• hl2.exe crashes when I load map
    5 replies, posted
I think it could be this: Could not locate 'GameData' key in c:\program files\steam\steamapps\*\counter-strike source\cstrike\gameinfo.txt [code] ** Executing... ** Command: "c:\program files\steam\steamapps\*\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\*\counter-strike source\cstrike" "C:\Users\Max\Desktop\SDK\de_dekcor_beta.vmf" Valve Software - vbsp.exe (Jun 8 2010) 2 threads materialPath: c:\program files\steam\steamapps\*\counter-strike source\cstrike\materials Loading C:\Users\Max\Desktop\SDK\de_dekcor_beta.vmf Could not locate 'GameData' key in c:\program files\steam\steamapps\*\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/de_dekcor_beta/dev/dev_blendmeasure_wvt_patch Patching WVT material: maps/de_dekcor_beta/nature/blendgrassgrass001a_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) Chop Details...done (0) Find Visible Detail Sides...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Max\Desktop\SDK\de_dekcor_beta.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 (0) (102141 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 438 texinfos to 232 Reduced 64 texdatas to 51 (2154 bytes to 1657) Writing C:\Users\Max\Desktop\SDK\de_dekcor_beta.bsp 2 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\*\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\*\counter-strike source\cstrike" -fast "C:\Users\Max\Desktop\SDK\de_dekcor_beta" Valve Software - vvis.exe (Jun 8 2010) fastvis = true 2 threads reading c:\users\max\desktop\sdk\de_dekcor_beta.bsp reading c:\users\max\desktop\sdk\de_dekcor_beta.prt 456 portalclusters 1479 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 14213 visible clusters (0.00%) Total clusters visible: 124561 Average clusters visible: 273 Building PAS... Average clusters audible: 456 visdatasize:55390 compressed from 58368 writing c:\users\max\desktop\sdk\de_dekcor_beta.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\*\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\*\counter-strike source\cstrike" "C:\Users\Max\Desktop\SDK\de_dekcor_beta" Valve Software - vrad.exe SSE (Jun 8 2010) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\users\max\desktop\sdk\de_dekcor_beta.bsp Setting up ray-trace acceleration structure... Done (0.42 seconds) 1315 faces 349001 square feet [50256284.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 1315 patches before subdivision 9187 patches after subdivision 9 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5) transfers 649737, max 368 transfer lists: 5.0 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(22429, 24811, 24040) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(2288, 2349, 1842) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(217, 216, 143) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(23, 22, 13) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(2, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0055 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) 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 (6) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 3/1024 144/49152 ( 0.3%) brushes 282/8192 3384/98304 ( 3.4%) brushsides 2101/65536 16808/524288 ( 3.2%) planes 1170/65536 23400/1310720 ( 1.8%) vertexes 2244/65536 26928/786432 ( 3.4%) nodes 914/65536 29248/2097152 ( 1.4%) texinfos 232/12288 16704/884736 ( 1.9%) texdata 51/2048 1632/65536 ( 2.5%) 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 1315/65536 73640/3670016 ( 2.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 618/65536 34608/3670016 ( 0.9%) leaves 918/65536 29376/2097152 ( 1.4%) leaffaces 1538/65536 3076/131072 ( 2.3%) leafbrushes 854/65536 1708/131072 ( 1.3%) areas 2/256 16/2048 ( 0.8%) surfedges 8673/512000 34692/2048000 ( 1.7%) edges 5091/256000 20364/1024000 ( 2.0%) LDR worldlights 9/8192 792/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 3/32768 36/393216 ( 0.0%) waterstrips 109/32768 1090/327680 ( 0.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1707/65536 3414/131072 ( 2.6%) cubemapsamples 7/1024 112/16384 ( 0.7%) overlays 14/512 4928/180224 ( 2.7%) LDR lightdata [variable] 482456/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 55390/16777216 ( 0.3%) entdata [variable] 8776/393216 ( 2.2%) LDR ambient table 918/65536 3672/262144 ( 1.4%) HDR ambient table 918/65536 3672/262144 ( 1.4%) LDR leaf ambient 4334/65536 121352/1835008 ( 6.6%) HDR leaf ambient 918/65536 25704/1835008 ( 1.4%) 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] 1/2466 ( 0.0%) pakfile [variable] 850793/0 ( 0.0%) physics [variable] 102141/4194304 ( 2.4%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 3568 Writing c:\users\max\desktop\sdk\de_dekcor_beta.bsp 19 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Max\Desktop\SDK\de_dekcor_beta.bsp" "c:\program files\steam\steamapps\*\counter-strike source\cstrike\maps\de_dekcor_beta.bsp" ** Executing... ** Command: c:\program files\steam\steam.exe ** Parameters: -applaunch 240 -game "c:\program files\steam\steamapps\*\counter-strike source\cstrike" +map "de_dekcor_beta" [/code] I googled this, and most of the errors occur because of a leak. I have a block skybox around my map. There is no optimization either.
Use this in the future: [url]http://www.interlopers.net/errors/[/url] It'll tell you what's wrong and what needs to be fixed.
Doesn't look it has any errors that it can find. Says Search Results 0.
You copy the entire compile log into the box and click on "Check log". This came up: [b]fastvis = true[/b] [i]Description:[/i] You seem to be running vvis in -fast mode. This is okay for testing purposes, but mind that this will cause: - Strange compile errors, like 'cluster saw into cluster' errors - Strange errors ingame (including unexpected crashes) - Hitting limits ingame, by skipping essential optimization processses - Lower performance ingame [i]Solution:[/i] If you experience any of these problems, and don't have any specific clues for the cause, please try to compile without the -fast option, see if that helps. If compiling without -fast is taking too long /seems to crash vvis, you may need to optimize your map using func_detail
I ran as normal and when I reposted the compile log nothing came up. Still crashed.
Use the cordon tool to only compile certain parts of the your map until you get a part where it crashes. Then try to narrow it down until you find what causes the crash.
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