EP2 crashes when I try to test my map

A simple problem. I run my map as ussual, start EP2, load a random save file and do the changelevel “mapname” command. When I do this, EP2 crashes with the regular error “HL2.exe has stopped working”.
I know that it is a problem with this map that I’m working on sience I loaded up another custom map and it worked just fine.
I have tried to remove all my func_breakable_surf sience they used to cause this kind of trouble to me before but it did not work.
Any suggestions on how to fix this?

Here is the “more info” thingy from the error message:


Problem signature:
  Problem Event Name:	APPCRASH
  Application Name:	hl2.exe
  Application Version:	0.0.0.0
  Application Timestamp:	4c525184
  Fault Module Name:	ntdll.dll
  Fault Module Version:	6.1.7600.16559
  Fault Module Timestamp:	4ba9b29c
  Exception Code:	c0000005
  Exception Offset:	0003c9cd
  OS Version:	6.1.7600.2.0.0.256.1
  Locale ID:	1053
  Additional Information 1:	e8ad
  Additional Information 2:	e8adce1c2b9e7be834b4063ac3c53863
  Additional Information 3:	e8ad
  Additional Information 4:	e8adce1c2b9e7be834b4063ac3c53863

Read our privacy statement online:
  http://go.microsoft.com/fwlink/?linkid=104288&clcid=0x0409

If the online privacy statement is not available, please read our privacy statement offline:
  C:\Windows\system32\en-US\erofflps.txt

Here is the copy&paste from compile window:


** Executing...
** Command: "d:\steam\steamapps\mysteamname\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\steam\steamapps\mysteamname\half-life 2 episode two\ep2" "D:\Steam\steamapps\mysteamname\sourcesdk_content\ep2\mapsrc\gm_smalltown.vmf"

Valve Software - vbsp.exe (Jul  7 2010)
8 threads
materialPath: d:\steam\steamapps\mysteamname\half-life 2 episode two\ep2\materials
Loading D:\Steam\steamapps\mysteamname\sourcesdk_content\ep2\mapsrc\gm_smalltown.vmf
Could not locate 'GameData' key in d:\steam\steamapps\mysteamname\half-life 2 episode two\ep2\gameinfo.txt
Patching WVT material: maps/gm_smalltown/concrete/blendbunk_conc01_wvt_patch
Patching WVT material: maps/gm_smalltown/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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\steamapps\mysteamname\sourcesdk_content\ep2\mapsrc\gm_smalltown.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
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Building Physics collision data...
done (0) (67835 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 374 texinfos to 218
Reduced 68 texdatas to 61 (1742 bytes to 1534)
Writing D:\Steam\steamapps\mysteamname\sourcesdk_content\ep2\mapsrc\gm_smalltown.bsp
0 seconds elapsed

** Executing...
** Command: "d:\steam\steamapps\mysteamname\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\steam\steamapps\mysteamname\half-life 2 episode two\ep2" -fast "D:\Steam\steamapps\mysteamname\sourcesdk_content\ep2\mapsrc\gm_smalltown"

Valve Software - vvis.exe (Jul  7 2010)
fastvis = true
8 threads
reading d:\steam\steamapps\mysteamname\sourcesdk_content\ep2\mapsrc\gm_smalltown.bsp
reading d:\steam\steamapps\mysteamname\sourcesdk_content\ep2\mapsrc\gm_smalltown.prt
 302 portalclusters
 996 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 7600 visible clusters (0.00%)
Total clusters visible: 74158
Average clusters visible: 245
Building PAS...
Average clusters audible: 302
visdatasize:25581  compressed from 24160
writing d:\steam\steamapps\mysteamname\sourcesdk_content\ep2\mapsrc\gm_smalltown.bsp
0 seconds elapsed

** Executing...
** Command: "d:\steam\steamapps\mysteamname\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "d:\steam\steamapps\mysteamname\half-life 2 episode two\ep2" -noextra "D:\Steam\steamapps\mysteamname\sourcesdk_content\ep2\mapsrc\gm_smalltown"

