The Game Crashes no-Apparent reason...
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Re: The Game Crashes no-Apparent reason...
Posted by Dark|Killer on Thu Jan 26th at 11:19am 2006


Hey guys, in my new SL HL2 map im making, after compiling, the game crashes suddenly with no errors at all...here is the compile log, but i dot know why the game crashes like that..it didnt before...Help please smiley

** Executing...
** Command: "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkbinvbsp.exe"
** Parameters: -game "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772half-life 2hl2" "E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772sourcesdk_contenthl2mapsrcfallenpath_01"

Valve Software - vbsp.exe (Jan 2 2006)
2 threads
materialPath: e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772half-life 2hl2materials
Loading E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772sourcesdk_contenthl2mapsrcfallenpath_01.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 300 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772sourcesdk_contenthl2mapsrcfallenpath_01.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_05*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_05rt"
Can't load skybox file skybox/sky_day01_05 to build the default cubemap!
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) (175765 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (311773 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 633 texinfos to 538
Reduced 73 texdatas to 70 (3069 bytes to 2824)
Writing E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772sourcesdk_contenthl2mapsrcfallenpath_01.bsp
5 seconds elapsed
Memory leak: mempool blocks left in memory: 3

** Executing...
** Command: "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkbinvvis.exe"
** Parameters: -game "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772half-life 2hl2" "E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772sourcesdk_contenthl2mapsrcfallenpath_01"

Valve Software - vvis.exe (Jan 2 2006)
2 threads
reading e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdk_contenthl2mapsrcfallenpath_01.bsp
reading e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdk_contenthl2mapsrcfallenpath_01.prt
131 portalclusters
469 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 (5)
Optimized: 4 visible clusters (0.00%)
Total clusters visible: 14323
Average clusters visible: 109
Building PAS...
Average clusters audible: 131
visdatasize:5517 compressed from 6288
writing e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdk_contenthl2mapsrcfallenpath_01.bsp
6 seconds elapsed

** Executing...
** Command: "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkbinvrad.exe"
** Parameters: -game "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772half-life 2hl2" "E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772sourcesdk_contenthl2mapsrcfallenpath_01"

Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdk_contenthl2mapsrcfallenpath_01.bsp
1382 faces
1 degenerate faces
209013 square feet [30097964.00 square inches]
7 displacements
22573 square feet [3250537.00 square inches]
1381 patches before subdivision
16986 patches after subdivision
19 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (133)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (32)
transfers 1662025, max 531
transfer lists: 12.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(64682, 59060, 31964)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(8348, 7262, 3289)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1213, 994, 388)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(192, 147, 51)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(33, 23, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(6, 4, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0209 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
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 9/1024 432/49152 ( 0.9%)
brushes 227/8192 2724/98304 ( 2.8%)
brushsides 1934/65536 15472/524288 ( 3.0%)
planes 2060/65536 41200/1310720 ( 3.1%)
vertexes 3170/65536 38040/786432 ( 4.8%)
nodes 310/65536 9920/2097152 ( 0.5%)
texinfos 538/12288 38736/884736 ( 4.4%)
texdata 70/2048 2240/65536 ( 3.4%)
dispinfos 7/0 1232/0 ( 0.0%)
disp_verts 567/0 11340/0 ( 0.0%)
disp_tris 896/0 1792/0 ( 0.0%)
disp_lmsamples 47932/0 47932/0 ( 0.0%)
faces 1382/65536 77392/3670016 ( 2.1%)
origfaces 992/65536 55552/3670016 ( 1.5%)
leaves 320/65536 10240/2097152 ( 0.5%)
leaffaces 1785/65536 3570/131072 ( 2.7%)
leafbrushes 486/65536 972/131072 ( 0.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 11089/512000 44356/2048000 ( 2.2%)
edges 6755/256000 27020/1024000 ( 2.6%)
LDR worldlights 19/8192 1672/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 180/32768 1800/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3363/65536 6726/131072 ( 5.1%)
cubemapsamples 34/1024 544/16384 ( 3.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2354640/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 5517/16777216 ( 0.0%)
entdata [variable] 20698/393216 ( 5.3%)
LDR leaf ambient 320/65536 7680/1572864 ( 0.5%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/1332 ( 0.1%)
pakfile [variable] 265912/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 175765/4194304 ( 4.2%)
==== Total Win32 BSP file data space used: 3271134 bytes ====

Linux Specific Data:
physicssurface [variable] 311773/6291456 ( 5.0%)
==== Total Linux BSP file data space used: 3407142 bytes ====

Total triangle count: 4087
Writing e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdk_contenthl2mapsrcfallenpath_01.bsp
2 minutes, 53 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772sourcesdk_contenthl2mapsrcfallenpath_01.bsp" "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772half-life 2hl2mapsfallenpath_01.bsp"





.::Dark|Masta::. - One name. One legend.



Quote
Re: The Game Crashes no-Apparent reason...
Posted by Kasc1990 on Thu Jan 26th at 5:15pm 2006


Quick scan of the compile log, and there are no errors. IT doesnt actaully say the word "error" so what makes you think its one? The log normally contains the word error if there is one.

Check the actual content of the map. Maybe an element your computer doest like?

Maybe some thing to do with this?

'No such variable "$hdrbasetexture" for material "skybox/sky_day01_05rt"'





Quote
Re: The Game Crashes no-Apparent reason...
Posted by Dark|Killer on Thu Jan 26th at 6:29pm 2006


Well, that, i didnt understand, i doubt the skybox has to do with it though...



.::Dark|Masta::. - One name. One legend.



Quote
Re: The Game Crashes no-Apparent reason...
Posted by omegaslayer on Thu Jan 26th at 8:32pm 2006


I dont see anything wrong with the compile log.

For an ingame crash there isn't much you can do to solve it. But here are a few suggestions:
Recompile
If you are using the cordon tool, move the cordon tool to another section of the map.
Recompile without light.
Do you have an info_playerstart?
Do an ALT-P to check for problems.







Quote
Re: The Game Crashes no-Apparent reason...
Posted by Dark|Killer on Fri Jan 27th at 7:12am 2006


I just woke up this morning, and the first word popped out in my mind was "prop_dynamic" ... So i remebered right away that i added a prop_dynamic in my map, and made a parent to a rope, at that moment, it stopped opening the map in game...

Lol i guess the problem is fixed, thanks to the nature of remebering stuff :P

Thanks anyway for helping me <img src=" SRC="images/smiles/icon_biggrin.gif">



.::Dark|Masta::. - One name. One legend.




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