Somthing in my map is crashing gmod!

My map, Gm_roadspace was working fine until i fixed a few brushes and after i compile it gets to about a minute into the loading and then Hl2 has stopped working. I would post the compile thing but thats really long. Any ideas?

Post the compile log or we can’t help…and bloody hell, you manage to miss TWO help threads.

This is the compile log and i will go and read them now. Thanks for any help

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\billybaggins999\sourcesdk\bin\orangebox\bin\vbsp.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\billybaggins999\half-life 2 episode two\ep2” “C:\Program Files (x86)\Steam\steamapps\billybaggins999\sourcesdk_content\gmod\mapsrc\gm_roadspace.vmf”

Valve Software - vbsp.exe (Jul 7 2010)
6 threads
materialPath: c:\program files (x86)\steam\steamapps\billybaggins999\half-life 2 episode two\ep2\materials
Loading C:\Program Files (x86)\Steam\steamapps\billybaggins999\sourcesdk_content\gmod\mapsrc\gm_roadspace.vmf
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps\billybaggins999\half-life 2 episode two\ep2\gameinfo.txt
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (1)

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (4989.8 -3072.0 -16.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 8818:

ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (1)

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (4989.8 -3072.0 -16.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 8818:

Processing areas…done (0)
Building Faces…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (1)
writing C:\Program Files (x86)\Steam\steamapps\billybaggins999\sourcesdk_content\gmod\mapsrc\gm_roadspace.prt…Building visibility clusters…
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_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_day02_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) (190321 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 645 texinfos to 488
Reduced 45 texdatas to 38 (1235 bytes to 927)
Writing C:\Program Files (x86)\Steam\steamapps\billybaggins999\sourcesdk_content\gmod\mapsrc\gm_roadspace.bsp
3 seconds elapsed

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\billybaggins999\sourcesdk\bin\orangebox\bin\vvis.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\billybaggins999\half-life 2 episode two\ep2” “C:\Program Files (x86)\Steam\steamapps\billybaggins999\sourcesdk_content\gmod\mapsrc\gm_roadspace”

Valve Software - vvis.exe (Jul 7 2010)
6 threads
reading c:\program files (x86)\steam\steamapps\billybaggins999\sourcesdk_content\gmod\mapsrc\gm_roadspace.bsp
reading c:\program files (x86)\steam\steamapps\billybaggins999\sourcesdk_content\gmod\mapsrc\gm_roadspace.prt
1495 portalclusters
4199 numportals
BasePortalVis: 0…1…2…3…4…5…6…7…8…9…10 (1)
PortalFlow: 0…1…2…3…4…5…6…7…8…9…10 (655)
Optimized: 3817 visible clusters (0.00%)
Total clusters visible: 710237
Average clusters visible: 475
Building PAS…
Average clusters audible: 1277
visdatasize:543470 compressed from 574080
writing c:\program files (x86)\steam\steamapps\billybaggins999\sourcesdk_content\gmod\mapsrc\gm_roadspace.bsp
10 minutes, 57 seconds elapsed

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\billybaggins999\sourcesdk\bin\orangebox\bin\vrad.exe”
** Parameters: -both -game “c:\program files (x86)\steam\steamapps\billybaggins999\half-life 2 episode two\ep2” “C:\Program Files (x86)\Steam\steamapps\billybaggins999\sourcesdk_content\gmod\mapsrc\gm_roadspace”

Valve Software - vrad.exe SSE (Jul 7 2010)

  Valve Radiosity Simulator     

6 threads
[Reading texlights from ‘lights.rad’]
[48 texlights parsed from ‘lights.rad’]

