HL2: EP2 crashes when map loads - can't find any critical errors?

A few weeks ago I did something in my map, I had some invalid brushes which I removed, ever since the game crashes when starting the map. As someone suggested I loaded the map directly without Hammer compiling it first, which did no dice. For the hell of it I started working on a other map, which does load fine. At this point I’m just stuck in darkness, looking for a solution.
Here is the most recent compile log:



** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" "C:\Users\Merijn\Documents\CardboardHouse.vmf"

Valve Software - vbsp.exe (Sep 20 2013)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\materials
Loading C:\Users\Merijn\Documents\CardboardHouse.vmf
Can't find surfaceprop sheetrock for material PLASTER/PLASTER_CEILING_03, using default
Can't find surfaceprop sheetrock for material WALLPAPER/RED01, using default
Can't find surfaceprop sheetrock for material PLASTER/SHEETROCK01, using default
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
Patching WVT material: maps/cardboardhouse/nature/blendgrassdirt01_noprop_wvt_patch
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
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...
Merged 4 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Users\Merijn\Documents\CardboardHouse.prt...Building visibility clusters...
done (0)
error: material LIQUIDS/RESIDUE_WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/RESIDUE_WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/RESIDUE_WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/RESIDUE_WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/RESIDUE_WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/RESIDUE_WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_09_hdr*.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_09_hdr*.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 (1) (724718 bytes)
Static prop models/props_pipes/pipe02_connector01.mdl outside the map (-83.00, 341.00, -93.00)
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 3143 texinfos to 1501
Reduced 134 texdatas to 99 (4002 bytes to 3125)
Writing C:\Users\Merijn\Documents\CardboardHouse.bsp
4 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" "C:\Users\Merijn\Documents\CardboardHouse"

Valve Software - vvis.exe (Sep 20 2013)
4 threads
reading c:\users\merijn\documents\CardboardHouse.bsp
reading c:\users\merijn\documents\CardboardHouse.prt
1115 portalclusters
2948 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 (80)
Optimized: 2511 visible clusters (1.28%)
Total clusters visible: 195644
Average clusters visible: 175
Building PAS...
Average clusters audible: 739
visdatasize:230602  compressed from 321120
writing c:\users\merijn\documents\CardboardHouse.bsp
1 minute, 20 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" "C:\Users\Merijn\Documents\CardboardHouse"

Valve Software - vrad.exe SSE (Sep 20 2013)

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

Loading c:\users\merijn\documents\CardboardHouse.bsp
Setting up ray-trace acceleration structure... Done (0.71 seconds)
8842 faces
9 degenerate faces
147289 square feet [21209664.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
8833 patches before subdivision
zero area child patch
62391 patches after subdivision
sun extent from map=0.087156
53 direct lights
BuildFacelights:     0
WARNING: Too many light styles on a face at (94.950005, 179.000000, 198.000000)

WARNING: Too many light styles on a face at (94.950005, 305.500000, 198.000000)
...
WARNING: Too many light styles on a face at (96.024994, 135.000000, 268.750000)
1
WARNING: Too many light styles on a face at (58.000000, 100.575005, 268.750000)
...2..
WARNING: Too many light styles on a face at (520.000000, -232.000000, 66.000000)

WARNING: Too many light styles on a face at (168.000015, -152.000000, 66.000000)
.3
WARNING: Too many light styles on a face at (-98.000000, 144.500000, -5.250000)

WARNING: Too many light styles on a face at (-98.000000, 108.500000, -5.250000)

WARNING: Too many light styles on a face at (-98.000000, 117.000000, 21.375000)

WARNING: Too many light styles on a face at (-98.000000, 264.000000, 233.375000)

WARNING: Too many light styles on a face at (-33.000000, 117.000000, 21.375000)

WARNING: Too many light styles on a face at (-33.000000, 144.500000, -5.250000)

