No errors in log file (I think) but HL crashes
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Quote
Re: No errors in log file (I think) but HL crashes
Posted by Amp on Tue Aug 24th at 11:12am 2004


I cant seam to find any errors but when I load my map in half life it crashes. >>

It manages to load the map and the textures then says "0 entities inhibited" and HL recives an ilegal opperation. >>

>>

I did proviously have an error "Leaf portal saw into leaf" but I think I have Fixed that as it does not appear in the log.>>

>>

P.S I do not know what the SDF::4 means>>

>>

>>

>

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)>>

Zoner's Half-Life Compilation Tools -- Custom Build>>

Based on code modifications by Sean 'Zoner' Cavanaugh>>

Based on Valve's version, modified with permission.>>

Submit detailed bug reports to (merlinis@bigpond.net.au)>>

----- BEGIN hlcsg ----->>

Command line: C:VALVEH~1ZTOOLSHLCSG.EXE -nolog C:SIERRAHalf-LifevalvemapsDemoAmp.map >>

Entering C:SIERRAHalf-LifevalvemapsDemoAmp.map>>

> >

Current hlcsg Settings>>

Name | Setting | Default>>

---------------------|-----------|------------------------->>

threads [ 1 ] [ Varies ]>>

verbose [ off ] [ off ]>>

log [ off ] [ on ]>>

developer [ 0 ] [ 0 ]>>

chart [ off ] [ off ]>>

estimate [ off ] [ off ]>>

max texture memory [ 4194304 ] [ 4194304 ]>>

priority [ Normal ] [ Normal ]>>

> >

noclip [ off ] [ off ]>>

null texture stripping[ on ] [ on ]>>

clipnode economy mode [ on ] [ on ]>>

onlyents [ off ] [ off ]>>

wadtextures [ on ] [ on ]>>

skyclip [ on ] [ on ]>>

hullfile [ None ] [ None ]>>

min surface area [ 0.500 ] [ 0.500 ]>>

brush union threshold [ 0.000 ] [ 0.000 ]>>

> >

Using mapfile wad configuration>>

Wadinclude list :>>

[zhlt.wad]>>

> >

4 brushes (totalling 24 sides) discarded from clipping hulls>>

CreateBrush:>>

10%...20%...30%...40%...50%...60%...70%...80%...90%... (12.58 seconds)>>

SetModelCenters:>>

10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)>>

CSGBrush:>>

10%...20%...30%...40%...50%...60%...70%...80%...90%... (11.75 seconds)>>

> >

Including Wadfile: valve hammer editortoolszhlt.wad>>

- Contains 1 used texture, 0.70 percent of map (3 textures in wad)>>

Using Wadfile: sierrahalf-lifevalvetechbest.wad>>

- Contains 14 used textures, 9.79 percent of map (287 textures in wad)>>

Using Wadfile: sierrahalf-lifevalveqevilbest.wad>>

- Contains 32 used textures, 22.38 percent of map (256 textures in wad)>>

Using Wadfile: sierrahalf-lifevalveliquids.wad>>

- Contains 0 used textures, 0.00 percent of map (32 textures in wad)>>

Using Wadfile: sierrahalf-lifevalvehalflife.wad>>

- Contains 96 used textures, 67.13 percent of map (3116 textures in wad)>>

Using Wadfile: sierrahalf-lifevalvedecals.wad>>

- Contains 0 used textures, 0.00 percent of map (222 textures in wad)>>

> >

added 15 additional animating textures.>>

Texture usage is at 3.13 mb (of 4.00 mb MAX)>>

26.42 seconds elapsed>>

> >

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)>>

Zoner's Half-Life Compilation Tools -- Custom Build>>

Based on code modifications by Sean 'Zoner' Cavanaugh>>

Based on Valve's version, modified with permission.>>

Submit detailed bug reports to (merlinis@bigpond.net.au)>>

----- BEGIN hlbsp ----->>

Command line: C:VALVEH~1ZTOOLSHLBSP.EXE -nolog C:SIERRAHalf-LifevalvemapsDemoAmp.map >>

> >

Current hlbsp Settings>>

Name | Setting | Default>>

-------------------|-----------|------------------------->>

threads [ 1 ] [ Varies ]>>

verbose [ off ] [ off ]>>

log [ off ] [ on ]>>

developer [ 0 ] [ 0 ]>>

chart [ off ] [ off ]>>

estimate [ off ] [ off ]>>

max texture memory [ 4194304 ] [ 4194304 ]>>

priority [ Normal ] [ Normal ]>>

> >

noclip [ off ] [ off ]>>

nofill [ off ] [ off ]>>

null tex. stripping [ on ] [ on ]>>

notjunc [ off ] [ off ]>>

subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)>>

max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)>>

> >

> >

BSP generation successful, writing portal file 'C:SIERRAHalf-LifevalvemapsDemoAmp.prt'>>

18.57 seconds elapsed>>

>





Quote
Re: No errors in log file (I think) but HL crashes
Posted by Amp on Tue Aug 24th at 11:13am 2004


hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)>>

Zoner's Half-Life Compilation Tools -- Custom Build>>

Based on code modifications by Sean 'Zoner' Cavanaugh>>

Based on Valve's version, modified with permission.>>

Submit detailed bug reports to (merlinis@bigpond.net.au)>>

----- BEGIN hlvis ----->>

Command line: C:VALVEH~1ZTOOLSHLVIS.EXE -nolog C:SIERRAHalf-LifevalvemapsDemoAmp.map >>

853 portalleafs>>

2825 numportals>>

> >

-= Current hlvis Settings =->>

Name | Setting | Default>>

-------------------|-----------|------------------------->>

threads [ 1 ] [ Varies ]>>

verbose [ off ] [ off ]>>

log [ off ] [ on ]>>

developer [ 0 ] [ 0 ]>>

chart [ off ] [ off ]>>

estimate [ off ] [ off ]>>

max texture memory [ 4194304 ] [ 4194304 ]>>

max vis distance [ 0 ] [ 0 ]>>

priority [ Normal ] [ Normal ]>>

> >

fast vis [ off ] [ off ]>>

full vis [ off ] [ off ]>>

> >

> >

BasePortalVis:>>

10%...20%...30%...40%...50%...60%...70%...80%...90%... (22.19 seconds)>>

LeafThread:>>

10%...20%...30%...40%...50%...60%...70%...80%...90%... (252.16 seconds)>>

average leafs visible: 147>>

g_visdatasize:29547 compressed from 91271>>

274.84 seconds elapsed [4m 34s]>>

> >

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)>>

Zoner's Half-Life Compilation Tools -- Custom Build>>

Based on code modifications by Sean 'Zoner' Cavanaugh>>

Based on Valve's version, modified with permission.>>

Submit detailed bug reports to (merlinis@bigpond.net.au)>>

----- BEGIN hlrad ----->>

Command line: C:VALVEH~1ZTOOLSHLRAD.EXE -nolog C:SIERRAHalf-LifevalvemapsDemoAmp.map >>

> >

-= Current hlrad Settings =->>

Name | Setting | Default>>

--------------------|---------------------|------------------------->>

threads [ 1 ] [ Varies ]>>

verbose [ off ] [ off ]>>

log [ off ] [ on ]>>

developer [ 0 ] [ 0 ]>>

chart [ off ] [ off ]>>

estimate [ off ] [ off ]>>

max texture memory [ 4194304 ] [ 4194304 ]>>

priority [ Normal ] [ Normal ]>>

> >

vismatrix algorithm [ Original ] [ Original ]>>

oversampling (-extra)[ off ] [ off ]>>

bounces [ 1 ] [ 1 ]>>

ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]>>

maximum light [ 255.000 ] [ 256.000 ]>>

circus mode [ off ] [ off ]>>

> >

smoothing threshold [ 50.000 ] [ 50.000 ]>>

direct threshold [ 25.000 ] [ 25.000 ]>>

direct light scale [ 2.000 ] [ 2.000 ]>>

coring threshold [ 1.000 ] [ 1.000 ]>>

patch interpolation [ on ] [ on ]>>

> >

texscale [ on ] [ on ]>>

patch subdividing [ on ] [ on ]>>

chop value [ 64.000 ] [ 64.000 ]>>

texchop value [ 32.000 ] [ 32.000 ]>>

> >

global fade [ 1.000 ] [ 1.000 ]>>

global falloff [ 2 ] [ 2 ]>>

global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]>>

global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]>>

global light scale [ 1.000 ] [ 1.000 ]>>

global sky diffusion [ 1.000 ] [ 1.000 ]>>

> >

opaque entities [ on ] [ on ]>>

sky lighting fix [ on ] [ on ]>>

incremental [ off ] [ off ]>>

dump [ off ] [ off ]>>

> >

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]>>

monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]>>

softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]>>

diffuse hack [ on ] [ on ]>>

spotlight points [ on ] [ on ]>>

> >

custom shadows with bounce light>>

[ off ] [ off ]>>

rgb transfers [ off ] [ off ]>>

> >

> >

3522 faces>>

Create Patches : 15090 base patches>>

156 opaque faces>>

69892 square feet [10064576.00 square inches]>>

5 direct lights>>

> >

BuildFacelights:>>

10%...20%...30%...40%...50%...60%...70%...SDF::4>>

SDF::4>>

SDF::4>>

SDF::4>>

SDF::4>>

SDF::4>>

SDF::4>>

SDF::4>>

(SDF:: x2000)>>

> >

(65.36 seconds)>>

visibility matrix : 13.6 megs>>

BuildVisLeafs:>>

10%...20%...30%...40%...50%...60%...70%...80%...90%... (384.59 seconds)>>

MakeScales:>>

10%...20%...30%...40%...50%...60%...70%...80%...90%... (43.89 seconds)>>

SwapTransfers:>>

10%...20%...30%...40%...50%...60%...70%...80%...90%... (6.09 seconds)>>

Transfer Lists : 8005634 : 8.01M transfers>>

Indices : 4333392 : 4.13M bytes>>

Data : 32022536 : 30.54M bytes>>

Bounce 1 GatherLight:>>

10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.52 seconds)>>

FinalLightFace:>>

10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.61 seconds)>>

511.19 seconds elapsed [8m 31s]>>





Quote
Re: No errors in log file (I think) but HL crashes
Posted by G.Ballblue on Tue Aug 24th at 12:24pm 2004


Try the -chart command (I beleive thats what the command is). From what your compile shows, I don't know if your RAD resources are maxed out or something. Give that a try. HL will crash when you play your map if you ever max out a specific resource of your compile tools. [addsig]



Quote
Re: No errors in log file (I think) but HL crashes
Posted by fishy on Tue Aug 24th at 12:48pm 2004


? posted by Amp

>>

P.S I do not know what the SDF::4 means

neither do i. i've never seen it before.

but it looks like it may have something to do with the problem, as it pops up where the last 30% of the 'build facelights' should be logged.





Quote
Re: No errors in log file (I think) but HL crashes
Posted by Amp on Tue Aug 24th at 1:56pm 2004


Ive tryed the -chart and it didn't show anything maxing out at all (biggest was 25% usage).





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Re: No errors in log file (I think) but HL crashes
Posted by fraggard on Tue Aug 24th at 2:52pm 2004


From http://cariad.co.za/twhl/glossaryinfo.php?id=158 I found:

? quote:
SDF: :4 was an archaic debugging message. It occurs during BuildFaceLights, when hlrad hits an opaque face during the process of back projecting sample points during centralisation. It is not a warning or error, but rather a message which should have been excluded. It does not mean anything significant to the mapper.

Obviously, it can't be ignored since it scres up your BSP enough to make HL crash.

My suggestion: Download a different set of tools (Maybe the original ZHLT or the newer p-series). Re-Export the map and rerun the compile with both. Maybe one of them has a fix.





Quote
Re: No errors in log file (I think) but HL crashes
Posted by G.Ballblue on Tue Aug 24th at 2:54pm 2004


? posted by fraggard

From http://cariad.co.za/twhl/glossaryinfo.php?id=158 I found:

? quote:
SDF: :4 was an archaic debugging message. It occurs during BuildFaceLights, when hlrad hits an opaque face during the process of back projecting sample points during centralisation. It is not a warning or error, but rather a message which should have been excluded. It does not mean anything significant to the mapper.

Obviously, it can't be ignored since it scres up your BSP enough to make HL crash.

My suggestion: Download a different set of tools (Maybe the original ZHLT or the newer p-series). Re-Export the map and rerun the compile with both. Maybe one of them has a fix.

Just get P series damnit The screen clutter on your process window drops by about 70%.

[addsig]




Quote
Re: No errors in log file (I think) but HL crashes
Posted by fizscy46 on Tue Aug 24th at 6:15pm 2004


? quote:
HL will crash when you play your map if you ever max out a specific resource of your compile tools.


Finally, an answer to why my second G-Man level crashed after a successful compile. [addsig]




Quote
Re: No errors in log file (I think) but HL crashes
Posted by Spartan on Tue Aug 24th at 7:59pm 2004


How would you max out the resources?



Quote
Re: No errors in log file (I think) but HL crashes
Posted by fizscy46 on Tue Aug 24th at 8:15pm 2004


Because my compy doesn't have that much in the way of resources [addsig]



Quote
Re: No errors in log file (I think) but HL crashes
Posted by ReNo on Tue Aug 24th at 8:21pm 2004


He didn't mean that, he meant run into BSP limitations I imagine (the wording doesn't make much sense otherwise). For instance, you could use up more than the max number of planes, or faces, or light patches, or clipnodes, or.... [addsig]



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Re: No errors in log file (I think) but HL crashes
Posted by Spartan on Tue Aug 24th at 8:31pm 2004


If you don't know what the SD4 thing is try checking it out at TommyofEscondidos.com





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Re: No errors in log file (I think) but HL crashes
Posted by G.Ballblue on Tue Aug 24th at 8:35pm 2004


? posted by ReNo
He didn't mean that, he meant run into BSP limitations I imagine (the wording doesn't make much sense otherwise). For instance, you could use up more than the max number of planes, or faces, or light patches, or clipnodes, or....

Check my (doh) sig for a perfect example ^^

[addsig]




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Re: No errors in log file (I think) but HL crashes
Posted by JFry on Tue Aug 24th at 11:17pm 2004


Hey Amp, welcome to the Snarkpit. That sure is a wierd problem you're having. If using different tools doesn't work I'd say try changing your opaque entities into normal ones. Depending on what you're trying to accomplish you can "fake" the opaque effect by putting a world brush within a func_illusionary.



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Re: No errors in log file (I think) but HL crashes
Posted by Amp on Wed Aug 25th at 5:23pm 2004


Found the problem eventually by cutting back the level.

Turns out it was being caused by my game text entities, which is odd because I got them working in a test level and copied them straight to my level.

Thanks for all your help





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Re: No errors in log file (I think) but HL crashes
Posted by Tracer Bullet on Wed Aug 25th at 5:29pm 2004


What else did you cut back on?




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