Entire game freezes after taking one step in the map.

Well, yes. Title explains it.

(I know I fucked up with the nodraw texture, I fixed it and that did nothing.)

So… FP… Why is it doing this?

Compile log:




** Executing...
** Command: "c:\program\steam\steamapps\rickardjonsson\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program\steam\steamapps\rickardjonsson\half-life 2 episode two\ep2" "C:\Documents and Settings\Rixxz\Mina dokument\rixxzbuildmapa2"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program\steam\steamapps\rickardjonsson\half-life 2 episode two\ep2\materials
Loading C:\Documents and Settings\Rixxz\Mina dokument\rixxzbuildmapa2.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 (1)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
writing C:\Documents and Settings\Rixxz\Mina dokument\rixxzbuildmapa2.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_04*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_04*.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) (11309 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9..Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
.10
Compacting texture/material tables...
Reduced 120 texinfos to 65
Reduced 34 texdatas to 22 (1418 bytes to 928)
Writing C:\Documents and Settings\Rixxz\Mina dokument\rixxzbuildmapa2.bsp
3 seconds elapsed

** Executing...
** Command: "c:\program\steam\steamapps\rickardjonsson\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program\steam\steamapps\rickardjonsson\half-life 2 episode two\ep2" "C:\Documents and Settings\Rixxz\Mina dokument\rixxzbuildmapa2"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\documents and settings\rixxz\mina dokument\rixxzbuildmapa2.bsp
reading c:\documents and settings\rixxz\mina dokument\rixxzbuildmapa2.prt
 377 portalclusters
 895 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 (357)
Optimized: 337 visible clusters (0.00%)
Total clusters visible: 128482
Average clusters visible: 340
Building PAS...
Average clusters audible: 374
visdatasize:39051  compressed from 36192
writing c:\documents and settings\rixxz\mina dokument\rixxzbuildmapa2.bsp
5 minutes, 57 seconds elapsed

** Executing...
** Command: "c:\program\steam\steamapps\rickardjonsson\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program\steam\steamapps\rickardjonsson\half-life 2 episode two\ep2" "C:\Documents and Settings\Rixxz\Mina dokument\rixxzbuildmapa2"

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:\documents and settings\rixxz\mina dokument\rixxzbuildmapa2.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (1.99 seconds)
930 faces
6145269 square feet [884918848.00 square inches]
30 Displacements
6211753 Square Feet [894492544.00 Square Inches]
930 patches before subdivision
12860 patches after subdivision
7 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (9)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 504475, max 287
transfer lists:   3.8 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(30683, 28356, 21538)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(4843, 4434, 3369)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(1208, 1054, 691)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(328, 271, 150)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(95, 73, 33)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(29, 21, 7)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(9, 6, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(3, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(1, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0413 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (55)
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 (26)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                 29/8192          348/98304    ( 0.4%) 
brushsides             183/65536        1464/524288   ( 0.3%) 
planes                 302/65536        6040/1310720  ( 0.5%) 
vertexes              1002/65536       12024/786432   ( 1.5%) 
nodes                 1001/65536       32032/2097152  ( 1.5%) 
texinfos                65/12288        4680/884736   ( 0.5%) 
texdata                 22/2048          704/65536    ( 1.1%) 
dispinfos               30/0            5280/0        ( 0.0%) 
disp_verts            8670/0          173400/0        ( 0.0%) 
disp_tris            15360/0           30720/0        ( 0.0%) 
disp_lmsamples      480099/0          480099/0        ( 0.0%) 
faces                  930/65536       52080/3670016  ( 1.4%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              129/65536        7224/3670016  ( 0.2%) 
leaves                1003/65536       32096/2097152  ( 1.5%) 
leaffaces              928/65536        1856/131072   ( 1.4%) 
leafbrushes            633/65536        1266/131072   ( 1.0%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             4380/512000      17520/2048000  ( 0.9%) 
edges                 2279/256000       9116/1024000  ( 0.9%) 
LDR worldlights          7/8192          616/720896   ( 0.1%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips              7/32768          70/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices            99/65536         198/131072   ( 0.2%) 
cubemapsamples           3/1024           48/16384    ( 0.3%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      584336/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       39051/16777216 ( 0.2%) 
entdata               [variable]        1955/393216   ( 0.5%) 
LDR ambient table     1003/65536        4012/262144   ( 1.5%) 
HDR ambient table     1003/65536        4012/262144   ( 1.5%) 
LDR leaf ambient      4864/65536      136192/1835008  ( 7.4%) 
HDR leaf ambient      1003/65536       28084/1835008  ( 1.5%) 
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]           1/608      ( 0.2%) 
pakfile               [variable]      353295/0        ( 0.0%) 
physics               [variable]       11309/4194304  ( 0.3%) 
physics terrain       [variable]       14130/1048576  ( 1.3%) 

Level flags = 0

Total triangle count: 2004
Writing c:\documents and settings\rixxz\mina dokument\rixxzbuildmapa2.bsp
1 minute, 44 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Rixxz\Mina dokument\rixxzbuildmapa2.bsp" "c:\program\steam\steamapps\rickardjonsson\half-life 2 episode two\ep2\maps\rixxzbuildmapa2.bsp"


** Executing...
** Command: c:\program\steam\steam.exe
** Parameters: -applaunch 420 -game "c:\program\steam\steamapps\rickardjonsson\half-life 2 episode two\ep2" -console +map "rixxzbuildmapa2" 



Perhaps a bad entity I/O? Alt+P in hammer to double check, also check the console log in the game, sometimes it leaves an error before it crashes. To save the entire log to a text file, load up ep2 manually, type in con_log <filename> where filename is the name of the txt file you want it saved as, then type in map <mapname> where mapname is the name of your map, in this case, map rixxzbuildmapa2

Patch Sample Radius Clamped!
Not a clue what that is, and interlopers error checker doesn’t have on either. :confused:

Meh, I’ll just remake the entire map.

I get that on some of my maps too, they run just fine. I have no clue what causes it, how to fix it, or even what it means…

It’s to do with lightmaps on displacements. It’s not an issue AFAIK

Any of those displacements power 4?

… Yes… All of them…

that would be your issue. Turn them into power of 3 displacements. The power of 4 displacements causing ep2 to crash is a known issue.

Thanks, mate. Solved it. :buddy:
Phew, I was afraid I would have to redo everything from scratch. Now I’ll just have to remake the cliffs.