• My map crashes CS:S whenever I start to move quickly or look around very quickly
    8 replies, posted
That is the problem and basically the most play time you can get is 10 seconds before counter strike source just crashes with no error, it basically will just cleanly close when you start to walk around or swiftly spin the camera. Compile Log using VBCT: [QUOTE]Fast Compile Selected! Compile Start Time: Thursday, April 25, 2013, 5:16:08 PM -------------- Start Compile BSP ---------------- VBSP Started, Please Wait! VBSP: c:\program files (x86)\steam\steamapps\d_man22\sourcesdk\bin\orangebox\bin\vbsp.exe -game "c:\program files (x86)\steam\steamapps\d_man22\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\d_man22\sourcesdk_content\cstrike\mapsrc\surf_caution2" Valve Software - vbsp.exe (Oct 31 2012) 4 threads materialPath: c:\program files (x86)\steam\steamapps\d_man22\counter-strike source\cstrike\materials Loading C:\Program Files (x86)\Steam\steamapps\d_man22\sourcesdk_content\cstrike\mapsrc\surf_caution2.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\d_man22\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/surf_caution2/stone/blendcobbledirt001a_wvt_patch Patching WVT material: maps/surf_caution2/stone/infflrd_blend_dirt_wvt_patch Patching WVT material: maps/surf_caution2/skyppy/bgrassfloorgt_wvt_patch 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) FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1492.5 -2774.0 1841.4) Leaf 0 contents: Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW Candidate brush IDs: Brush 29415: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1492.5 -2774.0 2009.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW Candidate brush IDs: Brush 29415: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1521.0 -2923.0 1887.2) Leaf 0 contents: Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW Candidate brush IDs: Brush 29415: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1492.5 -2923.0 2039.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW Candidate brush IDs: Brush 29415: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1521.0 -3555.5 1887.2) Leaf 0 contents: Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW Candidate brush IDs: Brush 29415: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1492.5 -3555.5 2039.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW Candidate brush IDs: Brush 29415: Processing areas...done (0) Building Faces...done (1) Chop Details...done (0) Find Visible Detail Sides... Merged 1490 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... NODRAW on terrain surface! done (0) writing C:\Program Files (x86)\Steam\steamapps\d_man22\sourcesdk_content\cstrike\mapsrc\surf_caution2.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... WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. done (1) (1402388 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 2999 texinfos to 2201 Reduced 89 texdatas to 64 (2699 bytes to 1506) Writing C:\Program Files (x86)\Steam\steamapps\d_man22\sourcesdk_content\cstrike\mapsrc\surf_caution2.bsp 3 seconds elapsed Compile Complete for this module. VBSP Completed: Thursday, April 25, 2013, 5:16:13 PM VBSP: WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. VBSP: Compile time: 3 seconds elapsed -------------- Start Compile VVIS ---------------- VVIS Started, Please Wait! VVIS: c:\program files (x86)\steam\steamapps\d_man22\sourcesdk\bin\orangebox\bin\vvis.exe -fast -game "c:\program files (x86)\steam\steamapps\d_man22\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\d_man22\sourcesdk_content\cstrike\mapsrc\surf_caution2" Valve Software - vvis.exe (Oct 31 2012) fastvis = true 4 threads reading c:\program files (x86)\steam\steamapps\d_man22\sourcesdk_content\cstrike\mapsrc\surf_caution2.bsp reading c:\program files (x86)\steam\steamapps\d_man22\sourcesdk_content\cstrike\mapsrc\surf_caution2.prt 4286 portalclusters 14401 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (5) Optimized: 307661 visible clusters (8.67%) Total clusters visible: 3548473 Average clusters visible: 827 Building PAS... Average clusters audible: 1369 visdatasize:1443875 compressed from 4594592 writing c:\program files (x86)\steam\steamapps\d_man22\sourcesdk_content\cstrike\mapsrc\surf_caution2.bsp 6 seconds elapsed Compile Complete for this module. VVIS Completed: Thursday, April 25, 2013, 5:16:19 PM VVIS: Compile time: 6 seconds elapsed -------------- Start Compile VRAD ---------------- VRAD Started, Please Wait! VRAD: c:\program files (x86)\steam\steamapps\d_man22\sourcesdk\bin\orangebox\bin\vrad.exe -game "c:\program files (x86)\steam\steamapps\d_man22\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\d_man22\sourcesdk_content\cstrike\mapsrc\surf_caution2" Valve Software - vrad.exe SSE (Oct 31 2012) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\d_man22\sourcesdk_content\cstrike\mapsrc\surf_caution2.bsp Setting up