WARNING: Too many light styles on a face at (-33.000000, 149.000000, 9.375000)
.
WARNING: Too many light styles on a face at (-33.000000, 108.500000, -5.250008)
..4...5...6...7...8...9...10 (8)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (11)
transfers 6796291, max 558
transfer lists:  51.9 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(5781, 5155, 3163)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(1119, 845, 366)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(337, 212, 67)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(104, 55, 14)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(35, 16, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(12, 5, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(4, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #8 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0170 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (18)
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                 435/1024        20880/49152    (42.5%) 
brushes               1707/8192        20484/98304    (20.8%) 
brushsides           12344/65536       98752/524288   (18.8%) 
planes                6774/65536      135480/1310720  (10.3%) 
vertexes             14010/65536      168120/786432   (21.4%) 
nodes                 6670/65536      213440/2097152  (10.2%) 
texinfos              1501/12288      108072/884736   (12.2%) 
texdata                 99/2048         3168/65536    ( 4.8%) 
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                 8842/65536      495152/3670016  (13.5%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             5708/65536      319648/3670016  ( 8.7%) 
leaves                7106/65536      227392/2097152  (10.8%) 
leaffaces             9790/65536       19580/131072   (14.9%) 
leafbrushes           3413/65536        6826/131072   ( 5.2%) 
areas                    4/256            32/2048     ( 1.6%) 
surfedges            64452/512000     257808/2048000  (12.6%) 
edges                35498/256000     141992/1024000  (13.9%) 
LDR worldlights         53/8192         4664/720896   ( 0.6%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            2/32768          24/393216   ( 0.0%) 
waterstrips            589/32768        5890/327680   ( 1.8%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         12201/65536       24402/131072   (18.6%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays                 1/512           352/180224   ( 0.2%) 
LDR lightdata         [variable]     9357888/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      230602/16777216 ( 1.4%) 
entdata               [variable]      577488/393216   (146.9%) VERY FULL!
LDR ambient table     7106/65536       28424/262144   (10.8%) 
HDR ambient table     7106/65536       28424/262144   (10.8%) 
LDR leaf ambient      6975/65536      195300/1835008  (10.6%) 
HDR leaf ambient      7106/65536      198968/1835008  (10.8%) 
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]           1/12202    ( 0.0%) 
pakfile               [variable]      223007/0        ( 0.0%) 
physics               [variable]      724718/4194304  (17.3%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 23900
Writing c:\users\merijn\documents\CardboardHouse.bsp
41 seconds elapsed
Valve Software - vrad.exe SSE (Sep 20 2013)

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

Loading c:\users\merijn\documents\CardboardHouse.bsp
Setting up ray-trace acceleration structure... Done (0.72 seconds)
8842 faces
9 degenerate faces
147289 square feet [21209664.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
8833 patches before subdivision
zero area child patch
62391 patches after subdivision
sun extent from map=0.087156
53 direct lights
BuildFacelights:     0
WARNING: Too many light styles on a face at (94.950005, 179.000000, 198.000000)

WARNING: Too many light styles on a face at (94.950005, 305.500000, 198.000000)
...
WARNING: Too many light styles on a face at (96.024994, 135.000000, 268.750000)
1
WARNING: Too many light styles on a face at (58.000000, 100.575005, 268.750000)
...2..
WARNING: Too many light styles on a face at (520.000000, -232.000000, 66.000000)

WARNING: Too many light styles on a face at (168.000015, -152.000000, 66.000000)
.3
WARNING: Too many light styles on a face at (-98.000000, 144.500000, -5.250000)

WARNING: Too many light styles on a face at (-98.000000, 108.500000, -5.250000)

WARNING: Too many light styles on a face at (-98.000000, 117.000000, 21.375000)

WARNING: Too many light styles on a face at (-98.000000, 264.000000, 233.375000)

WARNING: Too many light styles on a face at (-33.000000, 117.000000, 21.375000)

WARNING: Too many light styles on a face at (-33.000000, 108.500000, -5.250008)

WARNING: Too many light styles on a face at (-33.000000, 144.500000, -5.250000)

