• Map compiling issue
    15 replies, posted
Whenever I compile my Counter-Strike:Source maps and it runs after compile the game crashes immediately. I have checked over the compile log there is nothing wrong; I have also tried several other maps all with the same issue. I have even tried the Compile log checker from Interloper and had friends try to compile my .vmfs all encountering the same issues. I have uninstalled and reinstalled Source SDK getting the same results. Does anyone else have this issue, thanks in advance. ------- This has been resolved.
go to [url]www.interlopers.net/errors[/url] see if it tells you different.
Maybe CSS is the problem. Ask your friends to try and play it.
did you add spawn points?
[QUOTE=IAmAnooB;16233899]did you add spawn points?[/QUOTE] Yes, there is everything that is required to have a fully functioning map; just for some odd reason it fails to compile correctly but without any compile errors.
Maybe reset game configurations? Verify CS:S game cache?
Just post your compile log here anyway. It won't hurt.
[QUOTE=robmaister12;16234533]Maybe reset game configurations? Verify CS:S game cache?[/QUOTE] I will try both of these, and retry. Tried it, same results here is the compile log. [code] ** Executing... ** Command: "d:\steam\steamapps\tj_nator2\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "d:\steam\steamapps\tj_nator2\counter-strike source\cstrike" "D:\Steam\SteamApps\tjnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3" Valve Software - vbsp.exe (Dec 11 2006) 4 threads materialPath: d:\steam\steamapps\tj_nator2\counter-strike source\cstrike\materials Loading D:\Steam\SteamApps\tjnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3.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) Chop Details...done (0) Find Visible Detail Sides... Merged 116 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing D:\Steam\SteamApps\tjnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/militia_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 (0) (44809 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 84 texinfos to 41 Reduced 10 texdatas to 8 (323 bytes to 209) Writing D:\Steam\SteamApps\tjnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3.bsp 1 second elapsed ** Executing... ** Command: "d:\steam\steamapps\tj_nator2\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "d:\steam\steamapps\tj_nator2\counter-strike source\cstrike" "D:\Steam\SteamApps\tjnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3" Valve Software - vvis.exe (Nov 8 2007) 4 threads reading d:\steam\steamapps\tjnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3.bsp reading d:\steam\steamapps\tjnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3.prt 97 portalclusters 307 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 (1) Optimized: 0 visible clusters (0.00%) Total clusters visible: 9409 Average clusters visible: 97 Building PAS... Average clusters audible: 97 visdatasize:3302 compressed from 3104 writing d:\steam\steamapps\tjnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3.bsp 1 second elapsed ** Executing... ** Command: "d:\steam\steamapps\tj_nator2\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "d:\steam\steamapps\tj_nator2\counter-strike source\cstrike" "D:\Steam\SteamApps\tjnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 4 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading d:\steam\steamapps\tjnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3.bsp 640 faces 401728 square feet [57848952.00 square inches] 0 displacements 0 square feet [0.00 square inches] 640 patches before subdivision 19740 patches after subdivision 22 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (15) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2) transfers 1337209, max 291 transfer lists: 10.2 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(359239, 125416, 31155) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(159076, 20720, 1447) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(70157, 3064, 59) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(33150, 507, 7) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(16266, 81, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(8438, 13, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(4563, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(2583, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(1511, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(911, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(561, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(351, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(223, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #14 added RGB(143, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(92, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #16 added RGB(60, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #17 added RGB(39, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #18 added RGB(26, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #19 added RGB(17, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #20 added RGB(11, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #21 added RGB(7, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #22 added RGB(5, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #23 added RGB(3, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #24 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #25 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #26 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0163 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 3/1024 144/49152 ( 0.3%) brushes 127/8192 1524/98304 ( 1.6%) brushsides 776/65536 6208/524288 ( 1.2%) planes 248/65536 4960/1310720 ( 0.4%) vertexes 1176/65536 14112/786432 ( 1.8%) nodes 186/65536 5952/2097152 ( 0.3%) texinfos 41/12288 2952/884736 ( 0.3%) texdata 8/2048 256/65536 ( 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 640/65536 35840/3670016 ( 1.