Map Crashes

Billtcm

Newbie
Joined
Nov 23, 2004
Messages
92
Reaction score
0
Okay I've been working on a map for about 2 days now. Yesterday night I had just finished adding a second ladder in my game. I tested it out and it crashed, but I didn't think much of it and thought it would be a quick fix. But I can't seem to fix it even after about an hour of deleting things I did. I've taken away the ladder I and a bunch of other things that may have caused it to crash, still nothing. Here is what I get when I compile, it only has "run BSP" so it doesn't go on forever. If you need the other compile stats tell me and I'll post em.


** Executing...
** Command: Change Directory
** Parameters: "c:\program files\valve\steam\steamapps\billtcm\sourcesdk"


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\billtcm\sourcesdk\sdkcontent\maps\house.vmf" "c:\program files\valve\steam\steamapps\billtcm\sourcesdk\sdkcontent\maps\house.vmf"


** Executing...
** Command: "c:\program files\valve\steam\steamapps\billtcm\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\billtcm\sourcesdk\sdkcontent" "c:\program files\valve\steam\steamapps\billtcm\sourcesdk\sdkcontent\maps\house"

Valve Software - vbsp.exe (Nov 22 2004)
1 threads
materialPath: c:\program files\valve\steam\steamapps\billtcm\sourcesdk\sdkcontent\materials
Loading c:\program files\valve\steam\steamapps\billtcm\sourcesdk\sdkcontent\maps\house.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (96.00 -2944.00 -1152.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2544.0, 2048.0, -23.4)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2544.0, 2048.0, -360.0)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3056.0, 2048.0, -47.4)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0, 2560.0, -47.4)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0, 3072.0, -47.4)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0, 2048.0, -23.4)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0, 2048.0, -360.0)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0, 3072.0, -47.4)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox sky_day03_06...
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 (1) (68768 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.
Writing c:\program files\valve\steam\steamapps\billtcm\sourcesdk\sdkcontent\maps\house.bsp
3 seconds elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 3
 
Entity prop_static (96.00 -2944.00 -1152.00) leaked!

I'm not sure what a prop leaking means, but it could be outside the world perhaps. Anyways if you go to these coordinates and delete/move/fix this prop it should clear up your problem.
 
Nope I deleted the static which was the ladder that worked yesterday, then it said, the ladder dismount leaked, then it said the ladder entity leaked, and now it says my light_env leaks, all of these worked yesterday. And now for some reason none of them do. And just for the heck of it I made a backup copy deleted everything on the map placed a block and an entity on it and this is what i got

Entity prop_static (281.52 -658.69 776.36) leaked!
 
Ok I'm thinking you have an ordinary leak in the hull of your level somewhere. Check around the brushes in the hull to make sure there are no gaps and also make sure you haven't accidently turned one of the hull brushes into an entity.
 
No I have no leaks at all I checked everywhere and I have nothing it still just keeps saying entities are leaking.
 
by the way I compiled again but with all the things turned on incase it helps


** Executing...
** Command: Change Directory
** Parameters: "c:\program files\valve\steam\steamapps\billtcm\sourcesdk"


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\billtcm\sourcesdk\sdkcontent\maps\house1.vmf" "c:\program files\valve\steam\steamapps\billtcm\sourcesdk\sdkcontent\maps\house1.vmf"


** Executing...
** Command: "c:\program files\valve\steam\steamapps\billtcm\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\billtcm\sourcesdk\sdkcontent" "c:\program files\valve\steam\steamapps\billtcm\sourcesdk\sdkcontent\maps\house1"

Valve Software - vbsp.exe (Nov 22 2004)
1 threads
materialPath: c:\program files\valve\steam\steamapps\billtcm\sourcesdk\sdkcontent\materials
Loading c:\program files\valve\steam\steamapps\billtcm\sourcesdk\sdkcontent\maps\house1.vmf
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\program files\valve\steam\steamapps\billtcm\sourcesdk\sdkcontent\maps\house1.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_day03_06...
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) (60297 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing c:\program files\valve\steam\steamapps\billtcm\sourcesdk\sdkcontent\maps\house1.bsp
2 seconds elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 1

