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.