Why on earth is this map crashing?

I’m compiling some of my old maps to use in my video portfolio (which I have to have done by tomorrow night at the latest as I have an interview on Wednesday) and one of my favorites just doesn’t seem to be working. It crashes outright, there doesn’t seem to be any errors in the compile log but here, have a look:



** Executing...
** Command: "c:\program files (x86)\steam\steamapps\dashtm\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\dashtm\half-life 2 episode two\ep2" "D:\Users\Dash\Documents\Maps-\d1_intro_01"

Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\dashtm\half-life 2 episode two\ep2\materials
Loading D:\Users\Dash\Documents\Maps-\d1_intro_01.vmf
Patching WVT material: maps/d1_intro_01/dev/dev_blendmeasure_wvt_patch
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...
Merged 654 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Users\Dash\Documents\Maps-\d1_intro_01.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_ep02_06_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_ep02_06_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) (632795 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 5545 texinfos to 2150
Reduced 244 texdatas to 178 (11242 bytes to 8300)
Writing D:\Users\Dash\Documents\Maps-\d1_intro_01.bsp
6 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\dashtm\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\dashtm\half-life 2 episode two\ep2" "D:\Users\Dash\Documents\Maps-\d1_intro_01"

Valve Software - vvis.exe (May 19 2009)
4 threads
reading d:\users\dash\documents\maps-\d1_intro_01.bsp
reading d:\users\dash\documents\maps-\d1_intro_01.prt
 562 portalclusters
1400 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 (2)
Optimized: 170 visible clusters (0.00%)
Total clusters visible: 82342
Average clusters visible: 146
Building PAS...
Average clusters audible: 218
visdatasize:47769  compressed from 80928
writing d:\users\dash\documents\maps-\d1_intro_01.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\dashtm\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files (x86)\steam\steamapps\dashtm\half-life 2 episode two\ep2" "D:\Users\Dash\Documents\Maps-\d1_intro_01"

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

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

Loading d:\users\dash\documents\maps-\d1_intro_01.bsp
Setting up ray-trace acceleration structure... Done (1.99 seconds)
6552 faces
8 degenerate faces
580070 square feet [83530160.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
6544 patches before subdivision
160040 patches after subdivision
sun extent from map=0.000000
41 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (33)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (52)
transfers 36146396, max 1382
transfer lists: 275.8 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(167019, 129759, 95300)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(51327, 31345, 16784)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(13231, 6476, 2669)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(4321, 1697, 531)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(1347, 436, 109)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(453, 120, 24)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(151, 33, 5)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
	Bounce #8 added RGB(52, 10, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(18, 3, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #10 added RGB(6, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #11 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1110 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (14)
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 (3)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  19/1024          912/49152    ( 1.9%) 
brushes               1776/8192        21312/98304    (21.7%) 
brushsides           11188/65536       89504/524288   (17.1%) 
planes                2468/65536       49360/1310720  ( 3.8%) 
vertexes             15320/65536      183840/786432   (23.4%) 
nodes                 1564/65536       50048/2097152  ( 2.4%) 
texinfos              2150/12288      154800/884736   (17.5%) 
texdata                178/2048         5696/65536    ( 8.7%) 
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                 6552/65536      366912/3670016  (10.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             3995/65536      223720/3670016  ( 6.1%) 
leaves                1584/65536       50688/2097152  ( 2.4%) 
leaffaces             8101/65536       16202/131072   (12.4%) 
leafbrushes           3067/65536        6134/131072   ( 4.7%) 
areas                    4/256            32/2048     ( 1.6%) 
surfedges            48401/512000     193604/2048000  ( 9.5%) 
edges                28898/256000     115592/1024000  (11.3%) 
LDR worldlights         41/8192         3608/720896   ( 0.5%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips           2034/32768       20340/327680   ( 6.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         45657/65536       91314/131072   (69.7%) 
cubemapsamples          68/1024         1088/16384    ( 6.6%) 
overlays                22/512          7744/180224   ( 4.3%) 
LDR lightdata         [variable]    10560888/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       47769/16777216 ( 0.3%) 
entdata               [variable]      106647/393216   (27.1%) 
LDR ambient table     1584/65536        6336/262144   ( 2.4%) 
HDR ambient table     1584/65536        6336/262144   ( 2.4%) 
LDR leaf ambient      3316/65536       92848/1835008  ( 5.1%) 
HDR leaf ambient      1584/65536       44352/1835008  ( 2.4%) 
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]           1/22138    ( 0.0%) 
pakfile               [variable]     7348163/0        ( 0.0%) 
physics               [variable]      632795/4194304  (15.1%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 19322
Writing d:\users\dash\documents\maps-\d1_intro_01.bsp
1 minute, 57 seconds elapsed
Valve Software - vrad.exe SSE (May 19 2009)

