• Garry's Mod crashes when player looks at certain area
    17 replies, posted
Hey all, hope someone can shed some light on this issue. First of all it would beneficial to say that this is my first map. The main issue that I'm running into is that when I compile my map and run it in Garry's Mod, there is a certain area where two brushes meet that makes the map crash [B]when you look at them[/B]. The map runs fine in Garry's Mod unless you walk through or look at the area. I have tried moving the brushes around so that they don't meet, completely deleted the brushes all together; still no results. Now the main thing that confuses me is that I ran the map in Half-Life 2: Episode 2 and the problem area does not cause Half-Life 2 to crash. Naturally, I thought the issue was a problematic add-on; nope still crashes. I've attached the map so you can see the problem area. The picture below highlights the area that causes the map to crash. [IMG]http://i.imgur.com/u2VCbRT.jpg[/IMG] Any help is appreciated. Thanks! Link to map: [url]http://www.filedropper.com/suburbs[/url]
Did you texture a func_breakable_surf with a texture other than the one ending in 070a.vtf? (I can't remember its full name right now)
Nope I definitely did not. Is their anything else I can give for investigation? I have the crash log here: [url]http://www.filedropper.com/hl2140713crash201486t02811c0[/url]
Can you post a screenshot of the visleafs (mat_visleaf 3)? I suspect it might be part of the problem.
Any way I could locate mat_visleaf 3? Below is a close-up of the area that crashes the game in Garry's Mod: [url]http://i.imgur.com/KOLZOhs.jpg[/url] [editline]6th August 2014[/editline] Here's the compiler process info: [CODE]** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\HammerAutosave\work82.vmf" Valve Software - vbsp.exe (May 15 2014) 8 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\materials Loading C:\HammerAutosave\work82.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt Patching WVT material: maps/work82/concrete/blenddebris001a_wvt_patch Patching WVT material: maps/work82/nature/blendgrassgravel003a_wvt_patch Patching WVT material: maps/work82/concrete/blendconcreterock001a_wvt_patch 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:\HammerAutosave\work82.prt...Building visibility clusters... done (0) material "skybox/militia_hdrrt" not found. Can't load skybox file skybox/militia_hdr to build the default cubemap! Can't load skybox file skybox/militia_hdr 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) (137437 bytes) Error loading studio model "models/props/de_inferno/bushgreenbig.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1015 texinfos to 532 Reduced 53 texdatas to 37 (1698 bytes to 1288) Writing C:\HammerAutosave\work82.bsp 1 second elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" -fast "C:\HammerAutosave\work82" Valve Software - vvis.exe (May 15 2014) fastvis = true 8 threads reading c:\hammerautosave\work82.bsp reading c:\hammerautosave\work82.prt 1238 portalclusters 3591 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 50060 visible clusters (3.89%) Total clusters visible: 1287002 Average clusters visible: 1039 Building PAS... Average clusters audible: 1235 visdatasize:386852 compressed from 396160 writing c:\hammerautosave\work82.bsp 0 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe" ** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" -noextra "C:\HammerAutosave\work82" Valve Software - vrad.exe SSE (May 15 2014) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\hammerautosave\work82.bsp Setting up ray-trace acceleration structure... Done (0.23 seconds) 5181 faces 7 degenerate faces 5928837 square feet [853752576.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 5174 patches before subdivision 99552 patches after subdivision sun extent from map=0.087156 3 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9) transfers 6610970, max 1511 transfer lists: 50.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(35586, 33685, 20637) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(3140, 2680, 1760) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(685, 544, 366) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(229, 165, 108) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(82, 53, 32) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(32, 19, 11) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(13, 7, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(5, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0415 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4) 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 (3) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 6/1024 288/49152 ( 0.6%) brushes 342/8192 4104/98304 ( 4.2%) brushsides 2339/65536 18712/524288 ( 3.6%) planes 2150/65536 43000/1310720 ( 3.3%) vertexes 7365/65536 88380/786432 (11.2%) nodes 2839/65536 90848/2097152 ( 4.3%) texinfos 532/12288 38304/884736 ( 4.3%) texdata 37/2048 1184/65536 ( 1.8%) 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 5181/65536 290136/3670016 ( 7.9%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1419/65536 79464/3670016 ( 2.2%) leaves 2846/65536 91072/2097152 ( 4.3%) leaffaces 5825/65536 11650/131072 ( 8.9%) leafbrushes 1822/65536 3644/131072 ( 2.8%) areas 3/256 24/2048 ( 1.2%) surfedges 29951/512000 119804/2048000 ( 5.8%) edges 15988/256000 63952/1024000 ( 6.2%) LDR worldlights 3/8192 264/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 359/32768 3590/327680 ( 1.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 5958/65536 11916/131072 ( 9.1%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 4692764/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 386852/16777216 ( 2.3%) entdata [variable] 16531/393216 ( 4.2%) LDR ambient table 2846/65536 11384/262144 ( 4.3%) HDR ambient table 2846/65536 11384/262144 ( 4.3%) LDR leaf ambient 7765/65536 217420/1835008 (11.8%) HDR leaf ambient 2846/65536 79688/1835008 ( 4.3%) 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] 1/3126 ( 0.0%) pakfile [variable] 6943/0 ( 0.0%) physics [variable] 137437/4194304 ( 3.3%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 13864 Writing c:\hammerautosave\work82.bsp 19 seconds elapsed Valve Software - vrad.exe SSE (May 15 2014) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\hammerautosave\work82.bsp Setting up ray-trace acceleration structure... Done (0.24 seconds) 5181 faces 7 degenerate faces 5928837 square feet [853752576.