HELP! Episode 2 crashes on map.

ok, i made a map for episode 2. i play it, then when i try to go into the vent shaft, the thing freezes up and the game crashes.

here is the VMF http://www.garrysmod.org/downloads/?a=view&id=75788

and here is the compile log



** Executing...
** Command: "c:\program files\steam\steamapps\zackcentner\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\zackcentner\half-life 2 episode two\ep2" "C:\Users\Zack and Josh\Desktop\my stuff\bunker3"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps\zackcentner\half-life 2 episode two\ep2\materials
Loading C:\Users\Zack and Josh\Desktop\my stuff\bunker3.vmf
material "customdev/dev_measurewall01brownm" not found.
Material not found!: CUSTOMDEV/DEV_MEASUREWALL01BROWNM
Patching WVT material: maps/bunker3/concrete/blendbunk_conc01_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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Zack and Josh\Desktop\my stuff\bunker3.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...
done (0) (83927 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9.Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
..10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 173 texinfos to 97
Reduced 35 texdatas to 29 (903 bytes to 711)
Writing C:\Users\Zack and Josh\Desktop\my stuff\bunker3.bsp
11 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\zackcentner\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\zackcentner\half-life 2 episode two\ep2" "C:\Users\Zack and Josh\Desktop\my stuff\bunker3"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\users\zack and josh\desktop\my stuff\bunker3.bsp
reading c:\users\zack and josh\desktop\my stuff\bunker3.prt
 425 portalclusters
1271 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 (15)
Optimized: 153 visible clusters (0.00%)
Total clusters visible: 69348
Average clusters visible: 163
Building PAS...
Average clusters audible: 346
visdatasize:46288  compressed from 47600
writing c:\users\zack and josh\desktop\my stuff\bunker3.bsp
15 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\zackcentner\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\zackcentner\half-life 2 episode two\ep2" "C:\Users\Zack and Josh\Desktop\my stuff\bunker3"

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:\users\zack and josh\desktop\my stuff\bunker3.bsp
Setting up ray-trace acceleration structure... Done (0.59 seconds)
1109 faces
486313 square feet [70029120.00 square inches]
1 Displacements
170 Square Feet [24576.05 Square Inches]
1109 patches before subdivision
9761 patches after subdivision
5 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (6)
transfers 813253, max 583
transfer lists:   6.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(1727, 1106, 862)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(109, 50, 31)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(9, 4, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0072 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (5)
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 (8)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  13/1024          624/49152    ( 1.3%) 
brushes                187/8192         2244/98304    ( 2.3%) 
brushsides            1467/65536       11736/524288   ( 2.2%) 
planes                1084/65536       21680/1310720  ( 1.7%) 
vertexes              1904/65536       22848/786432   ( 2.9%) 
nodes                  747/65536       23904/2097152  ( 1.1%) 
texinfos                97/12288        6984/884736   ( 0.8%) 
texdata                 29/2048          928/65536    ( 1.4%) 
dispinfos                1/0             176/0        ( 0.0%) 
disp_verts             289/0            5780/0        ( 0.0%) 
disp_tris              512/0            1024/0        ( 0.0%) 
disp_lmsamples         630/0             630/0        ( 0.0%) 
faces                 1109/65536       62104/3670016  ( 1.7%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              599/65536       33544/3670016  ( 0.9%) 
leaves                 761/65536       24352/2097152  ( 1.2%) 
leaffaces             1267/65536        2534/131072   ( 1.9%) 
leafbrushes            394/65536         788/131072   ( 0.6%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             7737/512000      30948/2048000  ( 1.5%) 
edges                 4454/256000      17816/1024000  ( 1.7%) 
LDR worldlights          5/8192          440/720896   ( 0.1%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips             71/32768         710/327680   ( 0.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1350/65536        2700/131072   ( 2.1%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      658524/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       46288/16777216 ( 0.3%) 
entdata               [variable]       20518/393216   ( 5.2%) 
LDR ambient table      761/65536        3044/262144   ( 1.2%) 
HDR ambient table      761/65536        3044/262144   ( 1.2%) 
LDR leaf ambient      1740/65536       48720/1835008  ( 2.7%) 
HDR leaf ambient       761/65536       21308/1835008  ( 1.2%) 
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]           1/1016     ( 0.1%) 
pakfile               [variable]      212548/0        ( 0.0%) 
physics               [variable]       83927/4194304  ( 2.0%) 
physics terrain       [variable]         368/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 2983
Writing c:\users\zack and josh\desktop\my stuff\bunker3.bsp
23 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Zack and Josh\Desktop\my stuff\bunker3.bsp" "c:\program files\steam\steamapps\zackcentner\half-life 2 episode two\ep2\maps\bunker3.bsp"

Is the vent shaft the place where the wall breaks?

yea, why?

[editline]05:46PM[/editline]

its behind the vending machine. you have to break this thing before you can enter.

I dont see the reason why its doing that…

it has done it 3 times already. its really annoying.

Are you compiling with EP2, getting a clean compile report (except the texture info) but crashing on game load or in game, getting a memory read error 0x1 and/or 0x0 ?
I had the same problem last week, couldn’t find any errors at all. Now I’m copy pasting all the stuff to a fresh map and it compiles fine and now I can load the map with out any errors.

post your in-game console log, it’s probably a case of a bad entity or something

ok, leme open episode 2.

[editline]10:05PM[/editline]

env_cubemap used on world geometry without rebuilding map. . ignoring: tile/tilefloor001b
env_cubemap used on world geometry without rebuilding map. . ignoring: props/metalduct001a
CRagdollProp::CreateObjects: Couldn’t Lookup Bone bunkbed_phy
CRagdollProp::CreateObjects: Couldn’t Lookup Bone bunkbed_phy
door has Door model (models/props_trainstation/wrecked_train_door.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
FuncTrackTrain ‘func_tanktrain’ has no target.
Redownloading all lightmaps

[editline]10:14PM[/editline]

i dont have any cubemaps in the map. leme use a different texture for the vent. brb in 10.

[editline]10:50PM[/editline]

nope, still crashing.

was that the copy paste of a con_log filename or just a prntscrn then you copied the text in the console?

if it was the second one, open ep2 manually via steam, type con_log <filename> into the log, then load your map by typing map <mapname>

thats strait from the console. ofter i load up the map.

But did you save the log to txt or printscreen? It could return an error and crash before it has time to write the error message on the console window, but still save it to the txt…

nvm. i got it.