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

Loading d:\users\dash\documents\maps-\d1_intro_01.bsp
Setting up ray-trace acceleration structure... Done (1.99 seconds)
6552 faces
8 degenerate faces
580070 square feet [83530160.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
6544 patches before subdivision
160040 patches after subdivision
sun extent from map=0.000000
41 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (30)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (52)
transfers 36146396, max 1382
transfer lists: 275.8 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(157741, 118723, 83866)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(48408, 28154, 14240)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(12247, 5602, 2151)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(4013, 1450, 417)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(1240, 363, 83)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(418, 99, 18)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(138, 27, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #8 added RGB(48, 8, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(16, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #10 added RGB(6, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #11 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1114 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (13)
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 (2)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  19/1024          912/49152    ( 1.9%) 
brushes               1776/8192        21312/98304    (21.7%) 
brushsides           11188/65536       89504/524288   (17.1%) 
planes                2468/65536       49360/1310720  ( 3.8%) 
vertexes             15320/65536      183840/786432   (23.4%) 
nodes                 1564/65536       50048/2097152  ( 2.4%) 
texinfos              2150/12288      154800/884736   (17.5%) 
texdata                178/2048         5696/65536    ( 8.7%) 
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                 6552/65536      366912/3670016  (10.0%) 
hdr faces             6552/65536      366912/3670016  (10.0%) 
origfaces             3995/65536      223720/3670016  ( 6.1%) 
leaves                1584/65536       50688/2097152  ( 2.4%) 
leaffaces             8101/65536       16202/131072   (12.4%) 
leafbrushes           3067/65536        6134/131072   ( 4.7%) 
areas                    4/256            32/2048     ( 1.6%) 
surfedges            48401/512000     193604/2048000  ( 9.5%) 
edges                28898/256000     115592/1024000  (11.3%) 
LDR worldlights         41/8192         3608/720896   ( 0.5%) 
HDR worldlights         41/8192         3608/720896   ( 0.5%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips           2034/32768       20340/327680   ( 6.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         45657/65536       91314/131072   (69.7%) 
cubemapsamples          68/1024         1088/16384    ( 6.6%) 
overlays                22/512          7744/180224   ( 4.3%) 
LDR lightdata         [variable]    10560888/0        ( 0.0%) 
HDR lightdata         [variable]    10560888/0        ( 0.0%) 
visdata               [variable]       47769/16777216 ( 0.3%) 
entdata               [variable]      106647/393216   (27.1%) 
LDR ambient table     1584/65536        6336/262144   ( 2.4%) 
HDR ambient table     1584/65536        6336/262144   ( 2.4%) 
LDR leaf ambient      3316/65536       92848/1835008  ( 5.1%) 
HDR leaf ambient      3303/65536       92484/1835008  ( 5.0%) 
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]           1/22138    ( 0.0%) 
pakfile               [variable]     7348163/0        ( 0.0%) 
physics               [variable]      632795/4194304  (15.1%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 19322
Writing d:\users\dash\documents\maps-\d1_intro_01.bsp
1 minute, 52 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Users\Dash\Documents\Maps-\d1_intro_01.bsp" "c:\program files (x86)\steam\steamapps\dashtm\half-life 2 episode two\ep2\maps\d1_intro_01.bsp"



Any ideas?

That’s weird. Log seems ok.

http://rapidshare.com/files/320934500/d1_intro_01.rar

Here’s the VMF, should be compiled for EP2.

What a helpful response.

Anyway, can you specify when it crashes? Like during loading? When you walk or move through a certain place, or look at a certain thing/in a certain direction? If it’s after it’s loaded, look for any of those error messages in the top-right before it crashes and post what it says. I checked the log on interlopers and it didn’t find anything, and I couldn’t either. And no, sorry, I haven’t downloaded/looked at the .vmf myself.

It crashes after loading but before I get to move around or anything.

Sooo… you can see the map, for like a second, but then it crashes? Or does it freeze as soon as you move or try to do anything? And there are no error messages in that little box in the top-right?

No I can’t see the map, it’s just a black screen. No error messages other than the standard windows “Program has crashed” one.

could be the breakable_surfs. they arent set up right.
remove the keyvalue “error”
Make sure they are only 1 unit thick

Hammer adds that keyvalue automatically every time I compile, there’s not much I can do about it. The breakables have never caused any problems in the past but I’ll try changing their thickness.

Also, make sure the spawns are setup correctly, that really confused me for months in HL2:DM, where I had the combine and rebel spawns, though because I didn’t have a deathmatch spawn the game crashed before entering.

Well I haven’t changed the spawns since I first made the map and it worked in the past.

paste in ur log -
and let google translate it German -> English
i have done it for u:

Degenerate Faces

Found in:
Line 77, line 184
Problem:
You have an area which has no surface (face), say you have a triangle and all 3 vertices (Vertex) lie on each other. It’s enough even if 2 vertices of a triangle lie on each other. Geometrically, this can only be a line (2 vertices) lead, as we know a line has no area and so this error comes about. Vrad then tried using the lightmap size of this non-existent light to be calculated and then issues this error message
Solution:
This error could have happened due to faulty Displacementmaps, check your displacements to “Degenerate Faces”

Right… Well I can’t really fix it if I don’t know where it is, any idea where it could be?

no clue - sorry
its ur map …

Well I don’t even HAVE displacements in that map :raise:

Been getting this recently with my map too. Showed up out of nowhere after I compiled once.
Tried cordoning off areas, but they all caused the same crash. Even tried a blank cordon in the middle of nowhere with just a single spawn in it and it still crashed.

I’m actually wondering if it’s the compile tools fucking up really bad.

I did the same thing! This is really frustrating, I had hoped to show this in my video profile for Anglia Ruskin on Wednesday but now I guess I’m not going to get to :frowning:

I’ve had crashing also with my maps, just like the OP; all I did to fix it was click on the “Check for Problems” button and deleted every brush that was listed, even though they worked before in previous compiles

Looking at your map, you didn’t have the same problems I did when I checked for errors, but hopefully this could still help a bit

Well, I just realised that my map works if I compile without VRAD.
Don’t know if it’s the exact same issue with you, but defiantly look into any possible lighting errors and maybe even redownload VRAD.

Nah, I tried compiling without VRAD, no use.