** Executing...
** Command: "c:\program files\valve\steam\steamapps\billtcm\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\billtcm\sourcesdk\sdkcontent" "c:\program files\valve\steam\steamapps\billtcm\sourcesdk\sdkcontent\maps\house1"

Valve Software - vvis.exe (Nov 22 2004)
1 threads
reading c:\program files\valve\steam\steamapps\billtcm\sourcesdk\sdkcontent\maps\house1.bsp
reading c:\program files\valve\steam\steamapps\billtcm\sourcesdk\sdkcontent\maps\house1.prt
353 portalclusters
1362 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 (431)
Optimized: 1158 visible clusters (0.00%)
Total clusters visible: 81133
Average clusters visible: 229
Building PAS...
Average clusters audible: 351
visdatasize:33725 compressed from 33888
writing c:\program files\valve\steam\steamapps\billtcm\sourcesdk\sdkcontent\maps\house1.bsp
7 minutes, 12 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\billtcm\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\billtcm\sourcesdk\sdkcontent" "c:\program files\valve\steam\steamapps\billtcm\sourcesdk\sdkcontent\maps\house1"

Valve Software - vrad.exe (Dec 1 2004)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\billtcm\sourcesdk\sdkcontent\maps\house1.bsp
1027 faces
209139 square feet [30116060.00 square inches]
0 displacements
0 square feet [0.00 square inches]
1027 patches before subdivision
10759 patches after subdivision
10 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (21)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 192751, max 176
transfer lists: 1.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(15527, 13866, 11183)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(3769, 3190, 2280)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1172, 995, 652)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(408, 344, 202)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(151, 125, 65)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(59, 47, 22)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(23, 18, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(10, 7, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(4, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0120 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
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 12/1024 576/49152 ( 1.2%)
brushes 151/8192 1812/98304 ( 1.8%)
brushsides 1212/65536 9696/524288 ( 1.8%)
planes 1516/65536 30320/1310720 ( 2.3%)
vertexes 2454/65536 29448/786432 ( 3.7%)
nodes 765/65536 24480/2097152 ( 1.2%)
texinfos 200/12288 14400/884736 ( 1.6%)
texdata 25/2048 800/65536 ( 1.2%)
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 1027/65536 57512/3670016 ( 1.6%)
origfaces 587/65536 32872/3670016 ( 0.9%)
leaves 778/65536 43568/3670016 ( 1.2%)
leaffaces 1229/65536 2458/131072 ( 1.9%)
leafbrushes 324/65536 648/131072 ( 0.5%)
surfedges 7308/512000 29232/2048000 ( 1.4%)
edges 4020/256000 16080/1024000 ( 1.6%)
worldlights 10/8192 880/720896 ( 0.1%)
waterstrips 58/32768 580/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 924/65536 1848/131072 ( 1.4%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 403188/0 ( 0.0%)
visdata [variable] 33725/16777216 ( 0.2%)
entdata [variable] 12142/393216 ( 3.1%)
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] 1/1340 ( 0.1%)
pakfile [variable] 21164/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 60297/4194304 ( 1.4%)
==== Total Win32 BSP file data space used: 827744 bytes ====

Linux Specific Data:
physicssurface [variable] 0/6291456 ( 0.0%)
==== Total Linux BSP file data space used: 767447 bytes ====

Total triangle count: 2905
Writing c:\program files\valve\steam\steamapps\billtcm\sourcesdk\sdkcontent\maps\house1.bsp
25 seconds elapsed
 
If you want I'll take a look at it. PM me and I'll tell you my email so you can send me the .vmf.
 
Nevermind I got it to work I have a layer of water and then concrete below it and one of them was screwing the map up. Thanks for the help JFry I appreciate it.
 
Back
Top