• Memmory could not read on map start
    22 replies, posted
Basically, after continuing working on a map, I has been struck with a problem: [IMG]http://i565.photobucket.com/albums/ss98/gufu1992b/well.png[/IMG] Notes: I have been able to compile and play the map before. I have saved the map under a different name to find the problem: - I removed all entities but the info_player_start. ALL OF THEM. - Piece by piece I was cutting away pieces of the map. Error persists. - The hammer finds no errors. - I textured everything the same texture that I am sure, is working. - I enclosed it all in a hollow box. The only error during the compilation is: [CODE]"Entity info_player_start (512.00 -1060.00 88.00) leaked!"[/CODE] Fixing the leak does nothing. So yeah, I pretty much cut the map up to a single room, and the error persists. What could be causing this?
did you move your entire grid recently?
[QUOTE=gufu;21416697] - I enclosed it all in a hollow box.[/QUOTE] Remove the hollow box and use the cordon tool instead and see if it makes a difference.
[QUOTE=HighdefGE;21417011]Remove the hollow box and use the cordon tool instead and see if it makes a difference.[/QUOTE] Nope, still crashes. [QUOTE=Don Punch;21416974]did you move your entire grid recently?[/QUOTE] If you mean moving all objects by the grid, then no.
Try creating another map (could be a small room with entities) in a separate .vmf and compile again and launching the map via the game.
Alright, here is an interesting note. When I simple "Save As" the map under a different name, the errors persist. However, if I am to select every entity, and then paste it in a new map, the errors does not occur. But since that throws the entire damn map off the grid, is there a way to fix the original?
Hm, post the whole compile log in [noparse][code][/code][/noparse] tags.
[QUOTE=HighdefGE;21417309]Hm, post the whole compile log in [noparse][code][/code][/noparse] tags.[/QUOTE] Well, I don't think there is anything that could explain what causes the problem, in there, but alright. [CODE] ** Executing... ** Command: "c:\program files\steam\steamapps\gufu1992\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\gufu1992\half-life 2 episode two\ep2" "C:\Program Files\Steam\steamapps\gufu1992\sourcesdk_content\hl2\mapsrc\ahyesthefixing" Valve Software - vbsp.exe (May 19 2009) 2 threads materialPath: c:\program files\steam\steamapps\gufu1992\half-life 2 episode two\ep2\materials Loading C:\Program Files\Steam\steamapps\gufu1992\sourcesdk_content\hl2\mapsrc\ahyesthefixing.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) 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:\Program Files\Steam\steamapps\gufu1992\sourcesdk_content\hl2\mapsrc\ahyesthefixing.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) (31295 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 74 texinfos to 60 Reduced 3 texdatas to 2 (76 bytes to 34) Writing C:\Program Files\Steam\steamapps\gufu1992\sourcesdk_content\hl2\mapsrc\ahyesthefixing.bsp 2 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\gufu1992\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\gufu1992\half-life 2 episode two\ep2" "C:\Program Files\Steam\steamapps\gufu1992\sourcesdk_content\hl2\mapsrc\ahyesthefixing" Valve Software - vvis.exe (May 19 2009) 2 threads reading c:\program files\steam\steamapps\gufu1992\sourcesdk_content\hl2\mapsrc\ahyesthefixing.bsp reading c:\program files\steam\steamapps\gufu1992\sourcesdk_content\hl2\mapsrc\ahyesthefixing.prt 315 portalclusters 888 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 (27) Optimized: 101 visible clusters (0.00%) Total clusters visible: 66835 Average clusters visible: 212 Building PAS... Average clusters audible: 315 visdatasize:27270 compressed from 25200 writing c:\program files\steam\steamapps\gufu1992\sourcesdk_content\hl2\mapsrc\ahyesthefixing.bsp 27 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\gufu1992\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\gufu1992\half-life 2 episode two\ep2" "C:\Program Files\Steam\steamapps\gufu1992\sourcesdk_content\hl2\mapsrc\ahyesthefixing" 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:\program files\steam\steamapps\gufu1992\sourcesdk_content\hl2\mapsrc\ahyesthefixing.bsp Setting up ray-trace acceleration structure... Done (0.73 seconds) 709 faces 22824 square feet [3286708.