• Entire game freezes after taking one step in the map.
    8 replies, posted
Well, yes. Title explains it. (I know I fucked up with the nodraw texture, I fixed it and that did nothing.) So.. FP... Why is it doing this? Compile log: [code] ** Executing... ** Command: "c:\program\steam\steamapps\rickardjonsson\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program\steam\steamapps\rickardjonsson\half-life 2 episode two\ep2" "C:\Documents and Settings\Rixxz\Mina dokument\rixxzbuildmapa2" Valve Software - vbsp.exe (May 19 2009) 2 threads materialPath: c:\program\steam\steamapps\rickardjonsson\half-life 2 episode two\ep2\materials Loading C:\Documents and Settings\Rixxz\Mina dokument\rixxzbuildmapa2.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 (1) FixTjuncs... PruneNodes... WriteBSP... NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! done (0) writing C:\Documents and Settings\Rixxz\Mina dokument\rixxzbuildmapa2.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_04*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_04*.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) (11309 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9..Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! .10 Compacting texture/material tables... Reduced 120 texinfos to 65 Reduced 34 texdatas to 22 (1418 bytes to 928) Writing C:\Documents and Settings\Rixxz\Mina dokument\rixxzbuildmapa2.bsp 3 seconds elapsed ** Executing... ** Command: "c:\program\steam\steamapps\rickardjonsson\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program\steam\steamapps\rickardjonsson\half-life 2 episode two\ep2" "C:\Documents and Settings\Rixxz\Mina dokument\rixxzbuildmapa2" Valve Software - vvis.exe (May 19 2009) 2 threads reading c:\documents and settings\rixxz\mina dokument\rixxzbuildmapa2.bsp reading c:\documents and settings\rixxz\mina dokument\rixxzbuildmapa2.prt 377 portalclusters 895 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 (357) Optimized: 337 visible clusters (0.00%) Total clusters visible: 128482 Average clusters visible: 340 Building PAS... Average clusters audible: 374 visdatasize:39051 compressed from 36192 writing c:\documents and settings\rixxz\mina dokument\rixxzbuildmapa2.bsp 5 minutes, 57 seconds elapsed ** Executing... ** Command: "c:\program\steam\steamapps\rickardjonsson\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program\steam\steamapps\rickardjonsson\half-life 2 episode two\ep2" "C:\Documents and Settings\Rixxz\Mina dokument\rixxzbuildmapa2" 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:\documents and settings\rixxz\mina dokument\rixxzbuildmapa2.bsp Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Setting up ray-trace acceleration structure... Done (1.99 seconds) 930 faces 6145269 square feet [884918848.00 square inches] 30 Displacements 6211753 Square Feet [894492544.00 Square Inches] 930 patches before subdivision 12860 patches after subdivision 7 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (9) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9) transfers 504475, max 287 transfer lists: 3.8 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(30683, 28356, 21538) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(4843, 4434, 3369) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(1208, 1054, 691) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(328, 271, 150) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(95, 73, 33) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(29, 21, 7) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(9, 6, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(3, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(1, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0413 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (55) 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 (26) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 29/8192 348/98304 ( 0.4%) brushsides 183/65536 1464/524288 ( 0.3%) planes 302/65536 6040/1310720 ( 0.5%) vertexes 1002/65536 12024/786432 ( 1.5%) nodes 1001/65536 32032/2097152 ( 1.5%) texinfos 65/12288 4680/884736 ( 0.5%) texdata 22/2048 704/65536 ( 1.1%) dispinfos 30/0 5280/0 ( 0.0%) disp_verts 8670/0 173400/0 ( 0.0%) disp_tris 15360/0 30720/0 ( 0.0%) disp_lmsamples 480099/0 480099/0 ( 0.0%) faces 930/65536 52080/3670016 ( 1.4%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 129/65536 7224/3670016 ( 0.2%) leaves 1003/65536 32096/2097152 ( 1.5%) leaffaces 928/65536 1856/131072 ( 1.4%) leafbrushes 633/65536 1266/131072 ( 1.0%) areas 2/256 16/2048 ( 0.8%) surfedges 4380/512000 17520/2048000 ( 0.9%) edges 2279/256000 9116/1024000 ( 0.9%) LDR worldlights 7/8192 616/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 7/32768 70/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 99/65536 198/131072 ( 0.2%) cubemapsamples 3/1024 48/16384 ( 0.3%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 584336/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 39051/16777216 ( 0.2%) entdata [variable] 1955/393216 ( 0.5%) LDR ambient table 1003/65536 4012/262144 ( 1.5%) HDR ambient table 1003/65536 4012/262144 ( 1.5%) LDR leaf ambient 4864/65536 136192/1835008 ( 7.4%) HDR leaf ambient 1003/65536 28084/1835008 ( 1.5%) 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] 1/608 ( 0.2%) pakfile [variable] 353295/0 ( 0.0%) physics [variable] 11309/4194304 ( 0.3%) physics terrain [variable] 14130/1048576 ( 1.3%) Level flags = 0 Total triangle count: 2004 Writing c:\documents and settings\rixxz\mina dokument\rixxzbuildmapa2.bsp 1 minute, 44 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Documents and Settings\Rixxz\Mina dokument\rixxzbuildmapa2.bsp" "c:\program\steam\steamapps\rickardjonsson\half-life 2 episode two\ep2\maps\rixxzbuildmapa2.bsp" ** Executing... ** Command: c:\program\steam\steam.exe ** Parameters: -applaunch 420 -game "c:\program\steam\steamapps\rickardjonsson\half-life 2 episode two\ep2" -console +map "rixxzbuildmapa2" [/code]
Perhaps a bad entity I/O? Alt+P in hammer to double check, also check the console log in the game, sometimes it leaves an error before it crashes. To save the entire log to a text file, load up ep2 manually, type in [I]con_log <filename>[/I] where filename is the name of the txt file you want it saved as, then type in [I]map <mapname>[/I] where mapname is the name of your map, in this case, [I]map rixxzbuildmapa2[/I]
Patch Sample Radius Clamped! Not a clue what that is, and interlopers error checker doesn't have on either. :/
Meh, I'll just remake the entire map.
[QUOTE=SnakeFace;16751462]Patch Sample Radius Clamped! Not a clue what that is, and interlopers error checker doesn't have on either. :/[/QUOTE] I get that on some of my maps too, they run just fine. I have no clue what causes it, how to fix it, or even what it means...
[QUOTE=SnakeFace;16751462]Patch Sample Radius Clamped! Not a clue what that is, and interlopers error checker doesn't have on either. :/[/QUOTE] It's to do with lightmaps on displacements. It's not an issue AFAIK Any of those displacements power 4?
[QUOTE=metallics;16751581]It's to do with lightmaps on displacements. It's not an issue AFAIK [b]Any of those displacements power 4?[/b][/QUOTE] .. Yes.. All of them...
[QUOTE=Rixxz2;16752213].. Yes.. All of them...[/QUOTE] that would be your issue. Turn them into power of 3 displacements. The power of 4 displacements causing ep2 to crash is a known issue.
Thanks, mate. Solved it. :buddy: Phew, I was afraid I would have to redo everything from scratch. Now I'll just have to remake the cliffs.
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