WARNING: Too many light styles on a face at (-33.000000, 149.000000, 9.375000)
...4...5...6...7...8...9...10 (9)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (11)
transfers 6796291, max 558
transfer lists:  51.9 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(10401, 9580, 6334)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(1785, 1430, 694)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(528, 364, 135)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(153, 91, 27)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(51, 26, 6)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(17, 8, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(6, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(2, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0165 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (19)
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                 435/1024        20880/49152    (42.5%) 
brushes               1707/8192        20484/98304    (20.8%) 
brushsides           12344/65536       98752/524288   (18.8%) 
planes                6774/65536      135480/1310720  (10.3%) 
vertexes             14010/65536      168120/786432   (21.4%) 
nodes                 6670/65536      213440/2097152  (10.2%) 
texinfos              1501/12288      108072/884736   (12.2%) 
texdata                 99/2048         3168/65536    ( 4.8%) 
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                 8842/65536      495152/3670016  (13.5%) 
hdr faces             8842/65536      495152/3670016  (13.5%) 
origfaces             5708/65536      319648/3670016  ( 8.7%) 
leaves                7106/65536      227392/2097152  (10.8%) 
leaffaces             9790/65536       19580/131072   (14.9%) 
leafbrushes           3413/65536        6826/131072   ( 5.2%) 
areas                    4/256            32/2048     ( 1.6%) 
surfedges            64452/512000     257808/2048000  (12.6%) 
edges                35498/256000     141992/1024000  (13.9%) 
LDR worldlights         53/8192         4664/720896   ( 0.6%) 
HDR worldlights         53/8192         4664/720896   ( 0.6%) 
leafwaterdata            2/32768          24/393216   ( 0.0%) 
waterstrips            589/32768        5890/327680   ( 1.8%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         12201/65536       24402/131072   (18.6%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays                 1/512           352/180224   ( 0.2%) 
LDR lightdata         [variable]     9357888/0        ( 0.0%) 
HDR lightdata         [variable]     9357888/0        ( 0.0%) 
visdata               [variable]      230602/16777216 ( 1.4%) 
entdata               [variable]      577488/393216   (146.9%) VERY FULL!
LDR ambient table     7106/65536       28424/262144   (10.8%) 
HDR ambient table     7106/65536       28424/262144   (10.8%) 
LDR leaf ambient      6975/65536      195300/1835008  (10.6%) 
HDR leaf ambient      7197/65536      201516/1835008  (11.0%) 
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]           1/12202    ( 0.0%) 
pakfile               [variable]      223007/0        ( 0.0%) 
physics               [variable]      724718/4194304  (17.3%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 23900
Writing c:\users\merijn\documents\CardboardHouse.bsp
41 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Merijn\Documents\CardboardHouse.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\maps\CardboardHouse.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" -textureshadows +map "CardboardHouse" -steam



I hope someone can help me with this, this is a project I’ve been doing for months and it’s a shame to lose this.
I’m sorry for the tiny amount of information I applied, but it’s all I remember.

I’m not familiar with the error/warning in particular but there is an obvious spam I’d look into:

That’s something I have on since the beginning stage of this map, never really affected anything, just made lights appear broken because 2 individually switchable lights would shine on a face and fuck up.

Also, I just saw this
Object names Objects/Maxobjs Memory / Maxmem Fullness


models 435/1024 20880/49152 (42.5%)
brushes 1707/8192 20484/98304 (20.8%)
brushsides 12344/65536 98752/524288 (18.8%)
planes 6774/65536 135480/1310720 (10.3%)
vertexes 14010/65536 168120/786432 (21.4%)
nodes 6670/65536 213440/2097152 (10.2%)
texinfos 1501/12288 108072/884736 (12.2%)
texdata 99/2048 3168/65536 ( 4.8%)
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 8842/65536 495152/3670016 (13.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 5708/65536 319648/3670016 ( 8.7%)
leaves 7106/65536 227392/2097152 (10.8%)
leaffaces 9790/65536 19580/131072 (14.9%)
leafbrushes 3413/65536 6826/131072 ( 5.2%)
areas 4/256 32/2048 ( 1.6%)
surfedges 64452/512000 257808/2048000 (12.6%)
edges 35498/256000 141992/1024000 (13.9%)
LDR worldlights 53/8192 4664/720896 ( 0.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 589/32768 5890/327680 ( 1.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 12201/65536 24402/131072 (18.6%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 9357888/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 230602/16777216 ( 1.4%)
entdata [variable] 577488/393216 (146.9%) VERY FULL!

Could this be a reason why it crashes?

Don’t worry about entdata, fix your lights, I bet that there are more than 3 light entities which have different colors but are too close to each other. This is probably what causes the trouble.

Now look at the picture & pay attention. Ignore red-crossed-out properties and focus on blue “maximum distance”. Set maximum distance to such number that will limit the light in order to limit its boundaries so it does not “touch” the area of another light entity.

I will try and see if hiding and compiling without the conflicting entities will work. Funnily enough, the lightstyle issues have been ever since I worked on my lights and it never crashed before.

Did you check your log using interloopers log tool ?
I did that for you because I’m a person who has no life so here you go :

I hope it helps :wink: