hl2.exe stopped working error when testing map

When I try and test my CS:S map (going to “Create Server” in the main CS:S menu), I get the error “hl2.exe stopped working” and CS:S closes. This only happens when I try and test my map, other maps work fine. I can’t think of any reason why it would do this, it only started happening recently. It only started happening after I added a bunch of spawn points so I deleted those but that didn’t help. I also tried compiling with HDR and with LDR. When checking for problems, there are none and there are no leaks when I load pointfile.

I tested my compile log on Interlopers.net and it came up fine, but I’ll put it up here anyway.



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

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\steam\steamapps\stupideye\counter-strike source\cstrike\materials
Loading C:\Program Files\Steam\steamapps\stupideye\sourcesdk_content\cstrike\mapsrc\pooldays.vmf
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\stupideye\sourcesdk_content\cstrike\mapsrc\pooldays.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_dust_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_dust_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) (84074 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 153 texinfos to 116
Reduced 96 texdatas to 86 (2590 bytes to 2329)
Writing C:\Program Files\Steam\steamapps\stupideye\sourcesdk_content\cstrike\mapsrc\pooldays.bsp
2 seconds elapsed

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

Valve Software - vvis.exe (Nov  8 2007)
2 threads
reading c:\program files\steam\steamapps\stupideye\sourcesdk_content\cstrike\mapsrc\pooldays.bsp
reading c:\program files\steam\steamapps\stupideye\sourcesdk_content\cstrike\mapsrc\pooldays.prt
 240 portalclusters
 677 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 (10)
Optimized: 80 visible clusters (0.00%)
Total clusters visible: 38718
Average clusters visible: 161
Building PAS...
Average clusters audible: 239
visdatasize:15994  compressed from 15360
writing c:\program files\steam\steamapps\stupideye\sourcesdk_content\cstrike\mapsrc\pooldays.bsp
10 seconds elapsed

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

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\stupideye\sourcesdk_content\cstrike\mapsrc\pooldays.bsp
989 faces
2 degenerate faces
65017 square feet [9362474.00 square inches]
0 displacements
0 square feet [0.00 square inches]
987 patches before subdivision
14819 patches after subdivision
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (16)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (6)
transfers 2722713, max 653
transfer lists:  20.8 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(48682, 48392, 22613)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(21089, 21521, 8004)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(6776, 6859, 1930)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(2603, 2666, 588)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(944, 967, 158)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(359, 370, 46)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(135, 139, 13)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #8 added RGB(52, 53, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(20, 20, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(8, 8, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(3, 3, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #12 added RGB(1, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #13 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0107 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
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                   1/1024           48/49152    ( 0.1%) 
brushes                243/8192         2916/98304    ( 3.0%) 
brushsides            1601/65536       12808/524288   ( 2.4%) 
planes                 440/65536        8800/1310720  ( 0.7%) 
vertexes              1753/65536       21036/786432   ( 2.7%) 
nodes                  492/65536       15744/2097152  ( 0.8%) 
texinfos               116/12288        8352/884736   ( 0.9%) 
texdata                 86/2048         2752/65536    ( 4.2%) 
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                  989/65536       55384/3670016  ( 1.5%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              553/65536       30968/3670016  ( 0.8%) 
leaves                 494/65536       15808/2097152  ( 0.8%) 
leaffaces             1167/65536        2334/131072   ( 1.8%) 
leafbrushes            484/65536         968/131072   ( 0.7%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             6914/512000      27656/2048000  ( 1.4%) 
edges                 3954/256000      15816/1024000  ( 1.5%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips             91/32768         910/327680   ( 0.3%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1473/65536        2946/131072   ( 2.2%) 
cubemapsamples           3/1024           48/16384    ( 0.3%) 
overlays                66/512         23232/180224   (12.9%) 
LDR lightdata         [variable]      411520/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       15994/16777216 ( 0.1%) 
entdata               [variable]         822/393216   ( 0.2%) 
LDR leaf ambient       494/65536       11856/1572864  ( 0.8%) 
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]           1/2164     ( 0.0%) 
pakfile               [variable]      351251/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]       84074/4194304  ( 2.0%) 
==== Total Win32 BSP file data space used: 1124237 bytes ====

Total triangle count: 2716
Writing c:\program files\steam\steamapps\stupideye\sourcesdk_content\cstrike\mapsrc\pooldays.bsp
25 seconds elapsed

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


It’s probably some stupid mistake, always learning.

Hmm weird… Have you tried using a different game to load it up in? (gmod)

I’ll try it in HL2 (don’t have Gmod). Thanks for the idea.

EDIT: Tried the map in HL2. Works fine. I think I’m going to start deleting things starting with the things I added last (before this problem). Any other ideas?

The compile log looked pretty damned clean so I don’t really think any ideas could be given since all we also really know is that it crashed counter strike and there are many possible causes for that.

Alright, I’ll just start deleting recent things I added and hopefully I will figure this one out.

I know this thread is a little bit old, but I figured that in case anyone else gets this problem, it can be fixed by simply copying the map and pasting it in a new file. Worked for me.