Random crash - no errors




** Executing...
** Command: "e:\steam\steamapps\halohunter832\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "e:\steam\steamapps\halohunter832\counter-strike source\cstrike" "E:\Steam\steamapps\halohunter832\sourcesdk_content\cstrike\mapsrc\apartments"

Valve Software - vbsp.exe (Dec 11 2006)
3 threads
materialPath: e:\steam\steamapps\halohunter832\counter-strike source\cstrike\materials
Loading E:\Steam\steamapps\halohunter832\sourcesdk_content\cstrike\mapsrc\apartments.vmf
fixing up env_cubemap materials on brush sides...
KeyValues Error: RecursiveLoadFromBuffer:  got NULL key in file detail.vbsp
detail, {, (*grass_dirt001*), (*Group2*), (*alpha*), (*Model1*), 
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...
Merged 316 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\Steam\steamapps\halohunter832\sourcesdk_content\cstrike\mapsrc\apartments.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_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 (0) (202545 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 771 texinfos to 387
Reduced 107 texdatas to 84 (4193 bytes to 3498)
Writing E:\Steam\steamapps\halohunter832\sourcesdk_content\cstrike\mapsrc\apartments.bsp
2 seconds elapsed

** Executing...
** Command: "e:\steam\steamapps\halohunter832\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "e:\steam\steamapps\halohunter832\counter-strike source\cstrike" "E:\Steam\steamapps\halohunter832\sourcesdk_content\cstrike\mapsrc\apartments"

Valve Software - vvis.exe (Nov  8 2007)
3 threads
reading e:\steam\steamapps\halohunter832\sourcesdk_content\cstrike\mapsrc\apartments.bsp
reading e:\steam\steamapps\halohunter832\sourcesdk_content\cstrike\mapsrc\apartments.prt
 634 portalclusters
1984 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 (155)
Optimized: 2103 visible clusters (0.00%)
Total clusters visible: 242905
Average clusters visible: 383
Building PAS...
Average clusters audible: 633
visdatasize:104557  compressed from 101440
writing e:\steam\steamapps\halohunter832\sourcesdk_content\cstrike\mapsrc\apartments.bsp
2 minutes, 35 seconds elapsed

** Executing...
** Command: "e:\steam\steamapps\halohunter832\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters:  -game "e:\steam\steamapps\halohunter832\counter-strike source\cstrike" "E:\Steam\steamapps\halohunter832\sourcesdk_content\cstrike\mapsrc\apartments"

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

Loading e:\steam\steamapps\halohunter832\sourcesdk_content\cstrike\mapsrc\apartments.bsp
1951 faces
1 degenerate faces
707398 square feet [101865408.00 square inches]
30 displacements
2358 square feet [339620.41 square inches]
1950 patches before subdivision
25510 patches after subdivision
52 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 (9)
transfers 3034713, max 753
transfer lists:  23.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(32984, 30304, 27560)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(5146, 4558, 3852)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(1156, 973, 777)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(299, 244, 187)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(80, 62, 46)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(23, 18, 12)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(6, 5, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #8 added RGB(2, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0130 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                   2/1024           96/49152    ( 0.2%) 
brushes                631/8192         7572/98304    ( 7.7%) 
brushsides            4545/65536       36360/524288   ( 6.9%) 
planes                2080/65536       41600/1310720  ( 3.2%) 
vertexes              4222/65536       50664/786432   ( 6.4%) 
nodes                 1110/65536       35520/2097152  ( 1.7%) 
texinfos               387/12288       27864/884736   ( 3.1%) 
texdata                 84/2048         2688/65536    ( 4.1%) 
dispinfos               30/0            5280/0        ( 0.0%) 
disp_verts             750/0           15000/0        ( 0.0%) 
disp_tris              960/0            1920/0        ( 0.0%) 
disp_lmsamples       11648/0           11648/0        ( 0.0%) 
faces                 1951/65536      109256/3670016  ( 3.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1241/65536       69496/3670016  ( 1.9%) 
leaves                1113/65536       35616/2097152  ( 1.7%) 
leaffaces             2608/65536        5216/131072   ( 4.0%) 
leafbrushes           1404/65536        2808/131072   ( 2.1%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            14471/512000      57884/2048000  ( 2.8%) 
edges                 9020/256000      36080/1024000  ( 3.5%) 
LDR worldlights         52/8192         4576/720896   ( 0.6%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips            235/32768        2350/327680   ( 0.7%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          4266/65536        8532/131072   ( 6.5%) 
cubemapsamples           8/1024          128/16384    ( 0.8%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     1174412/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      104557/16777216 ( 0.6%) 
entdata               [variable]       33045/393216   ( 8.4%) 
LDR leaf ambient      1113/65536       26712/1572864  ( 1.7%) 
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]           1/14530    ( 0.0%) 
pakfile               [variable]      797693/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]      202545/4194304  ( 4.8%) 
==== Total Win32 BSP file data space used: 2907136 bytes ====

Total triangle count: 5565
Writing e:\steam\steamapps\halohunter832\sourcesdk_content\cstrike\mapsrc\apartments.bsp
31 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:\Steam\steamapps\halohunter832\sourcesdk_content\cstrike\mapsrc\apartments.bsp" "e:\steam\steamapps\halohunter832\counter-strike source\cstrike\maps\apartments.bsp"


The keyvalue error isnt a problem. It hasnt EVER caused any problems, so ignore it.
In Hammer, I have checked for problems, and when I try to test the map, hl2.exe just crashes without an error. I am getting NO errors AT ALL and it’s aggravating. Help, please.

Does the map work with any other game?

Try using the cordon tool to test sections of the map at a time.

It doesn’t work in HL2 or CS:S. The crashing started when I used a skip texture to move a section of 2 apartment rooms over to the other side of the apartment building. I also rotated the selected areas so that they face the opposite direction. Yet I don’t see how that could cause a problem.

Does anyone have a solution to this problem?

You want to PM me the map so i can have a look?

It has tons of custom content, so I’m not sure if you want it. Just tell me if you do.

Pm me the VMF no need for custom content

Use the cordon tool to compile parts of the map, and narrow it down to what causes it.
Most likely some entity cocking it up.

What is this “Cordon Tool”?

Well it’s a small section of the apartments. I have no idea what could cause the crash though. There are no errors, still.

Hmm, seems we have a mapping mystery on our hands.

Stop shitposting, christ.

[editline]10:58AM[/editline]

Are your displacements power of 4, do you have any vehicles?

No vehicles and no displacements. It seems to be only one small section of apartments.

If you can continue narrowing it down to only a handful of brushes, then delete that section entirely and remake it.

Well I’ve already deleted it and remade it and it’s still the same section that causes the problem.