hl2.exe crash?

My most recent map has been crashing for certain people. Ive got no idea whats doing it or how to fix it because, for me its running perfectly
heres the map its meant for counterstrike.

ill post a compile log in the morning(im on my laptop atm)
as far as i can remember the only errors are a few missing detail errors
and the glasswindow7b depending on itself error thingy (that texture is not even present in my map)
does anyone know what could be causing the crash or how to fix it?

Is the map optimized?

yes its more or less optimized it could be better but it does the job.
hopefully im doing this code thing right.



** Executing...
** Command: "c:\program files\steam\steamapps	heo_ace55\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps	heo_ace55\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps	heo_ace55\sourcesdk_content\cstrike\mapsrc\de_office_complex"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\steam\steamapps	heo_ace55\counter-strike source\cstrike\materials
Loading C:\Program Files\Steam\steamapps	heo_ace55\sourcesdk_content\cstrike\mapsrc\de_office_complex.vmf
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 2200 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files\Steam\steamapps	heo_ace55\sourcesdk_content\cstrike\mapsrc\de_office_complex.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_06*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_06rt"
Can't load skybox file skybox/sky_day01_06 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) (1268561 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 5437 texinfos to 2746
Reduced 251 texdatas to 218 (10600 bytes to 8919)
Writing C:\Program Files\Steam\steamapps	heo_ace55\sourcesdk_content\cstrike\mapsrc\de_office_complex.bsp
6 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps	heo_ace55\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps	heo_ace55\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps	heo_ace55\sourcesdk_content\cstrike\mapsrc\de_office_complex"

Valve Software - vvis.exe (Nov  8 2007)
2 threads
reading c:\program files\steam\steamapps	heo_ace55\sourcesdk_content\cstrike\mapsrc\de_office_complex.bsp
reading c:\program files\steam\steamapps	heo_ace55\sourcesdk_content\cstrike\mapsrc\de_office_complex.prt
1416 portalclusters
4071 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (252)
Optimized: 3810 visible clusters (0.00%)
Total clusters visible: 445914
Average clusters visible: 314
Building PAS...
Average clusters audible: 1025
visdatasize:335932  compressed from 521088
writing c:\program files\steam\steamapps	heo_ace55\sourcesdk_content\cstrike\mapsrc\de_office_complex.bsp
4 minutes, 13 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps	heo_ace55\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -both -game "c:\program files\steam\steamapps	heo_ace55\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps	heo_ace55\sourcesdk_content\cstrike\mapsrc\de_office_complex"

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

Loading c:\program files\steam\steamapps	heo_ace55\sourcesdk_content\cstrike\mapsrc\de_office_complex.bsp
10904 faces
1 degenerate faces
1184090 square feet [170509008.00 square inches]
244 displacements
36049 square feet [5191124.00 square inches]
10903 patches before subdivision
91808 patches after subdivision
74 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (194)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (202)
transfers 11416720, max 952
transfer lists:  87.1 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(421512, 250294, 105186)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(52057, 28574, 10922)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(9149, 5117, 1856)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(2124, 1288, 437)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(595, 391, 122)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(192, 133, 37)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(66, 47, 12)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #8 added RGB(24, 17, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(9, 6, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(3, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(1, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #12 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0377 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
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                 178/1024         8544/49152    (17.4%) 
brushes               3620/8192        43440/98304    (44.2%) 
brushsides           22508/65536      180064/524288   (34.3%) 
planes                3912/65536       78240/1310720  ( 6.0%) 
vertexes             22590/65536      271080/786432   (34.5%) 
nodes                 3941/65536      126112/2097152  ( 6.0%) 
texinfos              2746/12288      197712/884736   (22.3%) 
texdata                218/2048         6976/65536    (10.6%) 
dispinfos              244/0           42944/0        ( 0.0%) 
disp_verts           19764/0          395280/0        ( 0.0%) 
disp_tris            31232/0           62464/0        ( 0.0%) 
disp_lmsamples      100616/0          100616/0        ( 0.0%) 
faces                10904/65536      610624/3670016  (16.6%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             8992/65536      503552/3670016  (13.7%) 
leaves                4120/65536      131840/2097152  ( 6.3%) 
leaffaces            14169/65536       28338/131072   (21.6%) 
leafbrushes           6379/65536       12758/131072   ( 9.7%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            92028/512000     368112/2048000  (18.0%) 
edges                60584/256000     242336/1024000  (23.7%) 
LDR worldlights         74/8192         6512/720896   ( 0.9%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips           1710/32768       17100/327680   ( 5.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         34602/65536       69204/131072   (52.8%) 
cubemapsamples          83/1024         1328/16384    ( 8.1%) 
overlays               108/512         38016/180224   (21.1%) 
LDR lightdata         [variable]     2905544/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      335932/16777216 ( 2.0%) 
entdata               [variable]      305580/393216   (77.7%) 
LDR leaf ambient      4120/65536       98880/1572864  ( 6.3%) 
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]           1/30048    ( 0.0%) 
pakfile               [variable]      898336/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]     1268561/4194304  (30.2%) 
==== Total Win32 BSP file data space used: 9356051 bytes ====