Loading c:\program files (x86)\steam\steamapps\billybaggins999\sourcesdk_content\gmod\mapsrc\gm_roadspace.bsp
Setting up ray-trace acceleration structure… Done (3.35 seconds)
6980 faces
1 degenerate faces
5817584 square feet [837732160.00 square inches]
11 Displacements
34097 Square Feet [4910023.00 Square Inches]
6979 patches before subdivision
261847 patches after subdivision
sun extent from map=0.087156
can’t solve quadratic for light 224.000000 224.000000
can’t solve quadratic for light 224.000000 224.000000
can’t solve quadratic for light 224.000000 224.000000
can’t solve quadratic for light 224.000000 224.000000
light has _fifty_percent_distance of 375.000000 but _zero_percent_distance of 298.000000
10 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (43)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (66)
transfers 22442273, max 2403
transfer lists: 171.2 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #1 added RGB(115355, 110553, 25136)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #2 added RGB(26399, 22262, 5632)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #3 added RGB(8467, 6553, 1486)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #4 added RGB(3411, 2501, 490)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #5 added RGB(1323, 917, 160)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #6 added RGB(538, 355, 56)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #7 added RGB(217, 135, 20)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #8 added RGB(89, 53, 7)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #9 added RGB(36, 20, 3)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #10 added RGB(15, 8, 1)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #11 added RGB(6, 3, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #12 added RGB(3, 1, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #13 added RGB(1, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #14 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.5155 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (17)
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 (20)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 10/1024 480/49152 ( 1.0%)
brushes 524/8192 6288/98304 ( 6.4%)
brushsides 5379/65536 43032/524288 ( 8.2%)
planes 5936/65536 118720/1310720 ( 9.1%)
vertexes 10005/65536 120060/786432 (15.3%)
nodes 3380/65536 108160/2097152 ( 5.2%)
texinfos 488/12288 35136/884736 ( 4.0%)
texdata 38/2048 1216/65536 ( 1.9%)
dispinfos 11/0 1936/0 ( 0.0%)
disp_verts 555/0 11100/0 ( 0.0%)
disp_tris 832/0 1664/0 ( 0.0%)
disp_lmsamples 43372/0 43372/0 ( 0.0%)
faces 6980/65536 390880/3670016 (10.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1685/65536 94360/3670016 ( 2.6%)
leaves 3391/65536 108512/2097152 ( 5.2%)
leaffaces 7679/65536 15358/131072 (11.7%)
leafbrushes 3030/65536 6060/131072 ( 4.6%)
areas 3/256 24/2048 ( 1.2%)
surfedges 38646/512000 154584/2048000 ( 7.5%)
edges 20828/256000 83312/1024000 ( 8.1%)
LDR worldlights 10/8192 880/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 563/32768 5630/327680 ( 1.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7719/65536 15438/131072 (11.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 11621656/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 543470/16777216 ( 3.2%)
entdata [variable] 26790/393216 ( 6.8%)
LDR ambient table 3391/65536 13564/262144 ( 5.2%)
HDR ambient table 3391/65536 13564/262144 ( 5.2%)
LDR leaf ambient 14221/65536 398188/1835008 (21.7%)
HDR leaf ambient 3391/65536 94948/1835008 ( 5.2%)
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] 1/880 ( 0.1%)
pakfile [variable] 212981/0 ( 0.0%)
physics [variable] 190321/4194304 ( 4.5%)
physics terrain [variable] 2377/1048576 ( 0.2%)

Level flags = 0

Total triangle count: 17883
Writing c:\program files (x86)\steam\steamapps\billybaggins999\sourcesdk_content\gmod\mapsrc\gm_roadspace.bsp
2 minutes, 44 seconds elapsed
Valve Software - vrad.exe SSE (Jul 7 2010)

  Valve Radiosity Simulator     

6 threads
[Reading texlights from ‘lights.rad’]
[48 texlights parsed from ‘lights.rad’]

