Map compiles fine, but crashes CS:S
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Re: Map compiles fine, but crashes CS:S
Posted by Leviathan on Wed Oct 18th at 9:05pm 2006


Ok I have been working on a small map for CS:S and it was going great. I had a tower with teleports, sprites, lights, fire, and playerspawns. I selected parts of the tower and made it func detail and eventually the whole tower was func_detail in different parts.

Then I copied everything (Tower and everything in it) and pasted it for another tower. I now had two towers facing each other, identicle. I changed the teleport properties of the second tower so that it would screw up and get confused with the first tower teleports. I also changed the played spawns to terrorists instead of counter terrorists. Then I alpha painted my terrain and ran the map. The map compiled fine. When I loaded the map up in CS:S it just crashed. I tried several times and tested different maps. The map always crashed CS:S.

Keep in mind, the map would load fine in CS:S up until I added the second tower and alpha painted geometry.

What should I do? If required I will post my compile log.




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Re: Map compiles fine, but crashes CS:S
Posted by reaper47 on Wed Oct 18th at 9:15pm 2006


I doubt there wasn't at least some kind of warning in the compile log. Please post it!

Maybe some error with the displacement terrain? But there's nothing one could possibly say from this description alone :/

PS: You have the scariest avatar I've ever seen image




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Re: Map compiles fine, but crashes CS:S
Posted by Leviathan on Wed Oct 18th at 9:20pm 2006


ok here is the compile log


** Executing...
** Command: "c:program filesvalvesteamsteamappsd0grentsourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsd0grentcounter-strike sourcecstrike" "C:Program FilesValveSteamSteamAppsd0grentsourcesdk_contentcstrikemapsrcde_facingworlds_fix"

Valve Software - vbsp.exe (Aug 4 2006)
2 threads
materialPath: c:program filesvalvesteamsteamappsd0grentcounter-strike sourcecstrikematerials
Loading C:Program FilesValveSteamSteamAppsd0grentsourcesdk_contentcstrikemapsrcde_facingworlds_fix.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 (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 192 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesValveSteamSteamAppsd0grentsourcesdk_contentcstrikemapsrcde_facingworlds_fix.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/zombie_sky*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/zombie_skyrt"
Can't load skybox file skybox/zombie_sky 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) (36418 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 190 texinfos to 108
Reduced 13 texdatas to 12 (314 bytes to 293)
Writing C:Program FilesValveSteamSteamAppsd0grentsourcesdk_contentcstrikemapsrcde_facingworlds_fix.bsp
1 second elapsed

** Executing...
** Command: "c:program filesvalvesteamsteamappsd0grentsourcesdkbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsd0grentcounter-strike sourcecstrike" -fast "C:Program FilesValveSteamSteamAppsd0grentsourcesdk_contentcstrikemapsrcde_facingworlds_fix"

Valve Software - vvis.exe (May 22 2006)
fastvis = true
2 threads
reading c:program filesvalvesteamsteamappsd0grentsourcesdk_contentcstrikemapsrcde_facingworlds_fix.bsp
reading c:program filesvalvesteamsteamappsd0grentsourcesdk_contentcstrikemapsrcde_facingworlds_fix.prt
30 portalclusters
49 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 900
Average clusters visible: 30
Building PAS...
Average clusters audible: 30
visdatasize:484 compressed from 480
writing c:program filesvalvesteamsteamappsd0grentsourcesdk_contentcstrikemapsrcde_facingworlds_fix.bsp
0 seconds elapsed

** Executing...
** Command: "c:program filesvalvesteamsteamappsd0grentsourcesdkbinvrad.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsd0grentcounter-strike sourcecstrike" -noextra "C:Program FilesValveSteamSteamAppsd0grentsourcesdk_contentcstrikemapsrcde_facingworlds_fix"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:program filesvalvesteamsteamappsd0grentsourcesdk_contentcstrikemapsrcde_facingworlds_fix.bsp
634 faces
3 degenerate faces
874070 square feet [125866144.00 square inches]
104 displacements
107829 square feet [15527422.00 square inches]
631 patches before subdivision
13183 patches after subdivision
10 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (212)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (20)
transfers 355266, max 223
transfer lists: 2.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(6754, 2727, 1412)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(944, 220, 67)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(162, 26, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(29, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0412 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 10/1024 480/49152 ( 1.0%)
brushes 90/8192 1080/98304 ( 1.1%)
brushsides 770/65536 6160/524288 ( 1.2%)
planes 892/65536 17840/1310720 ( 1.4%)
vertexes 1125/65536 13500/786432 ( 1.7%)
nodes 181/65536 5792/2097152 ( 0.3%)
texinfos 108/12288 7776/884736 ( 0.9%)
texdata 12/2048 384/65536 ( 0.6%)
dispinfos 104/0 18304/0 ( 0.0%)
disp_verts 2600/0 52000/0 ( 0.0%)
disp_tris 3328/0 6656/0 ( 0.0%)
disp_lmsamples 322316/0 322316/0 ( 0.0%)
faces 634/65536 35504/3670016 ( 1.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 428/65536 23968/3670016 ( 0.7%)
leaves 192/65536 6144/2097152 ( 0.3%)
leaffaces 591/65536 1182/131072 ( 0.9%)
leafbrushes 186/65536 372/131072 ( 0.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 4827/512000 19308/2048000 ( 0.9%)
edges 2838/256000 11352/1024000 ( 1.1%)
LDR worldlights 10/8192 880/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 80/32768 800/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1530/65536 3060/131072 ( 2.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 557484/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 484/16777216 ( 0.0%)
entdata [variable] 11753/393216 ( 3.0%)
LDR leaf ambient 192/65536 4608/1572864 ( 0.3%)
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] 1/12 ( 8.3%)
pakfile [variable] 10032/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 36418/4194304 ( 0.9%)
==== Total Win32 BSP file data space used: 1175655 bytes ====

Total triangle count: 1837
Writing c:program filesvalvesteamsteamappsd0grentsourcesdk_contentcstrikemapsrcde_facingworlds_fix.bsp
3 minutes, 59 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppsd0grentsourcesdk_contentcstrikemapsrcde_facingworlds_fix.bsp" "c:program filesvalvesteamsteamappsd0grentcounter-strike sourcecstrikemapsde_facingworlds_fix.bsp"

<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>




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Re: Map compiles fine, but crashes CS:S
Posted by reaper47 on Wed Oct 18th at 9:28pm 2006


Hmm the only error I can find is that it can't load the skybox. Try a different skybox name and see if it changes.

There are also 3 "degenerate faces". Which is harmless.




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Re: Map compiles fine, but crashes CS:S
Posted by Stadric on Wed Oct 18th at 9:41pm 2006


Sometimes invalid texture references in entities cause the map to compile fine, but crash in-game. If you have beams, lasers, sprites, or any other entities that use a texture or sprite, try hiding them, compiling the map, and then running it to check if that's the problem.


Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying



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Re: Map compiles fine, but crashes CS:S
Posted by omegaslayer on Wed Oct 18th at 11:03pm 2006


? quote:
Valve Software - vvis.exe (May 22 2006)
fastvis = true

Theres your problem. Run vis on full if you want to see what your map looks like. Judgeign from how long:
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Took (0 seconds..) a full vis compile shouldnt take much longer.






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Re: Map compiles fine, but crashes CS:S
Posted by Dark_Kilauea on Fri Oct 20th at 2:26am 2006


I agree with omegaslayer, try full vis.

I for one, never, ever, run fast vis. It's nasty <img src=" SRC="images/smiles/icon_smile.gif">



Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/




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