hl2.exe not responding....

I’m trying to re-create something, but thats not the point. My map compiles just fine, but then when it starts EP2 it loads for a few seconds, then says ‘hl2.exe not responding…’ I’ve also tried starting the map using EP1 and just HL2, but nothing’s working :confused:

Is ep2 launching from hammer?

[editline]31st January 2012[/editline]

Also we have 2 question mega threads you can use.

Is it just your map that makes it crash?
post the compile log.

Yes, EP2 is launching from the Hammer Editor. It compiles just fine, but i’ll still post the compile log anyways.

** Executing…
** Command: “h:\program files (x86)\steam\steamapps\plutoblue\sourcesdk\bin\source2009\bin\vbsp.exe”
** Parameters: -game “h:\program files (x86)\steam\steamapps\plutoblue\half-life 2 episode one\episodic” “C:\Users\games\Documents\pool.vmf”

Valve Software - vbsp.exe (Sep 15 2011)
8 threads
materialPath: h:\program files (x86)\steam\steamapps\plutoblue\half-life 2 episode one\episodic\materials
Loading C:\Users\games\Documents\pool.vmf
Could not locate ‘GameData’ key in h:\program files (x86)\steam\steamapps\plutoblue\half-life 2 episode one\episodic\gameinfo.txt
Patching WVT material: maps/pool/nature/red_grass_wvt_patch
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (0)
**** leaked ****
Entity item_suit (-309.00 41.00 58.00) leaked!
Processing areas…done (0)
Building Faces…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
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) (138338 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 680 texinfos to 521
Reduced 19 texdatas to 15 (508 bytes to 369)
Writing C:\Users\games\Documents\pool.bsp
0 seconds elapsed

** Executing…
** Command: “h:\program files (x86)\steam\steamapps\plutoblue\sourcesdk\bin\source2009\bin\vvis.exe”
** Parameters: -game “h:\program files (x86)\steam\steamapps\plutoblue\half-life 2 episode one\episodic” -fast “C:\Users\games\Documents\pool”

Valve Software - vvis.exe (Sep 15 2011)
fastvis = true
8 threads
reading c:\users\games\documents\pool.bsp
reading c:\users\games\documents\pool.prt
LoadPortals: couldn’t read c:\users\games\documents\pool.prt

** Executing…
** Command: “h:\program files (x86)\steam\steamapps\plutoblue\sourcesdk\bin\source2009\bin\vrad.exe”
** Parameters: -game “h:\program files (x86)\steam\steamapps\plutoblue\half-life 2 episode one\episodic” “C:\Users\games\Documents\pool”

Valve Software - vrad.exe SSE (Sep 15 2011)

  Valve Radiosity Simulator     

8 threads
[Reading texlights from ‘lights.rad’]
[48 texlights parsed from ‘lights.rad’]

Loading c:\users\games\documents\pool.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (0.22 seconds)
2267 faces
3 degenerate faces
68192 square feet [9819766.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (1)
Build Patch/Sample Hash Table(s)…Done<0.0026 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.
ThreadComputeLeafAmbient: 0…1…2…3…4…5…6…7…8…9…10 (1)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 1/1024 48/49152 ( 0.1%)
brushes 392/8192 4704/98304 ( 4.8%)
brushsides 2671/65536 21368/524288 ( 4.1%)
planes 1416/65536 28320/1310720 ( 2.2%)
vertexes 3373/65536 40476/786432 ( 5.1%)
nodes 1251/65536 40032/2097152 ( 1.9%)
texinfos 521/12288 37512/884736 ( 4.2%)
texdata 15/2048 480/65536 ( 0.7%)
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 2267/65536 126952/3670016 ( 3.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1319/65536 73864/3670016 ( 2.0%)
leaves 1253/65536 40096/2097152 ( 1.9%)
leaffaces 2598/65536 5196/131072 ( 4.0%)
leafbrushes 753/65536 1506/131072 ( 1.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 16595/512000 66380/2048000 ( 3.2%)
edges 9474/256000 37896/1024000 ( 3.7%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 259/32768 2590/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4461/65536 8922/131072 ( 6.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 578120/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 6296/393216 ( 1.6%)
LDR ambient table 1253/65536 5012/262144 ( 1.9%)
HDR ambient table 1253/65536 5012/262144 ( 1.9%)
LDR leaf ambient 662/65536 18536/1835008 ( 1.0%)
HDR leaf ambient 1253/65536 35084/1835008 ( 1.9%)
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] 1/12 ( 8.3%)
pakfile [variable] 212616/0 ( 0.0%)
physics [variable] 138338/4194304 ( 3.3%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 6804
Writing c:\users\games\documents\pool.bsp
3 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Users\games\Documents\pool.bsp” “h:\program files (x86)\steam\steamapps\plutoblue\half-life 2 episode one\episodic\maps\pool.bsp”


**** leaked ****
Entity item_suit (-309.00 41.00 58.00) leaked!

Map>load point file
follow the red line to the hole in the map and seal it. Displacements, props, water and brush entities don’t seal the map.

Are you using ep1 parameters with ep2 engine?

The red line was pointing to the Item_Suit, so I just deleted it and put one somewhere else, but it still doesn’t start.

Did you not read firegods post. He said you had to seal the map, not delete the entity that detects it.
The map must be surrounded by world brushes. Not tied to any entity, and they cannot be made of water.

I said follow it to the hole not to the leaking entity. An entity leaking does not fix the problem. You need to patch the map and seal it.

I’ll just be honest, I have no idea how to do that -___-

Tell you what, post an image of your map in hammer.

http://imageshack.us/f/638/leakb.png/ This is the area where the leak is.

http://imageshack.us/f/85/capturevib.png/

Please do me a favour and don’t bitch about me using Imageshack >.< Obviously, when i’m testing the map I put in a skybox, but for now I just use brush texture skyboxes.

You see that top area where there isn’t a brush.

There needs to be a brush there.

Yeah, I put a skybox brush there when I test the map, but I usually remove it when I’m done testing. It still isn’t working :confused:

Why?..

I usually remove it because its a pain in the ass, but I just put another one on when i’m testing it. I’ve only been making the map for a day or two, so I don’t have a proper skybox on it yet

Just use the Cordon tool, it will save a lot of fucking about.

Just put a huge hollow box around the entire map. That should fix it.

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