Memmory could not read on map start

Basically, after continuing working on a map, I has been struck with a problem:

Notes:
I have been able to compile and play the map before.
I have saved the map under a different name to find the problem:

  • I removed all entities but the info_player_start. ALL OF THEM.
  • Piece by piece I was cutting away pieces of the map. Error persists.
  • The hammer finds no errors.
  • I textured everything the same texture that I am sure, is working.
  • I enclosed it all in a hollow box.
    The only error during the compilation is:

"Entity info_player_start (512.00 -1060.00 88.00) leaked!"

Fixing the leak does nothing.

So yeah, I pretty much cut the map up to a single room, and the error persists.

What could be causing this?

did you move your entire grid recently?

Remove the hollow box and use the cordon tool instead and see if it makes a difference.

Nope, still crashes.

If you mean moving all objects by the grid, then no.

Try creating another map (could be a small room with entities) in a separate .vmf and compile again and launching the map via the game.

Alright, here is an interesting note. When I simple “Save As” the map under a different name, the errors persist. However, if I am to select every entity, and then paste it in a new map, the errors does not occur.

But since that throws the entire damn map off the grid, is there a way to fix the original?

Hm, post the whole compile log in [noparse]




[/noparse] tags.

Well, I don’t think there is anything that could explain what causes the problem, in there, but alright.




** Executing...
** Command: "c:\program files\steam\steamapps\gufu1992\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\gufu1992\half-life 2 episode two\ep2" "C:\Program Files\Steam\steamapps\gufu1992\sourcesdk_content\hl2\mapsrc\ahyesthefixing"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps\gufu1992\half-life 2 episode two\ep2\materials
Loading C:\Program Files\Steam\steamapps\gufu1992\sourcesdk_content\hl2\mapsrc\ahyesthefixing.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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\gufu1992\sourcesdk_content\hl2\mapsrc\ahyesthefixing.prt...Building visibility clusters...
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) (31295 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 74 texinfos to 60
Reduced 3 texdatas to 2 (76 bytes to 34)
Writing C:\Program Files\Steam\steamapps\gufu1992\sourcesdk_content\hl2\mapsrc\ahyesthefixing.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\gufu1992\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\gufu1992\half-life 2 episode two\ep2" "C:\Program Files\Steam\steamapps\gufu1992\sourcesdk_content\hl2\mapsrc\ahyesthefixing"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\program files\steam\steamapps\gufu1992\sourcesdk_content\hl2\mapsrc\ahyesthefixing.bsp
reading c:\program files\steam\steamapps\gufu1992\sourcesdk_content\hl2\mapsrc\ahyesthefixing.prt
 315 portalclusters
 888 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 (27)
Optimized: 101 visible clusters (0.00%)
Total clusters visible: 66835
Average clusters visible: 212
Building PAS...
Average clusters audible: 315
visdatasize:27270  compressed from 25200
writing c:\program files\steam\steamapps\gufu1992\sourcesdk_content\hl2\mapsrc\ahyesthefixing.bsp
27 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\gufu1992\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\gufu1992\half-life 2 episode two\ep2" "C:\Program Files\Steam\steamapps\gufu1992\sourcesdk_content\hl2\mapsrc\ahyesthefixing"

Valve Software - vrad.exe SSE (May 19 2009)

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

Loading c:\program files\steam\steamapps\gufu1992\sourcesdk_content\hl2\mapsrc\ahyesthefixing.bsp
Setting up ray-trace acceleration structure... Done (0.73 seconds)
709 faces
22824 square feet [3286708.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
709 patches before subdivision
4333 patches after subdivision
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (6)
transfers 866156, max 600
transfer lists:   6.6 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0031 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (4)
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                 72/8192          864/98304    ( 0.9%) 
brushsides             749/65536        5992/524288   ( 1.1%) 
planes                 942/65536       18840/1310720  ( 1.4%) 
vertexes               938/65536       11256/786432   ( 1.4%) 
nodes                  571/65536       18272/2097152  ( 0.9%) 
texinfos                60/12288        4320/884736   ( 0.5%) 
texdata                  2/2048           64/65536    ( 0.1%) 
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                  709/65536       39704/3670016  ( 1.1%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              247/65536       13832/3670016  ( 0.4%) 
leaves                 573/65536       18336/2097152  ( 0.9%) 
leaffaces              873/65536        1746/131072   ( 1.3%) 
leafbrushes            397/65536         794/131072   ( 0.6%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             4048/512000      16192/2048000  ( 0.8%) 
edges                 2225/256000       8900/1024000  ( 0.9%) 
LDR worldlights          0/8192            0/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips             51/32768         510/327680   ( 0.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           780/65536        1560/131072   ( 1.2%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      446004/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       27270/16777216 ( 0.2%) 
entdata               [variable]         410/393216   ( 0.1%) 
LDR ambient table      573/65536        2292/262144   ( 0.9%) 
HDR ambient table      573/65536        2292/262144   ( 0.9%) 
LDR leaf ambient       315/65536        8820/1835008  ( 0.5%) 
HDR leaf ambient       573/65536       16044/1835008  ( 0.9%) 
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]      211597/0        ( 0.0%) 
physics               [variable]       31295/4194304  ( 0.7%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 1726
Writing c:\program files\steam\steamapps\gufu1992\sourcesdk_content\hl2\mapsrc\ahyesthefixing.bsp
12 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\gufu1992\sourcesdk_content\hl2\mapsrc\ahyesthefixing.bsp" "c:\program files\steam\steamapps\gufu1992\half-life 2 episode two\ep2\maps\ahyesthefixing.bsp"



Well you have a leak which is causing portal errors. That might be why. The leak is being referenced at here: 516.20 -1184.02 -78.00

Go to View > Go to coordinates, plug those numbers in, and find out what’s causing the leak.

But then again, I thought you cordoned your map. Did you toggle it?

Sorry, I threw in wrong code. Updated to the real one (The current one-room version).

I didn’t spot anything suspicious in the compile log. Would you PM me the .vmf if that’s possible?

select everything in the map, and zoon all the way out in all perspectives.

you may have an ent origin outside of your skybox. it will just be a tiny circle.

There is no skybox, it’s an enclosed level. I used select all - no out of bounds objects are present.

Hmm… It could be your lightmaps. Raise them on faces that wont need sharp shadows.

There is nothing related to lighting on the level, nor did I mess around with lightmaps at all. So yeah, all fullbright.

Have you fixed the overlapping brushes yet, despite the PM’s you replied back to me?

Yes. No difference, still crashes.

Would you mind PMing me the .vmf so I can take a look at it?

Here they are.

Obviously the player should start in ground floor and then move on to dont stopfiring.

It also appears that the error originates from the level transition, but does not disappear once the related brushes and entities are removed.

Is “dontstopfiring” the one that crashes? Cause thats what I’m getting.

[editline]11:53PM[/editline]

It could be because you have an opened map…