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 709 patches before subdivision 4333 patches after subdivision 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6) transfers 866156, max 600 transfer lists: 6.6 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<0.0031 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4) 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 1/1024 48/49152 ( 0.1%) brushes 72/8192 864/98304 ( 0.9%) brushsides 749/65536 5992/524288 ( 1.1%) planes 942/65536 18840/1310720 ( 1.4%) vertexes 938/65536 11256/786432 ( 1.4%) nodes 571/65536 18272/2097152 ( 0.9%) texinfos 60/12288 4320/884736 ( 0.5%) texdata 2/2048 64/65536 ( 0.1%) 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 709/65536 39704/3670016 ( 1.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 247/65536 13832/3670016 ( 0.4%) leaves 573/65536 18336/2097152 ( 0.9%) leaffaces 873/65536 1746/131072 ( 1.3%) leafbrushes 397/65536 794/131072 ( 0.6%) areas 2/256 16/2048 ( 0.8%) surfedges 4048/512000 16192/2048000 ( 0.8%) edges 2225/256000 8900/1024000 ( 0.9%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 51/32768 510/327680 ( 0.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 780/65536 1560/131072 ( 1.2%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 446004/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 27270/16777216 ( 0.2%) entdata [variable] 410/393216 ( 0.1%) LDR ambient table 573/65536 2292/262144 ( 0.9%) HDR ambient table 573/65536 2292/262144 ( 0.9%) LDR leaf ambient 315/65536 8820/1835008 ( 0.5%) HDR leaf ambient 573/65536 16044/1835008 ( 0.9%) 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] 211597/0 ( 0.0%) physics [variable] 31295/4194304 ( 0.7%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 1726 Writing c:\program files\steam\steamapps\gufu1992\sourcesdk_content\hl2\mapsrc\ahyesthefixing.bsp 12 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam\steamapps\gufu1992\sourcesdk_content\hl2\mapsrc\ahyesthefixing.bsp" "c:\program files\steam\steamapps\gufu1992\half-life 2 episode two\ep2\maps\ahyesthefixing.bsp" [/CODE]
Well you have a leak which is causing portal errors. That might be why. The leak is being referenced at here: 516.20 -1184.02 -78.00 Go to View > Go to coordinates, plug those numbers in, and find out what's causing the leak. But then again, I thought you cordoned your map. Did you toggle it?
Sorry, I threw in wrong code. Updated to the real one (The current one-room version).
[QUOTE=gufu;21417459]Sorry, I threw in wrong code. Updated to the real one (The current one-room version).[/QUOTE] I didn't spot anything suspicious in the compile log. Would you PM me the .vmf if that's possible?
select everything in the map, and zoon all the way out in all perspectives. you may have an ent origin outside of your skybox. it will just be a tiny circle.
There is no skybox, it's an enclosed level. I used select all - no out of bounds objects are present.
Hmm... It could be your lightmaps. Raise them on faces that wont need sharp shadows.
There is nothing related to lighting on the level, nor did I mess around with lightmaps at all. So yeah, all fullbright.
[QUOTE=gufu;21418673]There is nothing related to lighting on the level, nor did I mess around with lightmaps at all. So yeah, all fullbright.[/QUOTE] Have you fixed the overlapping brushes yet, despite the PM's you replied back to me?
[QUOTE=HighdefGE;21418701]Have you fixed the overlapping brushes yet, despite the PM's you replied back to me?[/QUOTE] Yes. No difference, still crashes.
Would you mind PMing me the .vmf so I can take a look at it?
[URL="http://www.mediafire.com/?iyvzoldyonr"]Here they are.[/URL] Obviously the player should start in ground floor and then move on to dont stopfiring. It also appears that the error originates from the level transition, but does not disappear once the related brushes and entities are removed.
Is "dontstopfiring" the one that crashes? Cause thats what I'm getting. [editline]11:53PM[/editline] It could be because you have an opened map...
Actually, all maps are crashing on start.
Groundfloor went fine for me, but dontstopfiring is crashing on start for me.
Very strange. Thank you for such surprising information.
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