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 392/65536 21952/3670016 ( 0.6%) leaves 190/65536 6080/2097152 ( 0.3%) leaffaces 1003/65536 2006/131072 ( 1.5%) leafbrushes 324/65536 648/131072 ( 0.5%) areas 2/256 16/2048 ( 0.8%) surfedges 4988/512000 19952/2048000 ( 1.0%) edges 3056/256000 12224/1024000 ( 1.2%) LDR worldlights 22/8192 1936/720896 ( 0.3%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 162/32768 1620/327680 ( 0.5%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 2871/65536 5742/131072 ( 4.4%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 404308/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 3302/16777216 ( 0.0%) entdata [variable] 10717/393216 ( 2.7%) LDR leaf ambient 190/65536 4560/1572864 ( 0.3%) 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] 1/12 ( 8.3%) pakfile [variable] 174253/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 44809/4194304 ( 1.1%) ==== Total Win32 BSP file data space used: 786091 bytes ==== Total triangle count: 2144 Writing d:\steam\steamapps\tjnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3.bsp 28 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "D:\Steam\SteamApps\tjnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3.bsp" "d:\steam\steamapps\tj_nator2\counter-strike source\cstrike\maps\gg_z_quickmatch_v3.bsp" ** Executing... ** Command: "d:\steam\steamapps\tj_nator2\counter-strike source\hl2.exe" ** Parameters: -game "d:\steam\steamapps\tj_nator2\counter-strike source\cstrike" +map "gg_z_quickmatch_v3" [/code]
What if you start the map manually? Does it still crash?
Oh wait, I had a similar issue with a map of mine. Try cordoning off sections of your map to see if a specific area crashes the map. I remember I could not fix my issue, so I just loaded an old autosave and reworked it from there. Post your in-game console log too, you might have a bad entity or something. only if you manually load the map, that is.
[QUOTE=robmaister12;16236322]Oh wait, I had a similar issue with a map of mine. Try cordoning off sections of your map to see if a specific area crashes the map. I remember I could not fix my issue, so I just loaded an old autosave and reworked it from there. Post your in-game console log too, you might have a bad entity or something. only if you manually load the map, that is.[/QUOTE] Whenever the map is run Counter-Strike:Source crashes completely, sometimes taking steam with it.
[QUOTE=z-machine;16234822]I will try both of these, and retry. Tried it, same results here is the compile log. [code] ** Executing... ** Command: "d:\steam\steamapps\tj_nator2\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "d:\steam\steamapps\tj_nator2\counter-strike source\cstrike" "D:\Steam\SteamApps\tjnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3" Valve Software - vbsp.exe (Dec 11 2006) 4 threads materialPath: d:\steam\steamapps\tj_nator2\counter-strike source\cstrike\materials Loading D:\Steam\SteamApps\tjnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3.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) Chop Details...done (0) Find Visible Detail Sides... Merged 116 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing D:\Steam\SteamApps\tjnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/militia_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 (0) (44809 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 84 texinfos to 41 Reduced 10 texdatas to 8 (323 bytes to 209) Writing D:\Steam\SteamApps\tjnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3.bsp 1 second elapsed ** Executing... ** Command: "d:\steam\steamapps\tj_nator2\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "d:\steam\steamapps\tj_nator2\counter-strike source\cstrike" "D:\Steam\SteamApps\tjnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3" Valve Software - vvis.exe (Nov 8 2007) 4 threads reading d:\steam\steamapps\tjnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3.bsp reading d:\steam\steamapps\tjnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3.prt 97 portalclusters 307 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 (1) Optimized: 0 visible clusters (0.00%) Total clusters visible: 9409 Average clusters visible: 97 Building PAS... Average clusters audible: 97 visdatasize:3302 compressed from 3104 writing d:\steam\steamapps\tjnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3.bsp 1 second elapsed ** Executing... ** Command: "d:\steam\steamapps\tj_nator2\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "d:\steam\steamapps\tj_nator2\counter-strike source\cstrike" "D:\Steam\SteamApps\tjnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 4 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading d:\steam\steamapps\tjnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3.bsp 640 faces 401728 square feet [57848952.00 square inches] 0 displacements 0 square feet [0.00 square inches] 640 patches before subdivision 19740 patches after subdivision 22 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (15) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2) transfers 1337209, max 291 transfer lists: 10.2 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(359239, 125416, 31155) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(159076, 20720, 1447) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(70157, 3064, 59) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(33150, 507, 7) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(16266, 81, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(8438, 13, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(4563, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(2583, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(1511, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(911, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(561, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(351, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(223, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #14 added RGB(143, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(92, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #16 added RGB(60, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #17 added RGB(39, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #18 added RGB(26, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #19 added RGB(17, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #20 added RGB(11, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #21 added RGB(7, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #22 added RGB(5, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #23 added RGB(3, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #24 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #25 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #26 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0163 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 3/1024 144/49152 ( 0.3%) brushes 127/8192 1524/98304 ( 1.6%) brushsides 776/65536 6208/524288 ( 1.2%) planes 248/65536 4960/1310720 ( 0.4%) vertexes 1176/65536 14112/786432 ( 1.8%) nodes 186/65536 5952/2097152 ( 0.3%) texinfos 41/12288 2952/884736 ( 0.3%) texdata 8/2048 256/65536 ( 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 640/65536 35840/3670016 ( 1.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 392/65536 21952/3670016 ( 0.6%) leaves 190/65536 6080/2097152 ( 0.3%) leaffaces 1003/65536 2006/131072 ( 1.5%) leafbrushes 324/65536 648/131072 ( 0.5%) areas 2/256 16/2048 ( 0.8%) surfedges 4988/512000 19952/2048000 ( 1.0%) edges 3056/256000 12224/1024000 ( 1.2%) LDR worldlights 22/8192 1936/720896 ( 0.3%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 162/32768 1620/327680 ( 0.5%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 2871/65536 5742/131072 ( 4.4%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 404308/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 3302/16777216 ( 0.0%) entdata [variable] 10717/393216 ( 2.7%) LDR leaf ambient 190/65536 4560/1572864 ( 0.3%) 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] 1/12 ( 8.3%) pakfile [variable] 174253/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 44809/4194304 ( 1.1%) ==== Total Win32 BSP file data space used: 786091 bytes ==== Total triangle count: 2144 Writing d:\steam\steamapps\tjnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3.bsp 28 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "D:\Steam\SteamApps\tjnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3.bsp" "d:\steam\steamapps\tj_nator2\counter-strike source\cstrike\maps\gg_z_quickmatch_v3.bsp" ** Executing... ** Command: "d:\steam\steamapps\tj_nator2\counter-strike source\hl2.exe" ** Parameters: -game "d:\steam\steamapps\tj_nator2\counter-strike source\cstrike" +map "gg_z_quickmatch_v3" [/code][/QUOTE] YOUR MAP IS NOT PERFECT. You have 79 errors according to [url]www.Interlopers.net/errors/[/url] Many of them are critical errors most of them are fixed be fixing your leaking map.
[QUOTE=Airdoo;16248232]YOUR MAP IS NOT PERFECT. You have 79 errors according to [url]www.Interlopers.net/errors/[/url] Many of them are critical errors most of them are fixed be fixing your leaking map.[/QUOTE] No need for caps-lock, Interlopers says no errors are found.
Snip. I owe you an apology for some reason it brought up all possible compiler errors instead . Sorry.
[QUOTE=z-machine;16247749]Whenever the map is run Counter-Strike:Source crashes completely, sometimes taking steam with it.[/QUOTE] even if you open up CS:S through Steam and type in [I]map <mapname>[/I] into the console? It should save a log of what the console window outputs somewhere in the computer (I think...) I got it, first manually load CS:S, type in con_log, then map <mapname>
This is resolved, I checked into my Hammer options further and for some odd reason it was using Orangebox to compile my Counter-Strike:Source map. I had to reset it manually, because the reset configuration in the SDK menu wasn't doing it.
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