• hl2.exe crash?
    4 replies, posted
My most recent map has been crashing for certain people. Ive got no idea whats doing it or how to fix it because, for me its running perfectly heres the map its meant for counterstrike. [url]http://www.fpsbanana.com/maps/132234[/url] ill post a compile log in the morning(im on my laptop atm) as far as i can remember the only errors are a few missing detail errors and the glasswindow7b depending on itself error thingy (that texture is not even present in my map) does anyone know what could be causing the crash or how to fix it?
Is the map optimized?
yes its more or less optimized it could be better but it does the job. hopefully im doing this code thing right. [code] ** Executing... ** Command: "c:\program files\steam\steamapps\theo_ace55\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\theo_ace55\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\theo_ace55\sourcesdk_content\cstrike\mapsrc\de_office_complex" Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\program files\steam\steamapps\theo_ace55\counter-strike source\cstrike\materials Loading C:\Program Files\Steam\steamapps\theo_ace55\sourcesdk_content\cstrike\mapsrc\de_office_complex.vmf fixing up env_cubemap materials on brush sides... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 2200 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) writing C:\Program Files\Steam\steamapps\theo_ace55\sourcesdk_content\cstrike\mapsrc\de_office_complex.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_06*.vmt Run buildcubemaps in the engine to get the correct cube maps. No such variable "$hdrbasetexture" for material "skybox/sky_day01_06rt" Can't load skybox file skybox/sky_day01_06 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) (1268561 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 5437 texinfos to 2746 Reduced 251 texdatas to 218 (10600 bytes to 8919) Writing C:\Program Files\Steam\steamapps\theo_ace55\sourcesdk_content\cstrike\mapsrc\de_office_complex.bsp 6 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\theo_ace55\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\theo_ace55\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\theo_ace55\sourcesdk_content\cstrike\mapsrc\de_office_complex" Valve Software - vvis.exe (Nov 8 2007) 2 threads reading c:\program files\steam\steamapps\theo_ace55\sourcesdk_content\cstrike\mapsrc\de_office_complex.bsp reading c:\program files\steam\steamapps\theo_ace55\sourcesdk_content\cstrike\mapsrc\de_office_complex.prt 1416 portalclusters 4071 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (252) Optimized: 3810 visible clusters (0.00%) Total clusters visible: 445914 Average clusters visible: 314 Building PAS... Average clusters audible: 1025 visdatasize:335932 compressed from 521088 writing c:\program files\steam\steamapps\theo_ace55\sourcesdk_content\cstrike\mapsrc\de_office_complex.bsp 4 minutes, 13 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\theo_ace55\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -both -game "c:\program files\steam\steamapps\theo_ace55\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\theo_ace55\sourcesdk_content\cstrike\mapsrc\de_office_complex" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\program files\steam\steamapps\theo_ace55\sourcesdk_content\cstrike\mapsrc\de_office_complex.bsp 10904 faces 1 degenerate faces 1184090 square feet [170509008.00 square inches] 244 displacements 36049 square feet [5191124.00 square inches] 10903 patches before subdivision 91808 patches after subdivision 74 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (194) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (202) transfers 11416720, max 952 transfer lists: 87.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(421512, 250294, 105186) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(52057, 28574, 10922) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(9149, 5117, 1856) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(2124, 1288, 437) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(595, 391, 122) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(192, 133, 37) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(66, 47, 12) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(24, 17, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(9, 6, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(3, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(1, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0377 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) 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 178/1024 8544/49152 (17.4%) brushes 3620/8192 43440/98304 (44.2%) brushsides 22508/65536 180064/524288 (34.3%) planes 3912/65536 78240/1310720 ( 6.0%) vertexes 22590/65536 271080/786432 (34.5%) nodes 3941/65536 126112/2097152 ( 6.0%) texinfos 2746/12288 197712/884736 (22.3%) texdata 218/2048 6976/65536 (10.6%) dispinfos 244/0 42944/0 ( 0.0%) disp_verts 19764/0 395280/0 ( 0.0%) disp_tris 31232/0 62464/0 ( 0.0%) disp_lmsamples 100616/0 100616/0 ( 0.0%) faces 10904/65536 610624/3670016 (16.