HL2.exe Has Stopped Working

I’m having a bit of a problem with a map. The compile works fine, I have been compiling on normal settings on VVIS and VRAD so it couldn’t be caused by running either of those on fast, but within about a minute the game suddenly and instantly comes up with an error “Hl2.exe has stopped working”. There is nothing that seems to trigger it specifically as it happens within a short while of starting the map, regardless of position in the map. If absolutely necessary I will post the current version of the map. Something that I suspect may be causing this is that I used a heightmap for the terrain of the map. Another bit of information that may be useful is that I’m using th ep2 engine to compile and test.

Thanks in advance for any help.

Tick the box which says something like “Don’t Run game after compile”

It always breaks, just go ingame and use the console to change map.

Tried that already twice, thanks though.

Post your specs then

AMD Phenom II X4 955 Processor @3.20GHz
4.00GB DDR3 Corsair RAM
NVIDIA GeForce GTX 295

and my OS is Windows Vista Home Premium (yeah, I know… :/)

Video Drivers up to date?

Not sure…the strange thing is that it plays fine when I only compile the part of the map I have been focusing on at the moment. Either way, my PC is having connection problems at the moment so I can’t update them (I’ve had to switch to an old laptop).

Check the compile logs for leaks if you think it’s a map problem, or any other errors.

As it happens, my connection has momentarily returned on my desktop (the problem is intermittent), so I can post the latest compile log:



** Executing...
** Command: "c:\program files\steam\steamapps\billi999\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\billi999\half-life 2 episode two\ep2" "C:\Program Files\Steam\steamapps\billi999\gm_pinewood.vmf"

Valve Software - vbsp.exe (Jul  7 2010)
4 threads
materialPath: c:\program files\steam\steamapps\billi999\half-life 2 episode two\ep2\materials
Loading C:\Program Files\Steam\steamapps\billi999\gm_pinewood.vmf
Could not locate 'GameData' key in c:\program files\steam\steamapps\billi999\half-life 2 episode two\ep2\gameinfo.txt
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 (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\billi999\gm_pinewood.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_ep02_04_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_ep02_04_hdr*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (2) (9791 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
.Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
.Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
.Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
9Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
.Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
.Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
.Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 36 texinfos to 25
Reduced 19 texdatas to 18 (452 bytes to 405)
Writing C:\Program Files\Steam\steamapps\billi999\gm_pinewood.bsp
20 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\billi999\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\billi999\half-life 2 episode two\ep2" "C:\Program Files\Steam\steamapps\billi999\gm_pinewood"

Valve Software - vvis.exe (Jul  7 2010)
4 threads
reading c:\program files\steam\steamapps\billi999\gm_pinewood.bsp
reading c:\program files\steam\steamapps\billi999\gm_pinewood.prt
 729 portalclusters
1783 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 (284)
Optimized: 1 visible clusters (0.00%)
Total clusters visible: 521196
Average clusters visible: 714
Building PAS...
Average clusters audible: 728
visdatasize:139652  compressed from 139968
writing c:\program files\steam\steamapps\billi999\gm_pinewood.bsp
4 minutes, 44 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\billi999\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files\steam\steamapps\billi999\half-life 2 episode two\ep2" -noextra "C:\Program Files\Steam\steamapps\billi999\gm_pinewood"

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

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

Loading c:\program files\steam\steamapps\billi999\gm_pinewood.bsp
Setting up ray-trace acceleration structure... Done (6.94 seconds)
1437 faces
10307080 square feet [1484219520.00 square inches]
258 Displacements
3332747 Square Feet [479915648.00 Square Inches]
1437 patches before subdivision
163261 patches after subdivision
3 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (51)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (68)
transfers 7197397, max 296
transfer lists:  54.9 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(480926, 365260, 228725)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(182657, 132780, 77180)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(15121, 9699, 3672)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(6609, 4182, 1519)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(750, 420, 100)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #6 added RGB(254, 140, 31)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(35, 17, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #8 added RGB(10, 5, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(2, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.2151 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (24)
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 (13)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                 26/8192          312/98304    ( 0.3%) 
brushsides             160/65536        1280/524288   ( 0.2%) 
planes                 266/65536        5320/1310720  ( 0.4%) 
vertexes              1662/65536       19944/786432   ( 2.5%) 
nodes                 1641/65536       52512/2097152  ( 2.5%) 
texinfos                25/12288        1800/884736   ( 0.2%) 
texdata                 18/2048          576/65536    ( 0.9%) 
dispinfos              258/0           45408/0        ( 0.0%) 
disp_verts           74562/0         1491240/0        ( 0.0%) 
disp_tris           132096/0          264192/0        ( 0.0%) 
disp_lmsamples     7809144/0         7809144/0        ( 0.0%) 
faces                 1437/65536       80472/3670016  ( 2.2%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              296/65536       16576/3670016  ( 0.5%) 
leaves                1643/65536       52576/2097152  ( 2.5%) 
leaffaces             1240/65536        2480/131072   ( 1.9%) 
leafbrushes           1229/65536        2458/131072   ( 1.9%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             7046/512000      28184/2048000  ( 1.4%) 
edges                 3706/256000      14824/1024000  ( 1.4%) 
LDR worldlights          3/8192          264/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips             40/32768         400/327680   ( 0.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           558/65536        1116/131072   ( 0.9%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 1/512           352/180224   ( 0.2%) 
LDR lightdata         [variable]    18658292/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      139652/16777216 ( 0.8%) 
entdata               [variable]        3028/393216   ( 0.8%) 
LDR ambient table     1643/65536        6572/262144   ( 2.5%) 
HDR ambient table     1643/65536        6572/262144   ( 2.5%) 
LDR leaf ambient     10872/65536      304416/1835008  (16.6%) 
HDR leaf ambient      1643/65536       46004/1835008  ( 2.5%) 
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]           1/8340     ( 0.0%) 
pakfile               [variable]      105978/0        ( 0.0%) 
physics               [variable]        9791/4194304  ( 0.2%) 
physics terrain       [variable]      273800/1048576  (26.1%) 