Total triangle count: 34793
Writing c:\program files\steam\steamapps	heo_ace55\sourcesdk_content\cstrike\mapsrc\de_office_complex.bsp
6 minutes, 42 seconds elapsed
Valve Software - vrad.exe SSE (Nov  8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps	heo_ace55\sourcesdk_content\cstrike\mapsrc\de_office_complex.bsp
10904 faces
1 degenerate faces
1184090 square feet [170509008.00 square inches]
244 displacements
36049 square feet [5191124.00 square inches]
10903 patches before subdivision
91808 patches after subdivision
74 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (194)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (204)
transfers 11416720, max 952
transfer lists:  87.1 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(421512, 250294, 105186)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(52057, 28574, 10922)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(9149, 5117, 1856)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(2124, 1288, 437)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(595, 391, 122)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(192, 133, 37)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(66, 47, 12)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(24, 17, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(9, 6, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(3, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(1, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #12 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0382 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
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                 178/1024         8544/49152    (17.4%) 
brushes               3620/8192        43440/98304    (44.2%) 
brushsides           22508/65536      180064/524288   (34.3%) 
planes                3912/65536       78240/1310720  ( 6.0%) 
vertexes             22590/65536      271080/786432   (34.5%) 
nodes                 3941/65536      126112/2097152  ( 6.0%) 
texinfos              2746/12288      197712/884736   (22.3%) 
texdata                218/2048         6976/65536    (10.6%) 
dispinfos              244/0           42944/0        ( 0.0%) 
disp_verts           19764/0          395280/0        ( 0.0%) 
disp_tris            31232/0           62464/0        ( 0.0%) 
disp_lmsamples      100616/0          100616/0        ( 0.0%) 
faces                10904/65536      610624/3670016  (16.6%) 
hdr faces            10904/65536      610624/3670016  (16.6%) 
origfaces             8992/65536      503552/3670016  (13.7%) 
leaves                4120/65536      131840/2097152  ( 6.3%) 
leaffaces            14169/65536       28338/131072   (21.6%) 
leafbrushes           6379/65536       12758/131072   ( 9.7%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            92028/512000     368112/2048000  (18.0%) 
edges                60584/256000     242336/1024000  (23.7%) 
LDR worldlights         74/8192         6512/720896   ( 0.9%) 
HDR worldlights         74/8192         6512/720896   ( 0.9%) 
waterstrips           1710/32768       17100/327680   ( 5.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         34602/65536       69204/131072   (52.8%) 
cubemapsamples          83/1024         1328/16384    ( 8.1%) 
overlays               108/512         38016/180224   (21.1%) 
LDR lightdata         [variable]     2905544/0        ( 0.0%) 
HDR lightdata         [variable]     2905544/0        ( 0.0%) 
visdata               [variable]      335932/16777216 ( 2.0%) 
entdata               [variable]      305580/393216   (77.7%) 
LDR leaf ambient      4120/65536       98880/1572864  ( 6.3%) 
HDR leaf ambient      4120/65536       98880/1572864  ( 6.3%) 
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]           1/30048    ( 0.0%) 
pakfile               [variable]      898336/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]     1268561/4194304  (30.2%) 
==== Total Win32 BSP file data space used: 12977611 bytes ====

Total triangle count: 34793
Writing c:\program files\steam\steamapps	heo_ace55\sourcesdk_content\cstrike\mapsrc\de_office_complex.bsp
6 minutes, 44 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps	heo_ace55\sourcesdk_content\cstrike\mapsrc\de_office_complex.bsp" "c:\program files\steam\steamapps	heo_ace55\counter-strike source\cstrike\maps\de_office_complex.bsp"



EDIT: could running HDR without a HDR skybox cause this crash?? i cant test it because its never crashed for me.

Well for one, change your breakable glass material to glass/glasswindowbreak070a.

Everything else seems fine.

A non HDR skybox will not crash people if you compiled with HDR.

that texture isint in my map at all (the 70b one) i used to have the 70a for my windows but i changed it to another texture. interlopers says ita a common but and shouldint cause any issues.