Custom map crashes during LAN launch
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Quote
Re: Custom map crashes during LAN launch
Posted by Tango Charlie on Wed Nov 10th at 7:16am 2004


Hello all,

I've been working 5 hrs straight on a map, and this is my first time using hammer. The map was working up until i began working on the interior of the skyscraper, which confuses me. It seems to compile fine with no errors- but when I try to run the map through CS:S , I get an error message resembling:

"Error detected at 'x' referenced at 'y'. The memory could not be 'read'."

I have no effin clue what this means. I don't think the dimensions are too large, because when it previously worked the player scale compared to the world was proper, and the units are only about 1300x1300 for the skybox. Nothing seems to be "out of bounds."

Here is the compile report:

-----------------------------------


** Executing...
** Command: Change Directory
** Parameters: "c:program filessteamsteamappstimothysottek@hotmail.comsourcesdk"


** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamSteamAppstimothysottek@hotmail.comsourcesdkcstrike_sample_contentmapscs_swift.vmf" "c:program filessteamsteamappstimothysottek@hotmail.comsourcesdkcstrike_sample_contentmapscs_swift.vmf"


** Executing...
** Command: "c:program filessteamsteamappstimothysottek@hotmail.comsourcesdkbinvbsp.exe"
** Parameters: "c:program filessteamsteamappstimothysottek@hotmail.comsourcesdkcstrike_sample_contentmapscs_swift"

Valve Software - vbsp.exe (Nov 4 2004)
2 threads
materialPath: c:program filessteamsteamappstimothysottek@hotmail.comsourcesdkcstrike_sample_contentmaterials
Loading c:program filessteamsteamappstimothysottek@hotmail.comsourcesdkcstrike_sample_contentmapscs_swift.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 filessteamsteamappstimothysottek@hotmail.comsourcesdkcstrike_sample_contentmapscs_swift.prt...done (0)
Creating default cubemaps for env_cubemap using skybox de_piranesi...
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) (37655 bytes)
Building Physics collision data...
done (0) (37655 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing c:program filessteamsteamappstimothysottek@hotmail.comsourcesdkcstrike_sample_contentmapscs_swift.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 49

** Executing...
** Command: "c:program filessteamsteamappstimothysottek@hotmail.comsourcesdkbinvvis.exe"
** Parameters: "c:program filessteamsteamappstimothysottek@hotmail.comsourcesdkcstrike_sample_contentmapscs_swift"

Valve Software - vvis.exe (Nov 4 2004)
2 threads
reading c:program filessteamsteamappstimothysottek@hotmail.comsourcesdkcstrike_sample_contentmapscs_swift.bsp
reading c:program filessteamsteamappstimothysottek@hotmail.comsourcesdkcstrike_sample_contentmapscs_swift.prt
270 portalclusters
772 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 (3)
Optimized: 99 visible clusters (0.00%)
Total clusters visible: 19067
Average clusters visible: 70
Building PAS...
Average clusters audible: 233
visdatasize:18399 compressed from 21600
writing c:program filessteamsteamappstimothysottek@hotmail.comsourcesdkcstrike_sample_contentmapscs_swift.bsp
3 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappstimothysottek@hotmail.comsourcesdkbinvrad.exe"
** Parameters: "c:program filessteamsteamappstimothysottek@hotmail.comsourcesdkcstrike_sample_contentmapscs_swift"

Valve Software - vrad.exe (Nov 4 2004)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:program filessteamsteamappstimothysottek@hotmail.comsourcesdkcstrike_sample_contentmapscs_swift.bsp
999 faces
240655 square feet [34654440.00 square inches]
0 displacements
0 square feet [0.00 square inches]
999 patches before subdivision
24279 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5)
transfers 1200931, max 228
transfer lists: 9.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(580, 544, 135)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(79, 70, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(12, 10, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0343 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 2/1024 96/49152 ( 0.2%)
brushes 105/8192 1260/98304 ( 1.3%)
brushsides 655/65536 5240/524288 ( 1.0%)
planes 414/65536 8280/1310720 ( 0.6%)
vertexes 1976/65536 23712/786432 ( 3.0%)
nodes 603/65536 19296/2097152 ( 0.9%)
texinfos 233/12288 16776/884736 ( 1.9%)
texdata 11/2048 352/65536 ( 0.5%)
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 999/65536 55944/3670016 ( 1.5%)
origfaces 358/65536 20048/3670016 ( 0.5%)
leaves 606/65536 33936/3670016 ( 0.9%)
leaffaces 1276/65536 2552/131072 ( 1.9%)
leafbrushes 415/65536 830/131072 ( 0.6%)
surfedges 6162/512000 24648/2048000 ( 1.2%)
edges 3349/256000 13396/1024000 ( 1.3%)
worldlights 1/8192 88/720896 ( 0.0%)
waterstrips 52/32768 520/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 831/65536 1662/131072 ( 1.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 782416/0 ( 0.0%)
visdata [variable] 18399/16777216 ( 0.1%)
entdata [variable] 961/393216 ( 0.2%)
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] 1/12 ( 8.3%)
pakfile [variable] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 37655/4194304 ( 0.9%)
==== Total Win32 BSP file data space used: 1077975 bytes ====

Linux Specific Data:
physicssurface [variable] 37655/6291456 ( 0.6%)
==== Total Linux BSP file data space used: 1077975 bytes ====

Total triangle count: 2736
Writing c:program filessteamsteamappstimothysottek@hotmail.comsourcesdkcstrike_sample_contentmapscs_swift.bsp
8 seconds elapsed

--------------------------------------

Hope ya'll can help out. If someone would like to load up my hammer editor file to see what the problem is, I'd much appreciate it.

Thanks!

-Timothy Sottek





Quote
Re: Custom map crashes during LAN launch
Posted by RabidMonkey777 on Wed Nov 10th at 7:30am 2004


Have you done a problem check in Hammer? Alt-P will show you any errors you may have, such as invalid solids.

And dimensions for a skybox? If you're boxing your map inside a large box, you may want to have a look at the 3d skybox tutorial and apply that to your map - it will probably make things less-laggy in the long run.




Quote
Re: Custom map crashes during LAN launch
Posted by Tango Charlie on Wed Nov 10th at 5:44pm 2004


Thanks, I figured out the problem.

I made a shattering glass window that had the improper material on one side. Crashed the whole map. Go figure!

Thanks again!





Quote
Re: Custom map crashes during LAN launch
Posted by Orpheus on Wed Nov 10th at 5:49pm 2004


? quoting Tango Charlie

Thanks, I figured out the problem.

I made a shattering glass window that had the improper material on one side. Crashed the whole map. Go figure!

Thanks again!

then, turn this blue, please!

[addsig]




Quote
Re: Custom map crashes during LAN launch
Posted by Hugh on Thu Nov 11th at 8:13am 2004


Did he just accept his own answer? [addsig]



Quote
Re: Custom map crashes during LAN launch
Posted by Crono on Thu Nov 11th at 10:00am 2004


? quoting Hugh
Did he just accept his own answer?


If you post a problem and no one gives a solution by the time you figure it out that's what you should do.

Even though the searching algorithm could be better, it'll be there and will come up. [addsig]




Quote
Re: Custom map crashes during LAN launch
Posted by Leperous on Thu Nov 11th at 11:30am 2004


Hey, blame the mySQL fulltext search, not my algorithm writing



Quote
Re: Custom map crashes during LAN launch
Posted by Orpheus on Thu Nov 11th at 11:35am 2004


? quoting Hugh
Did he just accept his own answer?

besides the fact that i asked him to?

as crono stated, if he worked out the solution in a reasonable time frame, why can he not claim the credit???

[addsig]




Quote
Re: Custom map crashes during LAN launch
Posted by Crono on Thu Nov 11th at 8:57pm 2004


? quoting Leperous
Hey, blame the mySQL fulltext search, not my algorithm writing


That makes it even worse. [addsig]





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