• My Map Crashes HL2:DM
    6 replies, posted
I just made a small part of my map, a spawn area. I go to test it out after I compile it and the game crashes right before it would enter the map, getting the "HL2.exe has stopped working" popup from Windows 7. Compile Log: [code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\benjgvps\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\benjgvps\half-life 2 deathmatch\hl2mp" "C:\Users\Ben\Documents\Mapping\coop_substation" Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\program files (x86)\steam\steamapps\benjgvps\half-life 2 deathmatch\hl2mp\materials Loading C:\Users\Ben\Documents\Mapping\coop_substation.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) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Ben\Documents\Mapping\coop_substation.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt Run buildcubemaps in the engine to get the correct cube maps. No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt" Can't load skybox file skybox/sky_day01_01 to build the default cubemap! 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) (7180 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 38 texinfos to 18 Reduced 8 texdatas to 8 (177 bytes to 177) Writing C:\Users\Ben\Documents\Mapping\coop_substation.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\benjgvps\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\benjgvps\half-life 2 deathmatch\hl2mp" "C:\Users\Ben\Documents\Mapping\coop_substation" Valve Software - vvis.exe (Nov 8 2007) 2 threads reading c:\users\ben\documents\mapping\coop_substation.bsp reading c:\users\ben\documents\mapping\coop_substation.prt 30 portalclusters 68 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: 0 visible clusters (0.00%) Total clusters visible: 856 Average clusters visible: 28 Building PAS... Average clusters audible: 30 visdatasize:484 compressed from 480 writing c:\users\ben\documents\mapping\coop_substation.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\benjgvps\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\benjgvps\half-life 2 deathmatch\hl2mp" "C:\Users\Ben\Documents\Mapping\coop_substation" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\ben\documents\mapping\coop_substation.bsp 60 faces 5573 square feet [802550.00 square inches] 0 displacements 0 square feet [0.00 square inches] 60 patches before subdivision 1100 patches after subdivision 1 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0) transfers 54532, max 191 transfer lists: 0.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0003 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 1/1024 48/49152 ( 0.1%) brushes 20/8192 240/98304 ( 0.2%) brushsides 120/65536 960/524288 ( 0.2%) planes 80/65536 1600/1310720 ( 0.1%) vertexes 163/65536 1956/786432 ( 0.2%) nodes 67/65536 2144/2097152 ( 0.1%) texinfos 18/12288 1296/884736 ( 0.1%) 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 60/65536 3360/3670016 ( 0.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 33/65536 1848/3670016 ( 0.1%) leaves 69/65536 2208/2097152 ( 0.1%) leaffaces 87/65536 174/131072 ( 0.1%) leafbrushes 48/65536 96/131072 ( 0.1%) areas 2/256 16/2048 ( 0.8%) surfedges 408/512000 1632/2048000 ( 0.1%) edges 270/256000 1080/1024000 ( 0.1%) LDR worldlights 1/8192 88/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 1/32768 10/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 12/65536 24/131072 ( 0.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 48068/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 484/16777216 ( 0.0%) entdata [variable] 6246/393216 ( 1.6%) LDR leaf ambient 69/65536 1656/1572864 ( 0.1%) 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] 1/584 ( 0.2%) pakfile [variable] 10024/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 7180/4194304 ( 0.2%) ==== Total Win32 BSP file data space used: 92696 bytes ==== Total triangle count: 156 Writing c:\users\ben\documents\mapping\coop_substation.bsp 0 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Ben\Documents\Mapping\coop_substation.bsp" "c:\program files (x86)\steam\steamapps\benjgvps\half-life 2 deathmatch\hl2mp\maps\coop_substation.bsp" [/code]
Remove the "_" from map name and try again.
Nask, that shouldn't be the problem. I've compiled hundreds of maps with a _ in the name using HL2:DM
[QUOTE=nask;18368588]Remove the "_" from map name and try again.[/QUOTE] Doing that won't mean anything. You cannot have full stops or spaces in the name but underscores are fine.
It appears that you've got a bad skybox texture. I ran your compile log through the interlopers.net error checker and it came back with the following: [quote] can't load skybox file skybox/sky_day01_01 to build the default cubemap! Description: You have entered a skybox texture which doesn't seem to be valid. Make sure you don't specify the last three letter (_UP, _DN, etc) of any skybox texture you use. You may also need to fix your vmt files if they are broken. It may also be caused by compiling a non-HDR skybox texture. Solution: Fix $hdrbasetexture errors first WIKI: Skybox The affected object may not work/appear properly Last contribution: Anonymous - Click here to edit no such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt" Description: You have used a non-hdr skybox texture, while the compile tools expect a hdr skybox instead. Solution: Either make a HDR skybox, change your skybox to a HDR one or ignore this error. See below for a detailed fix. See also: WIKI: HDR skybox How to fix this error Last contribution: Anonymous - Click here to edit [/quote] [url]http://www.interlopers.net/errors/[/url] link to the thing if you want to look at the solution links. Just paste your compile log in it.
[QUOTE=CommieTurtle;18368658]It appears that you've got a bad skybox texture. I ran your compile log through the interlopers.net error checker and it came back with the following: [url]http://www.interlopers.net/errors/[/url] link to the error checker thing if you want to look at the solution links.[/QUOTE] Interlopers isn't the ultimate resource when it comes to error checking. His skybox in this instance is fine, that's just a generic error flagged up because the skybox textures are contained within the games gfc. Unfortunately you have to use some common sense and knowledge and check for yourself. There are no errors in your log that should cause a crash, have you got any entities causing this I wonder? See if vis-grouping out all point entities and then dropping in a single spawn point, recompiling and playing it fixes it. If so one of your entities has a keyvalue that's upsetting the game.
That could be possible, I grabbed a spawn from another map after decompiling it, I'll try deleting and recreating it. [editline]06:25PM[/editline] Ha! It worked. I think the spawns had to do with it, I made some combine spawns and that crashed, though when I put in a info_player_deathmatch it worked.
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