Level flags = 0

Total triangle count: 2988
Writing c:\program files\steam\steamapps\billi999\gm_pinewood.bsp
2 minutes, 48 seconds elapsed
Valve Software - vrad.exe SSE (Jul  7 2010)

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

Loading c:\program files\steam\steamapps\billi999\gm_pinewood.bsp
Setting up ray-trace acceleration structure... Done (6.94 seconds)
1437 faces
10307080 square feet [1484219520.00 square inches]
258 Displacements
3332747 Square Feet [479915648.00 Square Inches]
1437 patches before subdivision
163261 patches after subdivision
3 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (51)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (68)
transfers 7197397, max 296
transfer lists:  54.9 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(240471, 182646, 114382)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(91329, 66391, 38591)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #3 added RGB(7561, 4850, 1836)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(3305, 2091, 759)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(375, 210, 50)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(127, 70, 16)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(17, 8, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(5, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.2596 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (25)
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 (13)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                 26/8192          312/98304    ( 0.3%) 
brushsides             160/65536        1280/524288   ( 0.2%) 
planes                 266/65536        5320/1310720  ( 0.4%) 
vertexes              1662/65536       19944/786432   ( 2.5%) 
nodes                 1641/65536       52512/2097152  ( 2.5%) 
texinfos                25/12288        1800/884736   ( 0.2%) 
texdata                 18/2048          576/65536    ( 0.9%) 
dispinfos              258/0           45408/0        ( 0.0%) 
disp_verts           74562/0         1491240/0        ( 0.0%) 
disp_tris           132096/0          264192/0        ( 0.0%) 
disp_lmsamples     7809144/0         7809144/0        ( 0.0%) 
faces                 1437/65536       80472/3670016  ( 2.2%) 
hdr faces             1437/65536       80472/3670016  ( 2.2%) 
origfaces              296/65536       16576/3670016  ( 0.5%) 
leaves                1643/65536       52576/2097152  ( 2.5%) 
leaffaces             1240/65536        2480/131072   ( 1.9%) 
leafbrushes           1229/65536        2458/131072   ( 1.9%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             7046/512000      28184/2048000  ( 1.4%) 
edges                 3706/256000      14824/1024000  ( 1.4%) 
LDR worldlights          3/8192          264/720896   ( 0.0%) 
HDR worldlights          3/8192          264/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips             40/32768         400/327680   ( 0.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           558/65536        1116/131072   ( 0.9%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 1/512           352/180224   ( 0.2%) 
LDR lightdata         [variable]    18658292/0        ( 0.0%) 
HDR lightdata         [variable]    18658292/0        ( 0.0%) 
visdata               [variable]      139652/16777216 ( 0.8%) 
entdata               [variable]        3028/393216   ( 0.8%) 
LDR ambient table     1643/65536        6572/262144   ( 2.5%) 
HDR ambient table     1643/65536        6572/262144   ( 2.5%) 
LDR leaf ambient     10872/65536      304416/1835008  (16.6%) 
HDR leaf ambient     10230/65536      286440/1835008  (15.6%) 
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]           1/8340     ( 0.0%) 
pakfile               [variable]      105978/0        ( 0.0%) 
physics               [variable]        9791/4194304  ( 0.2%) 
physics terrain       [variable]      273800/1048576  (26.1%) 

Level flags = 0

Total triangle count: 2988
Writing c:\program files\steam\steamapps\billi999\gm_pinewood.bsp
2 minutes, 52 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\billi999\gm_pinewood.bsp" "c:\program files\steam\steamapps\billi999\half-life 2 episode two\ep2\maps\gm_pinewood.bsp"


** Executing...
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 420 -game "c:\program files\steam\steamapps\billi999\half-life 2 episode two\ep2"  -fullscreen -w 1440 -h 900 +map "gm_pinewood"



Interloper’s error checker doesn’t seem to have found anything significant that could cause such fatal errors.

I’ll try updating my display drivers as well.

[editline]25th February 2011[/editline]

Well now I’ve tried updating my display drivers and my connection is gone again, and since I had to start steam in offline mode it won’t let me play ep2 to see if it worked.

[editline]25th February 2011[/editline]

I’ve just determined that it occurs after moving a certain distance from the spawnpoint, the problem may be to do with a large body of water I have.

It’s usually never have anything to do with specs and drivers unless you crash on every map.
In this case, try using the Cordon Tool to only compile certain areas of the map to see what makes it crash?

I figured out the problem seems to be with displacements as when I compiled with that visgroup hidden, the map no longer crashed. The problem is figuring out which displacement and why it causes the crash now. I think I’ll use your method Zyx, thanks.

Finding the specific cause of the problem is difficult, but I looked at a crash dump file, though it might not be from any of the times I have played through this map, and noticed a couple of suspicious looking errors:

MaterialSystem: Out of memory in render data!

Too many vertex format changes in frame, whole world not rendered
558(54.174231):

I’ve had the second error before in another map of mine, it spammed the console while using the map in-game. I searched it on google and interlopers seems to say that it’s a problem with using too many textures, which although it would seem to coincide with the MaterialSystem: error, I actually don’t get this error while in-game. Using too many textures seems out of the question as there are maps I have made which use many more textures and I haven’t had this problem with. Again though, disabling the Displacement Visgroup seems to stop the error.

I also gave the map to a friend I knew I could trust, he doesn’t get the error for some reason.