Posted by coldbladed on Tue Jan 4th at 8:41pm 2005
Below I've pasted my compile log.
** Executing...
** Command: "c:program filessteamsteamappscoldbladed@hotmail.comsourcesdkbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappscoldbladed@hotmail.comhalf-life 2 deathmatchhl2mp" "C:Program FilesSteamSteamAppscoldbladed@hotmail.comsourcesdksdkcontentmapstrial41"
Valve Software - vbsp.exe (Dec 15 2004)
1 threads
materialPath: c:program filessteamsteamappscoldbladed@hotmail.comhalf-life 2 deathmatchhl2mpmaterials
Loading C:Program FilesSteamSteamAppscoldbladed@hotmail.comsourcesdksdkcontentmapstrial41.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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:Program FilesSteamSteamAppscoldbladed@hotmail.comsourcesdksdkcontentmapstrial41.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_day02_02...
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) (170624 bytes)
Building Physics collision data...
done (0) (170624 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:Program FilesSteamSteamAppscoldbladed@hotmail.comsourcesdksdkcontentmapstrial41.bsp
8 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 5
** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamSteamAppscoldbladed@hotmail.comsourcesdksdkcontentmapstrial41.bsp" "c:program filessteamsteamappscoldbladed@hotmail.comhalf-life 2 deathmatchhl2mpmapstrial41.bsp"
** Executing...
** Command: "c:program filessteamsteamappscoldbladed@hotmail.comhalf-life 2 deathmatchhl2.exe"
** Parameters: -game "c:program filessteamsteamappscoldbladed@hotmail.comhalf-life 2 deathmatchhl2mp" +map "trial41"
Thanks in advance,
Posted by Orpheus on Tue Jan 4th at 8:45pm 2005
this was posted as little as 7-10 days ago. :/
[edit] search for jusr "buildcubemaps"
** Executing...
** Command: "c:program filessteamsteamappscoldbladed@hotmail.comsourcesdkbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappscoldbladed@hotmail.comhalf-life 2 deathmatchhl2mp" "C:Program FilesSteamSteamAppscoldbladed@hotmail.comsourcesdksdkcontentmapstrial41"
Valve Software - vbsp.exe (Dec 15 2004)
1 threads
materialPath: c:program filessteamsteamappscoldbladed@hotmail.comhalf-life 2 deathmatchhl2mpmaterials
Loading C:Program FilesSteamSteamAppscoldbladed@hotmail.comsourcesdksdkcontentmapstrial41.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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:Program FilesSteamSteamAppscoldbladed@hotmail.comsourcesdksdkcontentmapstrial41.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_day02_02...
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) (170624 bytes)
Building Physics collision data...
done (0) (170624 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:Program FilesSteamSteamAppscoldbladed@hotmail.comsourcesdksdkcontentmapstrial41.bsp
8 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 5
** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamSteamAppscoldbladed@hotmail.comsourcesdksdkcontentmapstrial41.bsp" "c:program filessteamsteamappscoldbladed@hotmail.comhalf-life 2 deathmatchhl2mpmapstrial41.bsp"
** Executing...
** Command: "c:program filessteamsteamappscoldbladed@hotmail.comhalf-life 2 deathmatchhl2.exe"
** Parameters: -game "c:program filessteamsteamappscoldbladed@hotmail.comhalf-life 2 deathmatchhl2mp" +map "trial41"
Thanks in advance,
Orpheus
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Posted by Raeth on Tue Jan 4th at 8:55pm 2005
Posted by Orpheus on Tue Jan 4th at 8:58pm 2005
oh.. OK then.
sorry my bad.
[addsig]Orpheus
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Posted by Leperous on Tue Jan 4th at 9:18pm 2005
** Command: "c:program filessteamsteamappscoldbladed@hotmail.comhalf-life 2 deathmatchhl2.exe"
** Parameters: -game "c:program filessteamsteamappscoldbladed@hotmail.comhalf-life 2 deathmatchhl2mp" +map "trial41"
DON'T run HL2 through that .exe, it doesn't work. You need to run the game through Steam (see our config guide).
Where/who told you to use hl2.exe ?
Leperous
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Location: UK
Occupation: Lazy student
Posted by coldbladed on Tue Jan 4th at 9:30pm 2005
** Command: "c:program filessteamsteamappscoldbladed@hotmail.comhalf-life 2 deathmatchhl2.exe"
** Parameters: -game "c:program filessteamsteamappscoldbladed@hotmail.comhalf-life 2 deathmatchhl2mp" +map "trial41"
DON'T run HL2 through that .exe, it doesn't work. You need to run the game through Steam (see our config guide).
Where/who told you to use hl2.exe ?
I set that up myself, but it has worked just fine until this most recent compile. I've run it dozens of times just like this with no problems at all. Also, as posted initially, I tried loading HL2:DM directly from steam and loading the map manually, no go. The game crashes during the map loading, I can see it initiallize a server and just as is starts to work on the map, pop, back to desktop. I'm thinking its not the .exe but rather something the map is doing to the .exe
Er, neither the memory leak nor the cubemaps thing are errors. My guess is that not running VIS is what's causing the problem. His computer probably can't handle displaying the whole map at once.
Again, I've compiled the map before without any problems. I did try running with VIS on though and it didn't help

Posted by Rof on Tue Jan 4th at 9:33pm 2005
In HL1, developer mode was more tolerant of map errors, and could prevent some crashes on map-load. Might work the same way in HL2.
Posted by coldbladed on Tue Jan 4th at 9:35pm 2005
Posted by Rof on Tue Jan 4th at 9:43pm 2005
If you don't have console enabled, it's in the keyboard->advanced options, I think.
Turn it off again with "developer 0". You can also use "developer 2" to also see information on screen when entities are triggered, etc.
Posted by coldbladed on Wed Jan 5th at 5:04am 2005

Posted by Leperous on Wed Jan 5th at 11:34am 2005
Leperous
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Location: UK
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Posted by coldbladed on Wed Jan 5th at 2:34pm 2005
and then plop- it dies.
Posted by Orpheus on Wed Jan 5th at 2:47pm 2005
if you are a mapper of any intelligence, you have several backup copies of your map. load them backward till you come to the one that loads correctly.
see where you made a difference between those two (works and not) and fix it in the latest version.
if you do not have backups.. *shrugs* to bad.
fixing mapping issues is 50/50, we cannot help you, if you don't offer your half, which is the pertinent info on whats wrong. just stating the map crashes is not enough.
sorry if thats harsh, but its mapping 101 bud.
[addsig]Orpheus
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Registered: Aug 26th 2001
Location: Long Oklahoma - USA

Occupation: Long Haul Trucking
Posted by Leperous on Wed Jan 5th at 4:57pm 2005
Leperous
member
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Registered: Aug 21st 2001
Location: UK
Occupation: Lazy student
Posted by Chaos Ex Anima on Thu Jan 6th at 5:09pm 2005
** Executing...
** Command: "c:program filesvalvesteamsteamappschaosbydesignsourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappschaosbydesignhalf-life 2hl2" "C:Program FilesValveSteamSteamAppschaosbydesignsourcesdk_contenthl2mapsrcisle"
Valve Software - vbsp.exe (Dec 15 2004)
1 threads
materialPath: c:program filesvalvesteamsteamappschaosbydesignhalf-life 2hl2materials
Loading C:Program FilesValveSteamSteamAppschaosbydesignsourcesdk_contenthl2mapsrcisle.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 (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 296 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesValveSteamSteamAppschaosbydesignsourcesdk_contenthl2mapsrcisle.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_day02_07...
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 (2) (1909018 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 FilesValveSteamSteamAppschaosbydesignsourcesdk_contenthl2mapsrcisle.bsp
6 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 7
** Executing...
** Command: "c:program filesvalvesteamsteamappschaosbydesignsourcesdkbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappschaosbydesignhalf-life 2hl2" "C:Program FilesValveSteamSteamAppschaosbydesignsourcesdk_contenthl2mapsrcisle"
Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:program filesvalvesteamsteamappschaosbydesignsourcesdk_contenthl2mapsrcisle.bsp
reading c:program filesvalvesteamsteamappschaosbydesignsourcesdk_contenthl2mapsrcisle.prt
53 portalclusters
133 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 1935
Average clusters visible: 36
Building PAS...
Average clusters audible: 36
visdatasize:1170 compressed from 848
writing c:program filesvalvesteamsteamappschaosbydesignsourcesdk_contenthl2mapsrcisle.bsp
1 second elapsed
** Executing...
** Command: "c:program filesvalvesteamsteamappschaosbydesignsourcesdkbinvrad.exe"
** Parameters: -game "c:program filesvalvesteamsteamappschaosbydesignhalf-life 2hl2" "C:Program FilesValveSteamSteamAppschaosbydesignsourcesdk_contenthl2mapsrcisle"
Valve Software - vrad.exe (Dec 15 2004)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:program filesvalvesteamsteamappschaosbydesignsourcesdk_contenthl2mapsrcisle.bsp
707 faces
502332 square feet [72335880.00 square inches]
208 displacements
94904 square feet [13666201.00 square inches]
707 patches before subdivision
41265 patches after subdivision
5 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (113)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (45)
transfers 437035, max 216
transfer lists: 3.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(47658, 43928, 23087)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(546, 483, 356)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(36, 29, 18)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(5, 4, 2)
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<0.0538 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 5/1024 240/49152 ( 0.5%)
brushes 73/8192 876/98304 ( 0.9%)
brushsides 465/65536 3720/524288 ( 0.7%)
planes 338/65536 6760/1310720 ( 0.5%)
vertexes 963/65536 11556/786432 ( 1.5%)
nodes 164/65536 5248/2097152 ( 0.3%)
texinfos 570/12288 41040/884736 ( 4.6%)
texdata 33/2048 1056/65536 ( 1.6%)
dispinfos 208/0 36608/0 ( 0.0%)
disp_verts 18720/0 374400/0 ( 0.0%)
disp_tris 30080/0 60160/0 ( 0.0%)
disp_lmsamples 107215/0 107215/0 ( 0.0%)
faces 707/65536 39592/3670016 ( 1.1%)
origfaces 419/65536 23464/3670016 ( 0.6%)
leaves 170/65536 9520/3670016 ( 0.3%)
leaffaces 569/65536 1138/131072 ( 0.9%)
leafbrushes 177/65536 354/131072 ( 0.3%)
surfedges 4716/512000 18864/2048000 ( 0.9%)
edges 2776/256000 11104/1024000 ( 1.1%)
worldlights 4/8192 352/720896 ( 0.0%)
waterstrips 16/32768 160/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 276/65536 552/131072 ( 0.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 612908/0 ( 0.0%)
visdata [variable] 1170/16777216 ( 0.0%)
entdata [variable] 22688/393216 ( 5.8%)
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] 1/46616 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/1624 ( 0.1%)
pakfile [variable] 20369/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 1909018/4194304 (45.5%)
==== Total Win32 BSP file data space used: 3320135 bytes ====
Linux Specific Data:
physicssurface [variable] 0/6291456 ( 0.0%)
==== Total Linux BSP file data space used: 1411117 bytes ====
Total triangle count: 1632
Writing c:program filesvalvesteamsteamappschaosbydesignsourcesdk_contenthl2mapsrcisle.bsp
2 minutes, 44 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppschaosbydesignsourcesdk_contenthl2mapsrcisle.bsp" "c:program filesvalvesteamsteamappschaosbydesignhalf-life 2hl2mapsisle.bsp"
If anyone wants to try to replicate the problem, e-mail me and I'll send you my map. Thanks.
Posted by omegaslayer on Thu Jan 6th at 7:39pm 2005
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omegaslayer
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Occupation: Sr. DevOPS Engineer
Posted by coldbladed on Fri Jan 7th at 7:33pm 2005

Posted by coldbladed on Fri Jan 7th at 10:53pm 2005
It seems there was a prop_static that somehow got changed to a prop_vehicle
The rest kind of makes sense.
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