• HELP! Episode 2 crashes on map.
    11 replies, posted
ok, i made a map for episode 2. i play it, then when i try to go into the vent shaft, the thing freezes up and the game crashes. here is the VMF [url]http://www.garrysmod.org/downloads/?a=view&id=75788[/url] and here is the compile log [code] ** Executing... ** Command: "c:\program files\steam\steamapps\zackcentner\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\zackcentner\half-life 2 episode two\ep2" "C:\Users\Zack and Josh\Desktop\my stuff\bunker3" Valve Software - vbsp.exe (May 19 2009) 2 threads materialPath: c:\program files\steam\steamapps\zackcentner\half-life 2 episode two\ep2\materials Loading C:\Users\Zack and Josh\Desktop\my stuff\bunker3.vmf material "customdev/dev_measurewall01brownm" not found. Material not found!: CUSTOMDEV/DEV_MEASUREWALL01BROWNM Patching WVT material: maps/bunker3/concrete/blendbunk_conc01_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\Zack and Josh\Desktop\my stuff\bunker3.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) (83927 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9.Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01! ..10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 173 texinfos to 97 Reduced 35 texdatas to 29 (903 bytes to 711) Writing C:\Users\Zack and Josh\Desktop\my stuff\bunker3.bsp 11 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\zackcentner\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\zackcentner\half-life 2 episode two\ep2" "C:\Users\Zack and Josh\Desktop\my stuff\bunker3" Valve Software - vvis.exe (May 19 2009) 2 threads reading c:\users\zack and josh\desktop\my stuff\bunker3.bsp reading c:\users\zack and josh\desktop\my stuff\bunker3.prt 425 portalclusters 1271 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 (15) Optimized: 153 visible clusters (0.00%) Total clusters visible: 69348 Average clusters visible: 163 Building PAS... Average clusters audible: 346 visdatasize:46288 compressed from 47600 writing c:\users\zack and josh\desktop\my stuff\bunker3.bsp 15 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\zackcentner\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\zackcentner\half-life 2 episode two\ep2" "C:\Users\Zack and Josh\Desktop\my stuff\bunker3" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\zack and josh\desktop\my stuff\bunker3.bsp Setting up ray-trace acceleration structure... Done (0.59 seconds) 1109 faces 486313 square feet [70029120.00 square inches] 1 Displacements 170 Square Feet [24576.05 Square Inches] 1109 patches before subdivision 9761 patches after subdivision 5 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 (6) transfers 813253, max 583 transfer lists: 6.2 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(1727, 1106, 862) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(109, 50, 31) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(9, 4, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0072 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5) 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 (8) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 13/1024 624/49152 ( 1.3%) brushes 187/8192 2244/98304 ( 2.3%) brushsides 1467/65536 11736/524288 ( 2.2%) planes 1084/65536 21680/1310720 ( 1.7%) vertexes 1904/65536 22848/786432 ( 2.9%) nodes 747/65536 23904/2097152 ( 1.1%) texinfos 97/12288 6984/884736 ( 0.8%) texdata 29/2048 928/65536 ( 1.4%) dispinfos 1/0 176/0 ( 0.0%) disp_verts 289/0 5780/0 ( 0.0%) disp_tris 512/0 1024/0 ( 0.0%) disp_lmsamples 630/0 630/0 ( 0.0%) faces 1109/65536 62104/3670016 ( 1.7%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 599/65536 33544/3670016 ( 0.9%) leaves 761/65536 24352/2097152 ( 1.2%) leaffaces 1267/65536 2534/131072 ( 1.9%) leafbrushes 394/65536 788/131072 ( 0.6%) areas 2/256 16/2048 ( 0.8%) surfedges 7737/512000 30948/2048000 ( 1.5%) edges 4454/256000 17816/1024000 ( 1.7%) LDR worldlights 5/8192 440/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 71/32768 710/327680 ( 0.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1350/65536 2700/131072 ( 2.1%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 658524/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 46288/16777216 ( 0.3%) entdata [variable] 20518/393216 ( 5.2%) LDR ambient table 761/65536 3044/262144 ( 1.2%) HDR ambient table 761/65536 3044/262144 ( 1.2%) LDR leaf ambient 1740/65536 48720/1835008 ( 2.7%) HDR leaf ambient 761/65536 21308/1835008 ( 1.2%) 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] 1/1016 ( 0.1%) pakfile [variable] 212548/0 ( 0.0%) physics [variable] 83927/4194304 ( 2.0%) physics terrain [variable] 368/1048576 ( 0.0%) Level flags = 0 Total triangle count: 2983 Writing c:\users\zack and josh\desktop\my stuff\bunker3.bsp 23 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Zack and Josh\Desktop\my stuff\bunker3.bsp" "c:\program files\steam\steamapps\zackcentner\half-life 2 episode two\ep2\maps\bunker3.bsp"[/code]
Is the vent shaft the place where the wall breaks?
yea, why? [editline]05:46PM[/editline] its behind the vending machine. you have to break this thing before you can enter.
I dont see the reason why its doing that...
it has done it 3 times already. its really annoying.
Are you compiling with EP2, getting a clean compile report (except the texture info) but crashing on game load or in game, getting a memory read error 0x1 and/or 0x0 ? I had the same problem last week, couldn't find any errors at all. Now I'm copy pasting all the stuff to a fresh map and it compiles fine and now I can load the map with out any errors.
post your in-game console log, it's probably a case of a bad entity or something
[QUOTE=robmaister12;16607204]post your in-game console log, it's probably a case of a bad entity or something[/QUOTE] ok, leme open episode 2. [editline]10:05PM[/editline] env_cubemap used on world geometry without rebuilding map. . ignoring: tile/tilefloor001b env_cubemap used on world geometry without rebuilding map. . ignoring: props/metalduct001a CRagdollProp::CreateObjects: Couldn't Lookup Bone bunkbed_phy CRagdollProp::CreateObjects: Couldn't Lookup Bone bunkbed_phy door has Door model (models/props_trainstation/wrecked_train_door.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file FuncTrackTrain 'func_tanktrain' has no target. Redownloading all lightmaps [editline]10:14PM[/editline] i dont have any cubemaps in the map. leme use a different texture for the vent. brb in 10. [editline]10:50PM[/editline] nope, still crashing.
was that the copy paste of a con_log filename or just a prntscrn then you copied the text in the console? if it was the second one, open ep2 manually via steam, type con_log <filename> into the log, then load your map by typing map <mapname>
thats strait from the console. ofter i load up the map.
But did you save the log to txt or printscreen? It could return an error and crash before it has time to write the error message on the console window, but still save it to the txt...
nvm. i got it.
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