Hey there, I've got quite a problem with my map right now that I can't seem to fix. I've put the compile log through the compile log checker and fixed some leaks, I thought that would fix it but, sadly no. When I try to compile my map, It will go into the game, but as soon as I would usually spawn in the map, I get a hl2.exe error and crash. I am completely stumped as to why now, I can't find any leaks and yet it still crashes. I would very much appreciate some help with this. I have VIS on fast, but I haven't tried it in normal because I dread how long it would take.
Compile log:
[CODE]
** Executing...
** Command: "c:\program files\steam\steamapps\stu324\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\stu324\half-life 2 episode two\ep2" "C:\Users\Stuart\Desktop\TheLonelyRoad\V2\TLR_Wasteland"
Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:\program files\steam\steamapps\stu324\half-life 2 episode two\ep2\materials
Loading C:\Users\Stuart\Desktop\TheLonelyRoad\V2\TLR_Wasteland.vmf
Patching WVT material: maps/tlr_wasteland/nature/blendsandweed005a_wvt_patch
Patching WVT material: maps/tlr_wasteland/concrete/blendbunk_conc01_wvt_patch
Patching WVT material: maps/tlr_wasteland/concrete/blendconcretedebris001a_wvt_patch
Patching WVT material: maps/tlr_wasteland/nature/blendrubbledirt001a_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8941.3 -8836.0 -11609.3)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 25905:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-9216.0 -3419.4 -11420.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 24238:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-9216.0 -3248.5 -11419.6)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 24238:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-9069.1 -3072.0 -11419.2)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 24238:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-9064.0 -3327.2 -11420.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 24238:
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8941.3 -8836.0 -11609.3)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 25905:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-9062.0 -3072.0 -11420.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 24238:
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 (1)
writing C:\Users\Stuart\Desktop\TheLonelyRoad\V2\TLR_Wasteland.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.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_01*.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 (2) (455610 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1345 texinfos to 853
Reduced 150 texdatas to 121 (6802 bytes to 5618)
Writing C:\Users\Stuart\Desktop\TheLonelyRoad\V2\TLR_Wasteland.bsp
12 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\stu324\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\stu324\half-life 2 episode two\ep2" -fast "C:\Users\Stuart\Desktop\TheLonelyRoad\V2\TLR_Wasteland"
Valve Software - vvis.exe (May 19 2009)
fastvis = true
4 threads
reading c:\users\stuart\desktop\thelonelyroad\v2\TLR_Wasteland.bsp
reading c:\users\stuart\desktop\thelonelyroad\v2\TLR_Wasteland.prt
3842 portalclusters
12188 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (9)
Optimized: 429155 visible clusters (0.00%)
Total clusters visible: 10291490
Average clusters visible: 2678
Building PAS...
Average clusters audible: 3571
visdatasize:3300936 compressed from 3749792
writing c:\users\stuart\desktop\thelonelyroad\v2\TLR_Wasteland.bsp
11 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\stu324\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\stu324\half-life 2 episode two\ep2" "C:\Users\Stuart\Desktop\TheLonelyRoad\V2\TLR_Wasteland"
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\users\stuart\desktop\thelonelyroad\v2\TLR_Wasteland.bsp
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Setting up ray-trace acceleration structure... Done (6.74 seconds)
10668 faces
40 degenerate faces
16956858 square feet [2441787648.00 square inches]
160 Displacements
6541013 Square Feet [941905984.00 Square Inches]
10628 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
75422 patches after subdivision
67 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (42)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (176)
transfers 11319650, max 1323
transfer lists: 86.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(103301, 61569, 29083)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(11742, 6237, 2826)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1985, 904, 379)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(428, 148, 54)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(97, 26, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(27, 5, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(7, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1148 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (60)
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 (68)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 65/1024 3120/49152 ( 6.3%)
brushes 1244/8192 14928/98304 (15.2%)
brushsides 18444/65536 147552/524288 (28.1%)
planes 27882/65536 557640/1310720 (42.5%)
vertexes 15462/65536 185544/786432 (23.6%)
nodes 8910/65536 285120/2097152 (13.6%)
texinfos 853/12288 61416/884736 ( 6.9%)
texdata 121/2048 3872/65536 ( 5.9%)
dispinfos 160/0 28160/0 ( 0.0%)
disp_verts 46240/0 924800/0 ( 0.0%)
disp_tris 81920/0 163840/0 ( 0.0%)
disp_lmsamples 334989/0 334989/0 ( 0.0%)
faces 10668/65536 597408/3670016 (16.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4164/65536 233184/3670016 ( 6.4%)
leaves 8976/65536 287232/2097152 (13.7%)
leaffaces 11312/65536 22624/131072 (17.3%)
leafbrushes 6624/65536 13248/131072 (10.1%)
areas 3/256 24/2048 ( 1.2%)
surfedges 67278/512000 269112/2048000 (13.1%)
edges 36987/256000 147948/1024000 (14.4%)
LDR worldlights 67/8192 5896/720896 ( 0.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 919/32768 9190/327680 ( 2.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 14823/65536 29646/131072 (22.6%)
cubemapsamples 34/1024 544/16384 ( 3.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 5958352/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 3300936/16777216 (19.7%)
entdata [variable] 174482/393216 (44.4%)
LDR ambient table 8976/65536 35904/262144 (13.7%)
HDR ambient table 8976/65536 35904/262144 (13.7%)
LDR leaf ambient 35131/65536 983668/1835008 (53.6%)
HDR leaf ambient 8976/65536 251328/1835008 (13.7%)
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] 1/1470 ( 0.1%)
pakfile [variable] 3731251/0 ( 0.0%)
physics [variable] 455610/4194304 (10.9%)
physics terrain [variable] 82214/1048576 ( 7.8%)
Level flags = 0
Total triangle count: 29183
Writing c:\users\stuart\desktop\thelonelyroad\v2\TLR_Wasteland.bsp
6 minutes, 0 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Stuart\Desktop\TheLonelyRoad\V2\TLR_Wasteland.bsp" "c:\program files\steam\steamapps\stu324\half-life 2 episode two\ep2\maps\TLR_Wasteland.bsp"
** Executing...
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 420 -game "c:\program files\steam\steamapps\stu324\half-life 2 episode two\ep2" -toconsole -dev -console +sv_lan 1 +map "TLR_Wasteland"
[/CODE]
Try using the [url=http://developer.valvesoftware.com/wiki/Hammer_Cordon_Usage]Cordon Tool[/url] to test sections of the map at a time.
Also, don't let Hammer run the game and map.
Well when I try do it with the map test function, It always tels me that "client has timed out" then I just go into "create server" and test it from there.
Any power 4 displacements?
You also need to optimize, those portal errors may well be caused by visleaf clusterfuck.
Yes, I have 4 power displacements.
[QUOTE=a wet towel;21160941]Yes, I have 4 power displacements.[/QUOTE]
Save away a copy of the map as it is now, then make them power 3. See if that fixes it.
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