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 5174 patches before subdivision 99552 patches after subdivision sun extent from map=0.087156 3 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (8) transfers 6610970, max 1511 transfer lists: 50.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(35586, 33685, 20637) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(3140, 2680, 1760) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(685, 544, 366) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(229, 165, 108) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(82, 53, 32) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(32, 19, 11) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(13, 7, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(5, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0449 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4) 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 (3) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 6/1024 288/49152 ( 0.6%) brushes 342/8192 4104/98304 ( 4.2%) brushsides 2339/65536 18712/524288 ( 3.6%) planes 2150/65536 43000/1310720 ( 3.3%) vertexes 7365/65536 88380/786432 (11.2%) nodes 2839/65536 90848/2097152 ( 4.3%) texinfos 532/12288 38304/884736 ( 4.3%) texdata 37/2048 1184/65536 ( 1.8%) 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 5181/65536 290136/3670016 ( 7.9%) hdr faces 5181/65536 290136/3670016 ( 7.9%) origfaces 1419/65536 79464/3670016 ( 2.2%) leaves 2846/65536 91072/2097152 ( 4.3%) leaffaces 5825/65536 11650/131072 ( 8.9%) leafbrushes 1822/65536 3644/131072 ( 2.8%) areas 3/256 24/2048 ( 1.2%) surfedges 29951/512000 119804/2048000 ( 5.8%) edges 15988/256000 63952/1024000 ( 6.2%) LDR worldlights 3/8192 264/720896 ( 0.0%) HDR worldlights 3/8192 264/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 359/32768 3590/327680 ( 1.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 5958/65536 11916/131072 ( 9.1%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 4692764/0 ( 0.0%) HDR lightdata [variable] 4692764/0 ( 0.0%) visdata [variable] 386852/16777216 ( 2.3%) entdata [variable] 16531/393216 ( 4.2%) LDR ambient table 2846/65536 11384/262144 ( 4.3%) HDR ambient table 2846/65536 11384/262144 ( 4.3%) LDR leaf ambient 7765/65536 217420/1835008 (11.8%) HDR leaf ambient 7765/65536 217420/1835008 (11.8%) 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] 1/3126 ( 0.0%) pakfile [variable] 6943/0 ( 0.0%) physics [variable] 137437/4194304 ( 3.3%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 13864 Writing c:\hammerautosave\work82.bsp 19 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\HammerAutosave\work82.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\maps\work82.bsp" ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" +map "work82" -steam [/CODE]
Did you build on normal or fast?
Was just about to post settings for compilation: Run BSP: Normal Run VIS: Fast Run RAD: Fast (HDR checked) No parameters
How does it work set to normal?
I've actually been compiling using normal settings since I last posted. I'll update when it completes.
[QUOTE=Shmigle;45605957]Any way I could locate mat_visleaf 3? [/QUOTE] Use the console. Rule of thumb for future reference, if compiling VIS on fast ever actually saves you time, your map probably needs serious optimization. I can already tell you VIS shouldn't have taken 8 seconds on such a small and simple map, so you may want to look into that. Definitely get us a screen of the visleaves for further analysis, though.
By compiling your map on fast; your map is susceptible to this problem. rp_evocity_v2d had a similar problem, if anyone entered the cave it would cause the whole server to crash. Most servers prevented this by placing scripted playerclips or placing props in the way. However in your case, I'm sure this can be fixed by making sure that the map is compiled on normal.
rp_evocity_v2d was compiled with -fast? I remember it ran pretty well for a map of its size.
Might ask Sgt. I think this error is only encounterable with -fast.
Yup I'm gonna need to optimize my map a lot. It's still compiling. [editline]6th August 2014[/editline] Ok I took a couple screenshots using mat_leafvis 3. Here are the results: [IMG]http://imgur.com/tR7k455.jpg[/IMG] [IMG]http://imgur.com/XoP974U.jpg[/IMG] [IMG]http://i.imgur.com/P1evpq9.jpg[/IMG] If there are any other angles that would help to solve the problem please tell me and I'll post more. EDIT: I also noticed I only crash in Garry's Mod when I'm walking and look at the area. If I no-clip there are no problems.
Yeah, wow. Look into some [url=https://developer.valvesoftware.com/wiki/Visibility_optimization]optimzation.[/url] Even just a few proper func_details could help this.
Ok i'm gonna be nice. if you send me the VMF file i will happily optimise your map. Other whys you can set the fence to func detail. don't box your map, spend time making a proper skybox and only put a skybox around the outside and where you can see the out side. And another note "does it block your view if no make it a Func_Detail if yes keep it a world brush" [editline]6th August 2014[/editline] here is a handy video to help optimising [url]https://www.youtube.com/watch?v=swBfUW-Bsxs&list=LLNhaLh6RYZ7P-J8KqatqNTQ&index=2[/url]
[QUOTE]Ok i'm gonna be nice. if you send me the VMF file i will happily optimise your map.[/QUOTE] Thanks for the offer but I should really learn how to do this since I'll probably be making more maps in the future. I'm going to start working on optimizing the map and I'll report back here with the outcome. Again thanks for all the help guys.
[url=http://www.optimization.interlopers.net/]This is my go to guide[/url] for optimization. It covers everything in a way that almost anyone can understand.
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