Map wont run

|Link|

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May 16, 2004
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Can someone help me solve this problem:
I compile my map and load it, but while it is loading in gets an error noise, with an error that when I click ok it crashes my HL2:DM. Can someone tell me what the problem might be. If it is a brush can someone tell me how to search for brushes (even if it is not cus of a brush i would like to know how to find brushes by number) by their number. Here is my compiling file:





** Executing...
** Command: Change Directory
** Parameters: "c:\program files\valve\steam\steamapps\ubica_696\sourcesdk"


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\*****\sourcesdk\hl2mp_sample_content\maps\dm_hideout.vmf" "c:\program files\valve\steam\steamapps\*****\sourcesdk\hl2mp_sample_content\maps\dm_hideout.vmf"


** Executing...
** Command: "c:\program files\valve\steam\steamapps\ubica_696\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\*****\sourcesdk\hl2mp_sample_content" "c:\program files\valve\steam\steamapps\*****\sourcesdk\hl2mp_sample_content\maps\dm_hideout"

Valve Software - vbsp.exe (Nov 22 2004)
1 threads
materialPath: c:\program files\valve\steam\steamapps\*****\sourcesdk\hl2mp_sample_content\materials
Loading c:\program files\valve\steam\steamapps\*****\sourcesdk\hl2mp_sample_content\maps\dm_hideout.vmf
Detected multiplayer map, building linux dedicated server data
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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\*****\sourcesdk\hl2mp_sample_content\maps\dm_hideout.prt...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...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1.....1...2...3...4...5...6....1...2...3...4...5...6...7......1...2...3...4...5...6...7...8...9....1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (556787 bytes)
Building Physics collision data...
done (0) (1837969 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing c:\program files\valve\steam\steamapps\*****\sourcesdk\hl2mp_sample_content\maps\dm_hideout.bsp
11 seconds elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 2

** Executing...
** Command: "c:\program files\valve\steam\steamapps\*****\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\*****\sourcesdk\hl2mp_sample_content" "c:\program files\valve\steam\steamapps\*****\sourcesdk\hl2mp_sample_content\maps\dm_hideout"

Valve Software - vvis.exe (Nov 22 2004)
1 threads
reading c:\program files\valve\steam\steamapps\*****\sourcesdk\hl2mp_sample_content\maps\dm_hideout.bsp
reading c:\program files\valve\steam\steamapps\*****\sourcesdk\hl2mp_sample_content\maps\dm_hideout.prt
119 portalclusters
377 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 (7)
Optimized: 2 visible clusters (0.00%)
Total clusters visible: 13177
Average clusters visible: 110
Building PAS...
Average clusters audible: 119
visdatasize:4526 compressed from 3808
writing c:\program files\valve\steam\steamapps\*****\sourcesdk\hl2mp_sample_content\maps\dm_hideout.bsp
9 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\ubica_696\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\*****\sourcesdk\hl2mp_sample_content" "c:\program files\valve\steam\steamapps\*****\sourcesdk\hl2mp_sample_content\maps\dm_hideout"

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\*****\sourcesdk\hl2mp_sample_content\maps\dm_hideout.bsp
365 faces
904482 square feet [130245440.00 square inches]
39 displacements
29235 square feet [4209912.00 square inches]
365 patches before subdivision
7450 patches after subdivision
11 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (105)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (8)
transfers 79286, max 122
transfer lists: 0.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1143, 965, 514)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(89, 65, 27)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(6, 4, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0188 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 1/1024 48/49152 ( 0.1%)
brushes 22/8192 264/98304 ( 0.3%)
brushsides 156/65536 1248/524288 ( 0.2%)
planes 260/65536 5200/1310720 ( 0.4%)
vertexes 661/65536 7932/786432 ( 1.0%)
nodes 257/65536 8224/2097152 ( 0.4%)
texinfos 88/12288 6336/884736 ( 0.7%)
texdata 12/2048 384/65536 ( 0.6%)
dispinfos 39/0 6864/0 ( 0.0%)
disp_verts 5031/0 100620/0 ( 0.0%)
disp_tris 8448/0 16896/0 ( 0.0%)
disp_lmsamples 7372/0 7372/0 ( 0.0%)
faces 365/65536 20440/3670016 ( 0.6%)
origfaces 122/65536 6832/3670016 ( 0.2%)
leaves 259/65536 14504/3670016 ( 0.4%)
leaffaces 365/65536 730/131072 ( 0.6%)
leafbrushes 123/65536 246/131072 ( 0.2%)
surfedges 2104/512000 8416/2048000 ( 0.4%)
edges 1119/256000 4476/1024000 ( 0.4%)
worldlights 11/8192 968/720896 ( 0.1%)
waterstrips 40/32768 400/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 492/65536 984/131072 ( 0.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 577368/0 ( 0.0%)
visdata [variable] 4526/16777216 ( 0.0%)
entdata [variable] 37696/393216 ( 9.6%)
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] 1/452 ( 0.2%)
dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/7228 ( 0.0%)
pakfile [variable] 19989/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 556787/4194304 (13.3%)
==== Total Win32 BSP file data space used: 1415753 bytes ====

Linux Specific Data:
physicssurface [variable] 1837969/6291456 (29.2%)
==== Total Linux BSP file data space used: 2696935 bytes ====

Total triangle count: 886
Writing c:\program files\valve\steam\steamapps\*****\sourcesdk\hl2mp_sample_content\maps\dm_hideout.bsp
1 minute, 56 seconds elapsed
 
"Found a displacement edge abutting multiple other edges."

*Could* be this, but i'm not sure what it means exactly. Check your displacement terrain for...something..lol
 
Check for problems in your map with Alt+P

Go to the affected brush and fix it.
 
I pressed Alt+ P and fixed every error but the error still shows up and crashes my HL2DM
 
nvm i deleted the map by accident so now i dont have to worry about it it feels like a big weight has lifted of my solders
 
|Link| said:
nvm i deleted the map by accident so now i dont have to worry about it it feels like a big weight has lifted of my solders
well thats one way to go about fixing stuff :p
 
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