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 8992/65536 503552/3670016 (13.7%) leaves 4120/65536 131840/2097152 ( 6.3%) leaffaces 14169/65536 28338/131072 (21.6%) leafbrushes 6379/65536 12758/131072 ( 9.7%) areas 3/256 24/2048 ( 1.2%) surfedges 92028/512000 368112/2048000 (18.0%) edges 60584/256000 242336/1024000 (23.7%) LDR worldlights 74/8192 6512/720896 ( 0.9%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 1710/32768 17100/327680 ( 5.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 34602/65536 69204/131072 (52.8%) cubemapsamples 83/1024 1328/16384 ( 8.1%) overlays 108/512 38016/180224 (21.1%) LDR lightdata [variable] 2905544/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 335932/16777216 ( 2.0%) entdata [variable] 305580/393216 (77.7%) LDR leaf ambient 4120/65536 98880/1572864 ( 6.3%) 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] 1/30048 ( 0.0%) pakfile [variable] 898336/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 1268561/4194304 (30.2%) ==== Total Win32 BSP file data space used: 9356051 bytes ==== Total triangle count: 34793 Writing c:\program files\steam\steamapps\theo_ace55\sourcesdk_content\cstrike\mapsrc\de_office_complex.bsp 6 minutes, 42 seconds elapsed Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\program files\steam\steamapps\theo_ace55\sourcesdk_content\cstrike\mapsrc\de_office_complex.bsp 10904 faces 1 degenerate faces 1184090 square feet [170509008.00 square inches] 244 displacements 36049 square feet [5191124.00 square inches] 10903 patches before subdivision 91808 patches after subdivision 74 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (194) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (204) transfers 11416720, max 952 transfer lists: 87.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(421512, 250294, 105186) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(52057, 28574, 10922) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(9149, 5117, 1856) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(2124, 1288, 437) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(595, 391, 122) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(192, 133, 37) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(66, 47, 12) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(24, 17, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(9, 6, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(3, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(1, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0382 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) 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 178/1024 8544/49152 (17.4%) brushes 3620/8192 43440/98304 (44.2%) brushsides 22508/65536 180064/524288 (34.3%) planes 3912/65536 78240/1310720 ( 6.0%) vertexes 22590/65536 271080/786432 (34.5%) nodes 3941/65536 126112/2097152 ( 6.0%) texinfos 2746/12288 197712/884736 (22.3%) texdata 218/2048 6976/65536 (10.6%) dispinfos 244/0 42944/0 ( 0.0%) disp_verts 19764/0 395280/0 ( 0.0%) disp_tris 31232/0 62464/0 ( 0.0%) disp_lmsamples 100616/0 100616/0 ( 0.0%) faces 10904/65536 610624/3670016 (16.6%) hdr faces 10904/65536 610624/3670016 (16.6%) origfaces 8992/65536 503552/3670016 (13.7%) leaves 4120/65536 131840/2097152 ( 6.3%) leaffaces 14169/65536 28338/131072 (21.6%) leafbrushes 6379/65536 12758/131072 ( 9.7%) areas 3/256 24/2048 ( 1.2%) surfedges 92028/512000 368112/2048000 (18.0%) edges 60584/256000 242336/1024000 (23.7%) LDR worldlights 74/8192 6512/720896 ( 0.9%) HDR worldlights 74/8192 6512/720896 ( 0.9%) waterstrips 1710/32768 17100/327680 ( 5.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 34602/65536 69204/131072 (52.8%) cubemapsamples 83/1024 1328/16384 ( 8.1%) overlays 108/512 38016/180224 (21.1%) LDR lightdata [variable] 2905544/0 ( 0.0%) HDR lightdata [variable] 2905544/0 ( 0.0%) visdata [variable] 335932/16777216 ( 2.0%) entdata [variable] 305580/393216 (77.7%) LDR leaf ambient 4120/65536 98880/1572864 ( 6.3%) HDR leaf ambient 4120/65536 98880/1572864 ( 6.3%) 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] 1/30048 ( 0.0%) pakfile [variable] 898336/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 1268561/4194304 (30.2%) ==== Total Win32 BSP file data space used: 12977611 bytes ==== Total triangle count: 34793 Writing c:\program files\steam\steamapps\theo_ace55\sourcesdk_content\cstrike\mapsrc\de_office_complex.bsp 6 minutes, 44 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam\steamapps\theo_ace55\sourcesdk_content\cstrike\mapsrc\de_office_complex.bsp" "c:\program files\steam\steamapps\theo_ace55\counter-strike source\cstrike\maps\de_office_complex.bsp" [/code] EDIT: could running HDR without a HDR skybox cause this crash?? i cant test it because its never crashed for me.
Well for one, change your breakable glass material to glass/glasswindowbreak070a. Everything else seems fine. A non HDR skybox will not crash people if you compiled with HDR.
that texture isint in my map at all (the 70b one) i used to have the 70a for my windows but i changed it to another texture. interlopers says ita a common but and shouldint cause any issues.
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