Half Life: 2 crashes when testing map

So, I make whatever in hammer and run Half Life: 2 to test my map. I go in the console and type “map map_name”. I can run around the map for a few minutes, sometimes only a few seconds and Half Life: 2 just crashes without warning. No error messages or anything, it just closes. If someone could help me with this problem that would be great.

EDIT: It seems to happen when I turn a light_spot off, then back on again.

Compile log?

Its clean but here:



** Executing...
** Command: "c:\program files\steam\steamapps\stupideye\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\stupideye\half-life 2\hl2" "C:\Program Files\Steam\steamapps\stupideye\sourcesdk_content\cstrike\mapsrc\horror"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\steam\steamapps\stupideye\half-life 2\hl2\materials
Loading C:\Program Files\Steam\steamapps\stupideye\sourcesdk_content\cstrike\mapsrc\horror.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 (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\stupideye\sourcesdk_content\cstrike\mapsrc\horror.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 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) (8824 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 25 texinfos to 18
Reduced 7 texdatas to 7 (166 bytes to 166)
Writing C:\Program Files\Steam\steamapps\stupideye\sourcesdk_content\cstrike\mapsrc\horror.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\stupideye\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\stupideye\half-life 2\hl2" "C:\Program Files\Steam\steamapps\stupideye\sourcesdk_content\cstrike\mapsrc\horror"

Valve Software - vvis.exe (Nov  8 2007)
2 threads
reading c:\program files\steam\steamapps\stupideye\sourcesdk_content\cstrike\mapsrc\horror.bsp
reading c:\program files\steam\steamapps\stupideye\sourcesdk_content\cstrike\mapsrc\horror.prt
  11 portalclusters
  15 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 67
Average clusters visible: 6
Building PAS...
Average clusters audible: 9
visdatasize:136  compressed from 176
writing c:\program files\steam\steamapps\stupideye\sourcesdk_content\cstrike\mapsrc\horror.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\stupideye\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\stupideye\half-life 2\hl2" "C:\Program Files\Steam\steamapps\stupideye\sourcesdk_content\cstrike\mapsrc\horror"

Valve Software - vrad.exe SSE (Nov  8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\stupideye\sourcesdk_content\cstrike\mapsrc\horror.bsp
57 faces
4352 square feet [626812.19 square inches]
0 displacements
0 square feet [0.00 square inches]
57 patches before subdivision
631 patches after subdivision
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 30931, max 135
transfer lists:   0.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0004 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.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   3/1024          144/49152    ( 0.3%) 
brushes                 24/8192          288/98304    ( 0.3%) 
brushsides             150/65536        1200/524288   ( 0.2%) 
planes                 106/65536        2120/1310720  ( 0.2%) 
vertexes                97/65536        1164/786432   ( 0.1%) 
nodes                   46/65536        1472/2097152  ( 0.1%) 
texinfos                18/12288        1296/884736   ( 0.1%) 
texdata                  7/2048          224/65536    ( 0.3%) 
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                   57/65536        3192/3670016  ( 0.1%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces               45/65536        2520/3670016  ( 0.1%) 
leaves                  50/65536        1600/2097152  ( 0.1%) 
leaffaces               66/65536         132/131072   ( 0.1%) 
leafbrushes             30/65536          60/131072   ( 0.0%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges              443/512000       1772/2048000  ( 0.1%) 
edges                  271/256000       1084/1024000  ( 0.1%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips              3/32768          30/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices            39/65536          78/131072   ( 0.1%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]       32068/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]         136/16777216 ( 0.0%) 
entdata               [variable]        2621/393216   ( 0.7%) 
LDR leaf ambient        50/65536        1200/1572864  ( 0.1%) 
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]           1/202      ( 0.5%) 
pakfile               [variable]       10006/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]        8824/4194304  ( 0.2%) 
==== Total Win32 BSP file data space used: 73425 bytes ====

Total triangle count: 148
Writing c:\program files\steam\steamapps\stupideye\sourcesdk_content\cstrike\mapsrc\horror.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\stupideye\sourcesdk_content\cstrike\mapsrc\horror.bsp" "c:\program files\steam\steamapps\stupideye\half-life 2\hl2\maps\horror.bsp"


I don’t see any errors…

Still getting this. Its now happening on any map I play on HL2, even the campaign. It seems to happen whenever I do something. If I just walk around it doesn’t take as long but if I shoot or if something happens like a input/output then it crashes. I will uninstall and reinstall and see if that works.

Dxdiag, sounds like a comp-related problem

I completely deleted Half Life 2 and reinstalled it. It seems to work now.