Loading c:\program files (x86)\steam\steamapps\billybaggins999\sourcesdk_content\gmod\mapsrc\gm_roadspace.bsp
Setting up ray-trace acceleration structure… Done (3.05 seconds)
6980 faces
1 degenerate faces
5817584 square feet [837732160.00 square inches]
11 Displacements
34097 Square Feet [4910023.00 Square Inches]
6979 patches before subdivision
261847 patches after subdivision
sun extent from map=0.087156
can’t solve quadratic for light 224.000000 224.000000
can’t solve quadratic for light 224.000000 224.000000
can’t solve quadratic for light 224.000000 224.000000
can’t solve quadratic for light 224.000000 224.000000
light has _fifty_percent_distance of 375.000000 but _zero_percent_distance of 298.000000
10 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (44)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (67)
transfers 22442273, max 2403
transfer lists: 171.2 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #1 added RGB(74936, 68305, 23936)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #2 added RGB(15546, 12477, 4818)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #3 added RGB(4881, 3537, 1240)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #4 added RGB(1865, 1269, 393)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #5 added RGB(706, 453, 126)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #6 added RGB(279, 170, 43)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #7 added RGB(110, 64, 15)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #8 added RGB(44, 25, 5)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #9 added RGB(18, 10, 2)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #10 added RGB(7, 4, 1)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #11 added RGB(3, 1, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #12 added RGB(1, 1, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #13 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.5203 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (16)
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 (21)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 10/1024 480/49152 ( 1.0%)
brushes 524/8192 6288/98304 ( 6.4%)
brushsides 5379/65536 43032/524288 ( 8.2%)
planes 5936/65536 118720/1310720 ( 9.1%)
vertexes 10005/65536 120060/786432 (15.3%)
nodes 3380/65536 108160/2097152 ( 5.2%)
texinfos 488/12288 35136/884736 ( 4.0%)
texdata 38/2048 1216/65536 ( 1.9%)
dispinfos 11/0 1936/0 ( 0.0%)
disp_verts 555/0 11100/0 ( 0.0%)
disp_tris 832/0 1664/0 ( 0.0%)
disp_lmsamples 43372/0 43372/0 ( 0.0%)
faces 6980/65536 390880/3670016 (10.7%)
hdr faces 6980/65536 390880/3670016 (10.7%)
origfaces 1685/65536 94360/3670016 ( 2.6%)
leaves 3391/65536 108512/2097152 ( 5.2%)
leaffaces 7679/65536 15358/131072 (11.7%)
leafbrushes 3030/65536 6060/131072 ( 4.6%)
areas 3/256 24/2048 ( 1.2%)
surfedges 38646/512000 154584/2048000 ( 7.5%)
edges 20828/256000 83312/1024000 ( 8.1%)
LDR worldlights 10/8192 880/720896 ( 0.1%)
HDR worldlights 10/8192 880/720896 ( 0.1%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 563/32768 5630/327680 ( 1.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7719/65536 15438/131072 (11.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 11621656/0 ( 0.0%)
HDR lightdata [variable] 11621656/0 ( 0.0%)
visdata [variable] 543470/16777216 ( 3.2%)
entdata [variable] 26790/393216 ( 6.8%)
LDR ambient table 3391/65536 13564/262144 ( 5.2%)
HDR ambient table 3391/65536 13564/262144 ( 5.2%)
LDR leaf ambient 14221/65536 398188/1835008 (21.7%)
HDR leaf ambient 14417/65536 403676/1835008 (22.0%)
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] 1/880 ( 0.1%)
pakfile [variable] 212981/0 ( 0.0%)
physics [variable] 190321/4194304 ( 4.5%)
physics terrain [variable] 2377/1048576 ( 0.2%)

Level flags = 0

Total triangle count: 17883
Writing c:\program files (x86)\steam\steamapps\billybaggins999\sourcesdk_content\gmod\mapsrc\gm_roadspace.bsp
2 minutes, 44 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Program Files (x86)\Steam\steamapps\billybaggins999\sourcesdk_content\gmod\mapsrc\gm_roadspace.bsp” “c:\program files (x86)\steam\steamapps\billybaggins999\half-life 2 episode two\ep2\maps\gm_roadspace.bsp”

** Executing…
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 420 -game “c:\program files (x86)\steam\steamapps\billybaggins999\half-life 2 episode two\ep2” +map “gm_roadspace”

Your steam name is epic.


light has _fifty_percent_distance of 375.000000 but _zero_percent_distance of 298.000000

You have a light that reaches 0% intensity before it reaches 50%.
Generally messing with the falloff distance is not necessary.



FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4989.8 -3072.0 -16.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 8818:

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4989.8 -3072.0 -16.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 8818: 

If fixing the light doesn’t remove these, find brush nr. 8818 and delete it, then remake it.

before and after the compile log use


 

tags.

Right, thats kinda wierd beacouse all the time the brush and the light has stayed the same and no problems so why has it started not working now is a mystery to me

Thanks for your help.