• Why on earth is this map crashing?
    34 replies, posted
I'm compiling some of my old maps to use in my video portfolio (which I have to have done by tomorrow night at the latest as I have an interview on Wednesday) and one of my favorites just doesn't seem to be working. It crashes outright, there doesn't seem to be any errors in the compile log but here, have a look: [code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\dashtm\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\dashtm\half-life 2 episode two\ep2" "D:\Users\Dash\Documents\Maps-\d1_intro_01" Valve Software - vbsp.exe (May 19 2009) 4 threads materialPath: c:\program files (x86)\steam\steamapps\dashtm\half-life 2 episode two\ep2\materials Loading D:\Users\Dash\Documents\Maps-\d1_intro_01.vmf Patching WVT material: maps/d1_intro_01/dev/dev_blendmeasure_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... Merged 654 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing D:\Users\Dash\Documents\Maps-\d1_intro_01.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_ep02_06_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_ep02_06_hdr*.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) (632795 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 5545 texinfos to 2150 Reduced 244 texdatas to 178 (11242 bytes to 8300) Writing D:\Users\Dash\Documents\Maps-\d1_intro_01.bsp 6 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\dashtm\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\dashtm\half-life 2 episode two\ep2" "D:\Users\Dash\Documents\Maps-\d1_intro_01" Valve Software - vvis.exe (May 19 2009) 4 threads reading d:\users\dash\documents\maps-\d1_intro_01.bsp reading d:\users\dash\documents\maps-\d1_intro_01.prt 562 portalclusters 1400 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 (2) Optimized: 170 visible clusters (0.00%) Total clusters visible: 82342 Average clusters visible: 146 Building PAS... Average clusters audible: 218 visdatasize:47769 compressed from 80928 writing d:\users\dash\documents\maps-\d1_intro_01.bsp 2 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\dashtm\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -both -game "c:\program files (x86)\steam\steamapps\dashtm\half-life 2 episode two\ep2" "D:\Users\Dash\Documents\Maps-\d1_intro_01" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading d:\users\dash\documents\maps-\d1_intro_01.bsp Setting up ray-trace acceleration structure... Done (1.99 seconds) 6552 faces 8 degenerate faces 580070 square feet [83530160.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 6544 patches before subdivision 160040 patches after subdivision sun extent from map=0.000000 41 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (33) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (52) transfers 36146396, max 1382 transfer lists: 275.8 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(167019, 129759, 95300) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(51327, 31345, 16784) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(13231, 6476, 2669) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(4321, 1697, 531) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(1347, 436, 109) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(453, 120, 24) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(151, 33, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #8 added RGB(52, 10, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(18, 3, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(6, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.1110 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (14) 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 (3) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 19/1024 912/49152 ( 1.9%) brushes 1776/8192 21312/98304 (21.7%) brushsides 11188/65536 89504/524288 (17.1%) planes 2468/65536 49360/1310720 ( 3.8%) vertexes 15320/65536 183840/786432 (23.4%) nodes 1564/65536 50048/2097152 ( 2.4%) texinfos 2150/12288 154800/884736 (17.5%) texdata 178/2048 5696/65536 ( 8.7%) 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 6552/65536 366912/3670016 (10.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 3995/65536 223720/3670016 ( 6.1%) leaves 1584/65536 50688/2097152 ( 2.4%) leaffaces 8101/65536 16202/131072 (12.4%) leafbrushes 3067/65536 6134/131072 ( 4.7%) areas 4/256 32/2048 ( 1.6%) surfedges 48401/512000 193604/2048000 ( 9.5%) edges 28898/256000 115592/1024000 (11.3%) LDR worldlights 41/8192 3608/720896 ( 0.5%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 2034/32768 20340/327680 ( 6.