Valve Software - vrad.exe SSE (Jul  7 2010)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading d:\steam\steamapps\mysteamname\sourcesdk_content\ep2\mapsrc\gm_smalltown.bsp
Setting up ray-trace acceleration structure... Done (0.22 seconds)
924 faces
154921 square feet [22308690.00 square inches]
6 Displacements
1034 Square Feet [148992.00 Square Inches]
924 patches before subdivision
8926 patches after subdivision
sun extent from map=0.000000
4 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 (1)
transfers 380777, max 314
transfer lists:   2.9 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(20578, 19384, 16548)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(6203, 5590, 4009)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(2206, 1908, 1166)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(798, 658, 341)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(292, 229, 101)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(107, 80, 30)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(39, 28, 9)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(14, 10, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(5, 3, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(2, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0021 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
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                   4/1024          192/49152    ( 0.4%) 
brushes                193/8192         2316/98304    ( 2.4%) 
brushsides            1166/65536        9328/524288   ( 1.8%) 
planes                 434/65536        8680/1310720  ( 0.7%) 
vertexes              1344/65536       16128/786432   ( 2.1%) 
nodes                  569/65536       18208/2097152  ( 0.9%) 
texinfos               218/12288       15696/884736   ( 1.8%) 
texdata                 61/2048         1952/65536    ( 3.0%) 
dispinfos                6/0            1056/0        ( 0.0%) 
disp_verts            1734/0           34680/0        ( 0.0%) 
disp_tris             3072/0            6144/0        ( 0.0%) 
disp_lmsamples        3817/0            3817/0        ( 0.0%) 
faces                  924/65536       51744/3670016  ( 1.4%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              597/65536       33432/3670016  ( 0.9%) 
leaves                 574/65536       18368/2097152  ( 0.9%) 
leaffaces             1067/65536        2134/131072   ( 1.6%) 
leafbrushes            336/65536         672/131072   ( 0.5%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             6872/512000      27488/2048000  ( 1.3%) 
edges                 3993/256000      15972/1024000  ( 1.6%) 
LDR worldlights          4/8192          352/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips             59/32768         590/327680   ( 0.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1041/65536        2082/131072   ( 1.6%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 4/512          1408/180224   ( 0.8%) 
LDR lightdata         [variable]      400720/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       25581/16777216 ( 0.2%) 
entdata               [variable]        6928/393216   ( 1.8%) 
LDR ambient table      574/65536        2296/262144   ( 0.9%) 
HDR ambient table      574/65536        2296/262144   ( 0.9%) 
LDR leaf ambient      2458/65536       68824/1835008  ( 3.8%) 
HDR leaf ambient       574/65536       16072/1835008  ( 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]           1/1644     ( 0.1%) 
pakfile               [variable]      212616/0        ( 0.0%) 
physics               [variable]       67835/4194304  ( 1.6%) 
physics terrain       [variable]        1008/1048576  ( 0.1%) 

Level flags = 0

Total triangle count: 2638
Writing d:\steam\steamapps\mysteamname\sourcesdk_content\ep2\mapsrc\gm_smalltown.bsp
7 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Steam\steamapps\mysteamname\sourcesdk_content\ep2\mapsrc\gm_smalltown.bsp" "d:\steam\steamapps\mysteamname\half-life 2 episode two\ep2\maps\gm_smalltown.bsp"

The only one I can find is this:

sun extent from map=0.000000

Do you have a leak, or something outside of the grid?

There’s no leak, because the light wouldn’t bounce if there was, OP I think you’re building to close to the edge of the grid.

It is in the center of the grid. Anything else you can suggest?

Press Ctrl + P (I think that’s the shortcut) It’ll check for problems.

Here is a picture of the problem window

That light_environment error is weird.
Did you place a random entity and the renamed it to light_environment?
That might cause issues. Try placing a new one, and check if fiddling with the sun works.

Turn vvis off fast, and if you have any power of 4 displacements, make them power of 3.

The only named entities in the map are 2 doors…
I tried removing the old light_enviroment but still crashes.

[editline]13th January 2011[/editline]

Did that. Still does not work.

[editline]13th January 2011[/editline]

I have tried removing ALL the light entities from the map but still, EP2 crashes.

That is not what i meant. I mean, did you place for example prop static somewhere and then changed it into a light_environment?

Tried removing the env_sun?

Try cordon box parts of your map and compile it.
Also, try to load it into another game (HL2, EP1, Gmod)

Maybe you could upload your VMF for us to look at. PM us with the link though, dont post it wide in the open.

Copied the map into the gmod maps folder but it still crashes. I have not added an env_sun yet.
Also, can you suggest a file host so I can upload the .vmf?

http://megaupload.com/