Map crashes when jumping into "eletric water"

Video:

Compile log:



** Executing...
** Command: "d:\steam\steamapps\USERNAME\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "d:\steam\steamapps\USERNAME\half-life 2 deathmatch\hl2mp" "D:\Steam\steamapps\USERNAME\sourcesdk_content\hl2mp\mapsrc\coop_unnamed"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: d:\steam\steamapps\USERNAME\half-life 2 deathmatch\hl2mp\materials
Loading D:\Steam\steamapps\USERNAME\sourcesdk_content\hl2mp\mapsrc\coop_unnamed.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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\steamapps\USERNAME\sourcesdk_content\hl2mp\mapsrc\coop_unnamed.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 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 (1) (85593 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 292 texinfos to 160
Reduced 52 texdatas to 39 (1961 bytes to 1454)
Writing D:\Steam\steamapps\USERNAME\sourcesdk_content\hl2mp\mapsrc\coop_unnamed.bsp
1 second elapsed

** Executing...
** Command: "d:\steam\steamapps\USERNAME\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "d:\steam\steamapps\USERNAME\half-life 2 deathmatch\hl2mp" "D:\Steam\steamapps\USERNAME\sourcesdk_content\hl2mp\mapsrc\coop_unnamed"

Valve Software - vvis.exe (Nov  8 2007)
2 threads
reading d:\steam\steamapps\USERNAME\sourcesdk_content\hl2mp\mapsrc\coop_unnamed.bsp
reading d:\steam\steamapps\USERNAME\sourcesdk_content\hl2mp\mapsrc\coop_unnamed.prt
 184 portalclusters
 440 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 (1)
Optimized: 64 visible clusters (0.00%)
Total clusters visible: 14314
Average clusters visible: 77
Building PAS...
Average clusters audible: 162
visdatasize:9862  compressed from 8832
writing d:\steam\steamapps\USERNAME\sourcesdk_content\hl2mp\mapsrc\coop_unnamed.bsp
1 second elapsed

** Executing...
** Command: "d:\steam\steamapps\USERNAME\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters:  -game "d:\steam\steamapps\USERNAME\half-life 2 deathmatch\hl2mp" "D:\Steam\steamapps\USERNAME\sourcesdk_content\hl2mp\mapsrc\coop_unnamed"

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

Loading d:\steam\steamapps\USERNAME\sourcesdk_content\hl2mp\mapsrc\coop_unnamed.bsp
947 faces
233820 square feet [33670084.00 square inches]
2 displacements
9834 square feet [1416216.00 square inches]
947 patches before subdivision
24727 patches after subdivision
71 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (18)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (5)
transfers 3161002, max 429
transfer lists:  24.1 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(138830, 106897, 84895)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(18700, 12890, 8192)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(2845, 1726, 866)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(418, 222, 90)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(66, 30, 10)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(11, 4, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(2, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0123 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                  18/1024          864/49152    ( 1.8%) 
brushes                230/8192         2760/98304    ( 2.8%) 
brushsides            1505/65536       12040/524288   ( 2.3%) 
planes                 842/65536       16840/1310720  ( 1.3%) 
vertexes              1565/65536       18780/786432   ( 2.4%) 
nodes                  599/65536       19168/2097152  ( 0.9%) 
texinfos               160/12288       11520/884736   ( 1.3%) 
texdata                 39/2048         1248/65536    ( 1.9%) 
dispinfos                2/0             352/0        ( 0.0%) 
disp_verts             162/0            3240/0        ( 0.0%) 
disp_tris              256/0             512/0        ( 0.0%) 
disp_lmsamples       22344/0           22344/0        ( 0.0%) 
faces                  947/65536       53032/3670016  ( 1.4%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              463/65536       25928/3670016  ( 0.7%) 
leaves                 618/65536       19776/2097152  ( 0.9%) 
leaffaces             1074/65536        2148/131072   ( 1.6%) 
leafbrushes            533/65536        1066/131072   ( 0.8%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             6098/512000      24392/2048000  ( 1.2%) 
edges                 3494/256000      13976/1024000  ( 1.4%) 
LDR worldlights         71/8192         6248/720896   ( 0.9%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips             50/32768         500/327680   ( 0.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           807/65536        1614/131072   ( 1.2%) 
cubemapsamples           6/1024           96/16384    ( 0.6%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     1197924/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]        9862/16777216 ( 0.1%) 
entdata               [variable]       53972/393216   (13.7%) 
LDR leaf ambient       618/65536       14832/1572864  ( 0.9%) 
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]           1/14916    ( 0.0%) 
pakfile               [variable]       79439/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]       85593/4194304  ( 2.0%) 
==== Total Win32 BSP file data space used: 1700084 bytes ====

Total triangle count: 2330
Writing d:\steam\steamapps\USERNAME\sourcesdk_content\hl2mp\mapsrc\coop_unnamed.bsp
25 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Steam\steamapps\USERNAME\sourcesdk_content\hl2mp\mapsrc\coop_unnamed.bsp" "d:\steam\steamapps\USERNAME\half-life 2 deathmatch\hl2mp\maps\coop_unnamed.bsp"


It doesn’t always crash, for example,

  • I can walk onto the water and die without crashing

  • ~70% of the times i jump into the water it crashes

For your displacements, I think you have made all for sides a displacement. Only the visible sides (The top in this case) should be displacement, so use “destroy” on the rest of the sides.

And what do you mean with electric water?

nvm about the water, it’s just a trigger_hurt on the water

[editline]02:11PM[/editline]

which seems to crash me

So if you remove the trigger_hurt it doesn’t crash?
What are the properties of the trigger_hurt?

It’s crashing even if i remove the trigger_hurt, i’m gonna try remove the water

[editline]02:29PM[/editline]

Still crashes, it seems to be the displacement who crashes the game

[editline]02:29PM[/editline]

Any ideas?

Is it only the top sides of the brushes that are displacement?
make sure they are.

Yes

Or, you used power 4 displacements.

I used 3

[editline]02:36PM[/editline]

Does it matter if it isn’t a square brush?

As long as it’s got 4 sides, it’s cool.

You haven’t made, heaven forbid, displacement water, have you?

No :stuck_out_tongue:

When you make your displacement, make sure that only the red face is a displacement.

https://dl-web.getdropbox.com/get/Unavngivet.jpg?w=ddf1350d

As I think you have the other faces as a displacement too.

Oooo, i forgot to delete the face under everything, trying again

[editline]03:04PM[/editline]

Still crashes, wtf D:

[editline]03:05PM[/editline]

I’m gonna try remake the whole displacement

[editline]03:09PM[/editline]

Still crashes >:C

[editline]03:09PM[/editline]

Automerge ftw

You have entered a skybox texture which doesn’t seem to be valid. Make sure you don’t specify the last three letter (_UP, _DN, etc) of any skybox texture you use. You may also need to fix your vmt files if they are broken. It may also be caused by compiling a non-HDR skybox texture.

That error is normal and can be ignored. And there aren’t even any visible skybox in the map, so that wouldn’t matter anyway.

You could try and delete the displacement and re-create it?

As you see in my above post, i already tried that, and it failed. :confused:

can you upload the vmf, so we can have a look?

I fixed it :3

I had put a light entity to low so when i jumped off into the water i touched the light entity, which crashed the game.