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 45657/65536 91314/131072 (69.7%) cubemapsamples 68/1024 1088/16384 ( 6.6%) overlays 22/512 7744/180224 ( 4.3%) LDR lightdata [variable] 10560888/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 47769/16777216 ( 0.3%) entdata [variable] 106647/393216 (27.1%) LDR ambient table 1584/65536 6336/262144 ( 2.4%) HDR ambient table 1584/65536 6336/262144 ( 2.4%) LDR leaf ambient 3316/65536 92848/1835008 ( 5.1%) HDR leaf ambient 1584/65536 44352/1835008 ( 2.4%) 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] 1/22138 ( 0.0%) pakfile [variable] 7348163/0 ( 0.0%) physics [variable] 632795/4194304 (15.1%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 19322 Writing d:\users\dash\documents\maps-\d1_intro_01.bsp 1 minute, 57 seconds elapsed Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading d:\users\dash\documents\maps-\d1_intro_01.bsp Setting up ray-trace acceleration structure... Done (1.99 seconds) 6552 faces 8 degenerate faces 580070 square feet [83530160.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 6544 patches before subdivision 160040 patches after subdivision sun extent from map=0.000000 41 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (30) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (52) transfers 36146396, max 1382 transfer lists: 275.8 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(157741, 118723, 83866) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(48408, 28154, 14240) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(12247, 5602, 2151) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(4013, 1450, 417) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(1240, 363, 83) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(418, 99, 18) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(138, 27, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(48, 8, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(16, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(6, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.1114 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (13) 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 (2) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 19/1024 912/49152 ( 1.9%) brushes 1776/8192 21312/98304 (21.7%) brushsides 11188/65536 89504/524288 (17.1%) planes 2468/65536 49360/1310720 ( 3.8%) vertexes 15320/65536 183840/786432 (23.4%) nodes 1564/65536 50048/2097152 ( 2.4%) texinfos 2150/12288 154800/884736 (17.5%) texdata 178/2048 5696/65536 ( 8.7%) 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 6552/65536 366912/3670016 (10.0%) hdr faces 6552/65536 366912/3670016 (10.0%) origfaces 3995/65536 223720/3670016 ( 6.1%) leaves 1584/65536 50688/2097152 ( 2.4%) leaffaces 8101/65536 16202/131072 (12.4%) leafbrushes 3067/65536 6134/131072 ( 4.7%) areas 4/256 32/2048 ( 1.6%) surfedges 48401/512000 193604/2048000 ( 9.5%) edges 28898/256000 115592/1024000 (11.3%) LDR worldlights 41/8192 3608/720896 ( 0.5%) HDR worldlights 41/8192 3608/720896 ( 0.5%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 2034/32768 20340/327680 ( 6.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 45657/65536 91314/131072 (69.7%) cubemapsamples 68/1024 1088/16384 ( 6.6%) overlays 22/512 7744/180224 ( 4.3%) LDR lightdata [variable] 10560888/0 ( 0.0%) HDR lightdata [variable] 10560888/0 ( 0.0%) visdata [variable] 47769/16777216 ( 0.3%) entdata [variable] 106647/393216 (27.1%) LDR ambient table 1584/65536 6336/262144 ( 2.4%) HDR ambient table 1584/65536 6336/262144 ( 2.4%) LDR leaf ambient 3316/65536 92848/1835008 ( 5.1%) HDR leaf ambient 3303/65536 92484/1835008 ( 5.0%) 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] 1/22138 ( 0.0%) pakfile [variable] 7348163/0 ( 0.0%) physics [variable] 632795/4194304 (15.1%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 19322 Writing d:\users\dash\documents\maps-\d1_intro_01.bsp 1 minute, 52 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "D:\Users\Dash\Documents\Maps-\d1_intro_01.bsp" "c:\program files (x86)\steam\steamapps\dashtm\half-life 2 episode two\ep2\maps\d1_intro_01.bsp" [/code] Any ideas?
That's weird. Log seems ok.
[url]http://rapidshare.com/files/320934500/d1_intro_01.rar[/url] Here's the VMF, should be compiled for EP2.
[QUOTE=arleitiss;18947455]That's weird. Log seems ok.[/QUOTE] What a helpful response. Anyway, can you specify [i]when[/i] it crashes? Like during loading? When you walk or move through a certain place, or look at a certain thing/in a certain direction? If it's after it's loaded, look for any of those error messages in the top-right before it crashes and post what it says. I checked the log on interlopers and it didn't find anything, and I couldn't either. And no, sorry, I haven't downloaded/looked at the .vmf myself.
It crashes after loading but before I get to move around or anything.
Sooo... you can see the map, for like a second, but then it crashes? Or does it freeze as soon as you move or try to do anything? And there are no error messages in that little box in the top-right?
No I can't see the map, it's just a black screen. No error messages other than the standard windows "Program has crashed" one.
could be the breakable_surfs. they arent set up right. remove the keyvalue "error" Make sure they are only 1 unit thick
Hammer adds that keyvalue automatically every time I compile, there's not much I can do about it. The breakables have never caused any problems in the past but I'll try changing their thickness.