ray-trace acceleration structure... Done (1.01 seconds) 15419 faces 44 degenerate faces 4156251 square feet [598500224.00 square inches] 24 Displacements 95452 Square Feet [13745100.00 Square Inches] 15375 patches before subdivision zero area child patch 222751 patches after subdivision sun extent from map=0.422618 174 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (38) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (33) transfers 34334053, max 967 transfer lists: 261.9 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 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GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #95 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #96 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #97 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #98 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #99 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #100 added RGB(1, 1, 1) Build Patch/Sample Hash Table(s).....Done<0.0962 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8) 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 (15) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 53/1024 2544/49152 ( 5.2%) brushes 1281/8192 15372/98304 (15.6%) brushsides 13831/65536 110648/524288 (21.1%) planes 17878/65536 357560/1310720 (27.3%) vertexes 23289/65536 279468/786432 (35.5%) nodes 7965/65536 254880/2097152 (12.2%) texinfos 2201/12288 158472/884736 (17.9%) texdata 64/2048 2048/65536 ( 3.1%) dispinfos 24/0 4224/0 ( 0.0%) disp_verts 4440/0 88800/0 ( 0.0%) disp_tris 7680/0 15360/0 ( 0.0%) disp_lmsamples 249926/0 249926/0 ( 0.0%) faces 15419/65536 863464/3670016 (23.5%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 5911/65536 331016/3670016 ( 9.0%) leaves 8019/65536 256608/2097152 (12.2%) leaffaces 20797/65536 41594/131072 (31.7%) leafbrushes 6875/65536 13750/131072 (10.5%) areas 5/256 40/2048 ( 2.0%) surfedges 99959/512000 399836/2048000 (19.5%) edges 55090/256000 220360/1024000 (21.5%) LDR worldlights 171/8192 15048/720896 ( 2.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 20/32768 240/393216 ( 0.1%) waterstrips 1955/32768 19550/327680 ( 6.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 31986/65536 63972/131072 (48.8%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 18519484/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 1443875/16777216 ( 8.6%) entdata [variable] 74965/393216 (19.1%) LDR ambient table 8019/65536 32076/262144 (12.2%) HDR ambient table 8019/65536 32076/262144 (12.2%) LDR leaf ambient 33421/65536 935788/1835008 (51.0%) HDR leaf ambient 8019/65536 224532/1835008 (12.2%) 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] 219203/0 ( 0.0%) physics [variable] 1402388/4194304 (33.4%) physics terrain [variable] 0/1048576 ( 0.0%) Level flags = 0 Total triangle count: 45093 Writing c:\program files (x86)\steam\steamapps\d_man22\sourcesdk_content\cstrike\mapsrc\surf_caution2.bsp 3 minutes, 38 seconds elapsed Compile Complete for this module. VRAD Completed: Thursday, April 25, 2013, 5:19:59 PM VRAD: Compile time: 3 minutes, 38 seconds elapsed One Line Summary: 4/25/2013 5:19:59 PM, surf_caution2.vmf, Counter-Strike Source, normal , fast, normal, 00:00:04, 00:00:06, 00:03:39, 00:03:50 Catch in History File update Compile Summary - job mode: FAST Map Name: surf_caution2.vmf VBSP - mode:normal , 3 seconds, 00:00:04 elapsed VVIS - mode:fast, 6 seconds, 00:00:06 elapsed VRAD - mode:normal, 3 minutes, 38 seconds(LDR), n/a(HDR), 00:03:39 elapsed Total Compile time: 00:03:50 [/QUOTE]
Are you running CSS automatically, straight from the Hammer compile dialog? If so, you really shouldn't.
[QUOTE=Mozartkugeln;40432453]Are you running CSS automatically, straight from the Hammer compile dialog? If so, you really shouldn't.[/QUOTE] I am using vbct, but even then no I am not automatically running it
Do you have any brushes or models sitting outside your skybox? I had a similar problem, it turned out a tree was higher that my skybox and was sticking in to the "void".
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1492.5 -3555.5 2039.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW Candidate brush IDs: Brush 29415: Might wanna fix those...they aren't meant to be there.
[QUOTE=IronPhoenix;40436794]FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1492.5 -3555.5 2039.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW Candidate brush IDs: Brush 29415: Might wanna fix those...they aren't meant to be there.[/QUOTE] How would I fix them? Nevermind, the map works now.
[QUOTE=Hiphopopotomus;40436963]How would I fix them? Nevermind, the map works now.[/QUOTE] What was the problem?
[QUOTE=Meekal;40442010]What was the problem?[/QUOTE] As ridiculous as this sounds. I had to remove an env_spritetrail and it works now.
I doubt that was the solution to your problem; it must've been something else that you did.
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