Discord
Steam
/
Developers
/
Map causing cr..
Login/Join
Event Log
Map causing crashes
2 replies, posted
Search
In This Thread
I haven't got much information on this. I compiled my map, but now whenever I use it, it makes Gmod crash. Crash dump: [url]http://dumps.metastruct.uk.to/dumper.py?dump=hl2_140713_crash_2015_3_3T16_34_13C0.mdmp&key=UGQSRGAggPW4tVFEFygGBGtHhNachesn2ZlDCzanDwnZhASDnQnjgzoPkDPy_olnSp70AfKQE70d4bzDzRCi9UouNBdovyHVOPxLxy14hpv9BpcPcFHtPma_avsndvx2zX0VWz-QehrC8T6Xm62OQVeBefaWS4vU9ptN5dvfF7k=[/url] Compile Log: [code] ** Executing... ** Command: "e:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe" ** Parameters: -game "e:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "C:\Users\Joey\Desktop\rp_city3.vmf" Valve Software - vbsp.exe (Sep 30 2014) 4 threads materialPath: e:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig\materials Loading C:\Users\Joey\Desktop\rp_city3.vmf Could not locate 'GameData' key in e:\program files (x86)\steam\steamapps\common\source sdk base 2013 multiplayer\customconfig\gameinfo.txt 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:\Users\Joey\Desktop\rp_city3.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) (43664 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 68 texinfos to 26 Reduced 9 texdatas to 9 (213 bytes to 213) Writing C:\Users\Joey\Desktop\rp_city3.bsp 0 seconds elapsed ** Executing... ** Command: "e:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vvis.exe" ** Parameters: -game "e:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "C:\Users\Joey\Desktop\rp_city3" Valve Software - vvis.exe (Sep 30 2014) 4 threads reading c:\users\joey\desktop\rp_city3.bsp reading c:\users\joey\desktop\rp_city3.prt 118 portalclusters 258 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 (0) Optimized: 32 visible clusters (0.27%) Total clusters visible: 11972 Average clusters visible: 101 Building PAS... Average clusters audible: 116 visdatasize:4481 compressed from 3776 writing c:\users\joey\desktop\rp_city3.bsp 0 seconds elapsed ** Executing... ** Command: "e:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe" ** Parameters: -both -game "e:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "C:\Users\Joey\Desktop\rp_city3" Valve Software - vrad.exe SSE (Sep 30 2014) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\joey\desktop\rp_city3.bsp Setting up ray-trace acceleration structure... Done (0.11 seconds) 899 faces 4883269 square feet [703190720.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 899 patches before subdivision 47359 patches after subdivision sun extent from map=0.017452 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (7) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1) transfers 2476595, max 454 transfer lists: 18.9 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(78233, 58870, 18194) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(4285, 4468, 1796) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(465, 712, 329) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(67, 148, 74) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(11, 35, 18) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(2, 9, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(0, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(0, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0150 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. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 5/1024 240/49152 ( 0.5%) brushes 125/8192 1500/98304 ( 1.5%) brushsides 750/65536 6000/524288 ( 1.1%) planes 360/65536 7200/1310720 ( 0.5%) vertexes 1296/65536 15552/786432 ( 2.0%) nodes 697/65536 22304/2097152 ( 1.1%) texinfos 26/12288 1872/884736 ( 0.2%) texdata 9/2048 288/65536 ( 0.4%) 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 899/65536 50344/3670016 ( 1.4%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 132/65536 7392/3670016 ( 0.2%) leaves 703/65536 22496/2097152 ( 1.1%) leaffaces 953/65536 1906/131072 ( 1.5%) leafbrushes 531/65536 1062/131072 ( 0.8%) areas 3/256 24/2048 ( 1.2%) surfedges 4467/512000 17868/2048000 ( 0.9%) edges 2437/256000 9748/1024000 ( 1.0%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 44/32768 440/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 702/65536 1404/131072 ( 1.1%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 4481616/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 4481/16777216 ( 0.0%) entdata [variable] 7228/393216 ( 1.8%) LDR ambient table 703/65536 2812/262144 ( 1.1%) HDR ambient table 703/65536 2812/262144 ( 1.1%) LDR leaf ambient 1643/65536 46004/1835008 ( 2.5%) HDR leaf ambient 703/65536 19684/1835008 ( 1.1%) 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] 1/2320 ( 0.0%) pakfile [variable] 105663/0 ( 0.0%) physics [variable] 43664/4194304 ( 1.0%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 2141 Writing c:\users\joey\desktop\rp_city3.bsp 11 seconds elapsed Valve Software - vrad.exe SSE (Sep 30 2014) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\joey\desktop\rp_city3.bsp Setting up ray-trace acceleration structure... Done (0.11 seconds) 899 faces 4883269 square feet [703190720.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 899 patches before subdivision 47359 patches after subdivision sun extent from map=0.017452 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (7) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1) transfers 2476595, max 454 transfer lists: 18.9 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(62571, 47072, 14525) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(3424, 3567, 1428) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(371, 567, 261) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(54, 118, 58) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(9, 28, 14) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(2, 7, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(0, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0157 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) 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 (1) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 5/1024 240/49152 ( 0.5%) brushes 125/8192 1500/98304 ( 1.5%) brushsides 750/65536 6000/524288 ( 1.1%) planes 360/65536 7200/1310720 ( 0.5%) vertexes 1296/65536 15552/786432 ( 2.0%) nodes 697/65536 22304/2097152 ( 1.1%) texinfos 26/12288 1872/884736 ( 0.2%) texdata 9/2048 288/65536 ( 0.4%) 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 899/65536 50344/3670016 ( 1.4%) hdr faces 899/65536 50344/3670016 ( 1.4%) origfaces 132/65536 7392/3670016 ( 0.2%) leaves 703/65536 22496/2097152 ( 1.1%) leaffaces 953/65536 1906/131072 ( 1.5%) leafbrushes 531/65536 1062/131072 ( 0.8%) areas 3/256 24/2048 ( 1.2%) surfedges 4467/512000 17868/2048000 ( 0.9%) edges 2437/256000 9748/1024000 ( 1.0%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 2/8192 176/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 44/32768 440/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 702/65536 1404/131072 ( 1.1%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 4481616/0 ( 0.0%) HDR lightdata [variable] 4481616/0 ( 0.0%) visdata [variable] 4481/16777216 ( 0.0%) entdata [variable] 7228/393216 ( 1.8%) LDR ambient table 703/65536 2812/262144 ( 1.1%) HDR ambient table 703/65536 2812/262144 ( 1.1%) LDR leaf ambient 1643/65536 46004/1835008 ( 2.5%) HDR leaf ambient 1608/65536 45024/1835008 ( 2.5%) 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] 1/2320 ( 0.0%) pakfile [variable] 105663/0 ( 0.0%) physics [variable] 43664/4194304 ( 1.0%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 2141 Writing c:\users\joey\desktop\rp_city3.bsp 10 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Joey\Desktop\rp_city3.bsp" "\rp_city3.bsp"[/code]
It works just fine on ep2, I'll try reinstalling garry's mod. I guess this isn't a map problem then.
Sorry, you need to
Log In
to post a reply to this thread.