Is it just me?

Spam

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Why me? I keep having problems no matter what i do.;(;(;(

This time is not in hammer, the house i am making works fine in hammer but when i compile the map and run it on dm, it loads up fine and i spawn in the correct place, but when i move just a fraction it crashes and closes the program with no error or warning messages.

Help me guy please!!!:sniper: :borg:
 
hm... you could post the compile log to start... perhaps that will give clues... if not, you may upload your map.
 
ok...

Code:
** Executing...
** Command: "c:\program files\valve\steam\steamapps\USERNAME\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\USERNAME\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\USERNAME\sourcesdk_content\hl2mp\mapsrc\pc_homeland"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\program files\valve\steam\steamapps\USERNAME\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program Files\Valve\Steam\SteamApps\USERNAME\sourcesdk_content\hl2mp\mapsrc\pc_homeland.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity prop_door_rotating (264.09 -82.72 -841.72) leaked!
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)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
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) (119629 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (148333 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Program Files\Valve\Steam\SteamApps\USERNAME\sourcesdk_content\hl2mp\mapsrc\pc_homeland.bsp
6 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 7

** Executing...
** Command: "c:\program files\valve\steam\steamapps\USERNAME\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\USERNAME\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\USERNAME\sourcesdk_content\hl2mp\mapsrc\pc_homeland"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:\program files\valve\steam\steamapps\USERNAME\sourcesdk_content\hl2mp\mapsrc\pc_homeland.bsp
reading c:\program files\valve\steam\steamapps\USERNAME\sourcesdk_content\hl2mp\mapsrc\pc_homeland.prt
LoadPortals: couldn't read c:\program files\valve\steam\steamapps\USERNAME\sourcesdk_content\hl2mp\mapsrc\pc_homeland.prt


** Executing...
** Command: "c:\program files\valve\steam\steamapps\USERNAME\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\USERNAME\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\USERNAME\sourcesdk_content\hl2mp\mapsrc\pc_homeland"

Valve Software - vrad.exe (Mar  8 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\USERNAME\sourcesdk_content\hl2mp\mapsrc\pc_homeland.bsp
No vis information, direct lighting only.
1808 faces
103739 square feet [14938540.00 square inches]
6 displacements
8151 square feet [1173852.50 square inches]
12 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (19)
Build Patch/Sample Hash Table(s).....Done<0.0077 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   9/1024          432/49152    ( 0.9%) 
brushes                325/8192         3900/98304    ( 4.0%) 
brushsides            2180/65536       17440/524288   ( 3.3%) 
planes                 814/65536       16280/1310720  ( 1.2%) 
vertexes              2713/65536       32556/786432   ( 4.1%) 
nodes                 1224/65536       39168/2097152  ( 1.9%) 
texinfos               271/12288       19512/884736   ( 2.2%) 
texdata                 32/2048         1024/65536    ( 1.6%) 
dispinfos                6/0            1056/0        ( 0.0%) 
disp_verts             150/0            3000/0        ( 0.0%) 
disp_tris              192/0             384/0        ( 0.0%) 
disp_lmsamples       19832/0           19832/0        ( 0.0%) 
faces                 1808/65536      101248/3670016  ( 2.8%) 
origfaces              952/65536       53312/3670016  ( 1.5%) 
leaves                1234/65536       69104/3670016  ( 1.9%) 
leaffaces             2068/65536        4136/131072   ( 3.2%) 
leafbrushes            647/65536        1294/131072   ( 1.0%) 
surfedges            12661/512000      50644/2048000  ( 2.5%) 
edges                 7208/256000      28832/1024000  ( 2.8%) 
worldlights             11/8192          968/720896   ( 0.1%) 
waterstrips            144/32768        1440/327680   ( 0.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          2340/65536        4680/131072   ( 3.6%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
lightdata             [variable]      387908/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]       14527/393216   ( 3.7%) 
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]           1/36532    ( 0.0%) 
dtl prp lght          [variable]           1/4        (25.0%) 
static props          [variable]           1/1462     ( 0.1%) 
pakfile               [variable]       20425/0        ( 0.0%) 

Win32 Specific Data:
physics               [variable]      119629/4194304  ( 2.9%) 
==== Total Win32 BSP file data space used: 1012734 bytes ====

Linux Specific Data:
physicssurface        [variable]      148333/6291456  ( 2.4%) 
==== Total Linux BSP file data space used: 1041438 bytes ====

Total triangle count: 5247
Writing c:\program files\valve\steam\steamapps\USERNAME\sourcesdk_content\hl2mp\mapsrc\pc_homeland.bsp
23 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\USERNAME\sourcesdk_content\hl2mp\mapsrc\pc_homeland.bsp" "c:\program files\valve\steam\steamapps\USERNAME\half-life 2 deathmatch\hl2mp\maps\pc_homeland.bsp"


EDIT: I have just noticed that there was a leak, i put a massive sky box round the map...but still the same result.
 
I'm pretty certain there's no way to fix it but start over. Honestly, I've had this very annoying problem before. Try replacing the entities, but IIRC that didn't solve it. Restarting from scratch did, however painful it might seem.
 
**** leaked ****
Entity prop_door_rotating (264.09 -82.72 -841.72) leaked!
 
raven0

EDIT: I have just noticed that there was a leak, i put a massive sky box round the map...but still the same result.
 
I'm not sure if its related but is it a very detailed map? I had a problem with crashing just before i got into game, and it was due to there being too many func_details and not enough normal brushes...and some of the angled brushes weren't helping either. The map loaded fine but crashed on startup..

Just a suggestion, you might be having the same problem. Have you tried using cordon bounds to run small sections of the map? If they work it might help you narrow down the problem
 
best way to avoid crashes is to build and compile your map in stages, brush work with placeholder textures, and skybox, lighting.. then compile. If its all good then start adding entity's, compile again, then texture everything and touch up, always works for me, making a complex map then starts to become a formality.
 
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