content\cstrike\mapsrc\pooldays.bsp 2 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\stupideye\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\stupideye\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\stupideye\sourcesdk_content\cstrike\mapsrc\pooldays" Valve Software - vvis.exe (Nov 8 2007) 2 threads reading c:\program files\steam\steamapps\stupideye\sourcesdk_content\cstrike\mapsrc\pooldays.bsp reading c:\program files\steam\steamapps\stupideye\sourcesdk_content\cstrike\mapsrc\pooldays.prt 240 portalclusters 677 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 (10) Optimized: 80 visible clusters (0.00%) Total clusters visible: 38718 Average clusters visible: 161 Building PAS... Average clusters audible: 239 visdatasize:15994 compressed from 15360 writing c:\program files\steam\steamapps\stupideye\sourcesdk_content\cstrike\mapsrc\pooldays.bsp 10 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\stupideye\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\stupideye\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\stupideye\sourcesdk_content\cstrike\mapsrc\pooldays" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\program files\steam\steamapps\stupideye\sourcesdk_content\cstrike\mapsrc\pooldays.bsp 989 faces 2 degenerate faces 65017 square feet [9362474.00 square inches] 0 displacements 0 square feet [0.00 square inches] 987 patches before subdivision 14819 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (16) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6) transfers 2722713, max 653 transfer lists: 20.8 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(48682, 48392, 22613) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(21089, 21521, 8004) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(6776, 6859, 1930) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(2603, 2666, 588) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(944, 967, 158) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(359, 370, 46) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(135, 139, 13) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(52, 53, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(20, 20, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(8, 8, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(3, 3, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(1, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #13 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0107 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) FinalLightFace Done 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 1/1024 48/49152 ( 0.1%) brushes 243/8192 2916/98304 ( 3.0%) brushsides 1601/65536 12808/524288 ( 2.4%) planes 440/65536 8800/1310720 ( 0.7%) vertexes 1753/65536 21036/786432 ( 2.7%) nodes 492/65536 15744/2097152 ( 0.8%) texinfos 116/12288 8352/884736 ( 0.9%) texdata 86/2048 2752/65536 ( 4.2%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 989/65536 55384/3670016 ( 1.5%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 553/65536 30968/3670016 ( 0.8%) leaves 494/65536 15808/2097152 ( 0.8%) leaffaces 1167/65536 2334/131072 ( 1.8%) leafbrushes 484/65536 968/131072 ( 0.7%) areas 2/256 16/2048 ( 0.8%) surfedges 6914/512000 27656/2048000 ( 1.4%) edges 3954/256000 15816/1024000 ( 1.5%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 91/32768 910/327680 ( 0.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1473/65536 2946/131072 ( 2.2%) cubemapsamples 3/1024 48/16384 ( 0.3%) overlays 66/512 23232/180224 (12.9%) LDR lightdata [variable] 411520/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 15994/16777216 ( 0.1%) entdata [variable] 822/393216 ( 0.2%) LDR leaf ambient 494/65536 11856/1572864 ( 0.8%) 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] 1/12 ( 8.3%) static props [variable] 1/2164 ( 0.0%) pakfile [variable] 351251/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 84074/4194304 ( 2.0%) ==== Total Win32 BSP file data space used: 1124237 bytes ==== Total triangle count: 2716 Writing c:\program files\steam\steamapps\stupideye\sourcesdk_content\cstrike\mapsrc\pooldays.bsp 25 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam\steamapps\stupideye\sourcesdk_content\cstrike\mapsrc\pooldays.bsp" "c:\program files\steam\steamapps\stupideye\counter-strike source\cstrike\maps\pooldays.bsp" [/code] It's probably some stupid mistake, always learning.
Hmm weird... Have you tried using a different game to load it up in? (gmod)
[QUOTE=Firegod522;18591805]Hmm weird... Have you tried using a different game to load it up in? (gmod)[/QUOTE] I'll try it in HL2 (don't have Gmod). Thanks for the idea. EDIT: Tried the map in HL2. Works fine. I think I'm going to start deleting things starting with the things I added last (before this problem). Any other ideas?
The compile log looked pretty damned clean so I don't really think any ideas could be given since all we also really know is that it crashed counter strike and there are many possible causes for that.
[QUOTE=SSBMMASTER;18595750]The compile log looked pretty damned clean so I don't really think any ideas could be given since all we also really know is that it crashed counter strike and there are many possible causes for that.[/QUOTE] Alright, I'll just start deleting recent things I added and hopefully I will figure this one out.
I know this thread is a little bit old, but I figured that in case anyone else gets this problem, it can be fixed by simply copying the map and pasting it in a new file. Worked for me.
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