Also, make sure the spawns are setup correctly, that really confused me for months in HL2:DM, where I had the combine and rebel spawns, though because I didn't have a deathmatch spawn the game crashed before entering.
Well I haven't changed the spawns since I first made the map and it worked in the past.
[url]http://flow.computer-dc.de/analyzer.php[/url] paste in ur log - and let google translate it German -> English i have done it for u: Degenerate Faces Found in: Line 77, line 184 Problem: You have an area which has no surface (face), say you have a triangle and all 3 vertices (Vertex) lie on each other. It's enough even if 2 vertices of a triangle lie on each other. Geometrically, this can only be a line (2 vertices) lead, as we know a line has no area and so this error comes about. Vrad then tried using the lightmap size of this non-existent light to be calculated and then issues this error message Solution: This error could have happened due to faulty Displacementmaps, check your displacements to "Degenerate Faces"
Right.. Well I can't really fix it if I don't know where it is, any idea where it could be?
no clue - sorry its ur map ..
Well I don't even [B]HAVE[/B] displacements in that map :raise:
Been getting this recently with my map too. Showed up out of nowhere after I compiled once. Tried cordoning off areas, but they all caused the same crash. Even tried a blank cordon in the middle of nowhere with just a single spawn in it and it still crashed. I'm actually wondering if it's the compile tools fucking up really bad.
I did the same thing! This is really frustrating, I had hoped to show this in my video profile for Anglia Ruskin on Wednesday but now I guess I'm not going to get to :(
I've had crashing also with my maps, just like the OP; all I did to fix it was click on the "Check for Problems" button and deleted every brush that was listed, even though they worked before in previous compiles Looking at your map, you didn't have the same problems I did when I checked for errors, but hopefully this could still help a bit
Well, I just realised that my map works if I compile without VRAD. Don't know if it's the exact same issue with you, but defiantly look into any possible lighting errors and maybe even redownload VRAD.
Nah, I tried compiling without VRAD, no use.
So, one week until my next interview and I'd really love to show this. Anyone else fancy taking a gander?
I'll take a look at that vmf you posted earlier, unless you have a later version?
Do you have any vehicles? [editline]04:15PM[/editline] And I suppose you tried copy and pasting it into a new file and giving it a different name, right?
Copy it into a new vmf as ZOMG said, it worked after I did that.
When I copy/paste it into a new VMF I get a "File cannot be found" error on compile. The only vehicle on the map is a combine pod.
So you have selected everything, copy + paste into a new vmf. ? I did it and it worked fine :S Create a new vmf and call it "test" or something, paste your entire map into it and compile, I just did it and it worked. [editline]04:52PM[/editline] File cannot be found after you compiled? May have to run the map manually.
Post the compile log when you get the "File not found" error, it's indicative of VBsp failing to finish.
[QUOTE=metallics;19445820]Post the compile log when you get the "File not found" error, it's indicative of VBsp failing to finish.[/QUOTE] It usually happens for me when i try to compile something that contains weird characters. Just try saving it as something like test.vmf and then compile it.
[QUOTE=Caps lock;19445581]When I copy/paste it into a new VMF I get a "File cannot be found" error on compile. The only vehicle on the map is a combine pod.[/QUOTE] The pod; what text file is it using?
[code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\dashtm\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\dashtm\half-life 2 episode two\ep2" "C:\Users\Dash\Desktop\test" Valve Software - vbsp.exe (May 19 2009) 4 threads materialPath: c:\program files (x86)\steam\steamapps\dashtm\half-life 2 episode two\ep2\materials Loading C:\Users\Dash\Desktop\test.vmf fixing up env_cubemap materials on brush sides... 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) (16 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Dash\Desktop\test.bsp" "c:\program files (x86)\steam\steamapps\dashtm\half-life 2 episode two\ep2\maps\test.bsp" The command failed. Windows reported the error: "The system cannot find the file specified." ** Executing... ** Command: c:\program files (x86)\steam\steam.exe ** Parameters: -applaunch 420 -game "c:\program files (x86)\steam\steamapps\dashtm\half-life 2 episode two\ep2" -windowed -w 1280 -h 720 +map "test" [/code] Here you go. I cannot run the map manually because it's not actually in the folder. [editline]10:01PM[/editline] [QUOTE=~ZOMG;19449291]The pod; what text file is it using?[/QUOTE] scripts/vehicles/prisoner_pod.txt
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