Right i've just started making a new map, its got a sky box, light_environment, a small building, a CT spawn point, a T spawn point, buyzones and a bomb site.
But when i load the map from both the console and the create server area the map begins to load but then the game just crashed and shuts down.
This has not happened to me before, i have 2 other working maps and the maps which come with CSS work.
So whats the problem, i checked the Compiling Log and the only errors were some models which don't load. But everything else seems fine.
Anyone got any suggestions?
1
Re: Loading Problems (CS:S)
Posted by supacomix.njb on Sat Oct 28th at 5:38pm 2006
Posted by supacomix.njb on Sat Oct 28th at 5:38pm 2006
supacomix.njb
member
33 posts
63 snarkmarks
Registered: Sep 16th 2006
Location: England
Occupation: Student
member
33 posts
63 snarkmarks
Registered: Sep 16th 2006
Location: England

Occupation: Student
Re: Loading Problems (CS:S)
Posted by omegaslayer on Sat Oct 28th at 5:58pm 2006

omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA
Occupation: Sr. DevOPS Engineer
Posted by omegaslayer on Sat Oct 28th at 5:58pm 2006
Post your compile log - lots of times people miss things. Chances are I think you will have a similar problem like this guy:
http://www.snarkpit.net/forums.php?forum=6&topic=7288&6
http://www.snarkpit.net/forums.php?forum=6&topic=7288&6
omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA

Occupation: Sr. DevOPS Engineer
Re: Loading Problems (CS:S)
Posted by supacomix.njb on Sat Oct 28th at 6:08pm 2006
Posted by supacomix.njb on Sat Oct 28th at 6:08pm 2006
This is my compile log:
** Executing...
** Command: "c:program filesvalvesteamsteamappsscp_wintersourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsscp_wintercounter-strike sourcecstrike" "C:Program FilesValveSteamSteamAppsscp_wintersourcesdk_contentcstrikemapsrcde_area65"
Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: c:program filesvalvesteamsteamappsscp_wintercounter-strike sourcecstrikematerials
Loading C:Program FilesValveSteamSteamAppsscp_wintersourcesdk_contentcstrikemapsrcde_area65.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity prop_static (308.00 -501.00 55.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_wasteland02rt"
Can't load skybox file skybox/sky_wasteland02 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) (99910 bytes)
Error! prop_static using model "models/props/cs_office/file_cabinet1_group.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/file_cabinet1_group.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 324 texinfos to 210
Reduced 31 texdatas to 28 (740 bytes to 660)
Writing C:Program FilesValveSteamSteamAppsscp_wintersourcesdk_contentcstrikemapsrcde_area65.bsp
7 seconds elapsed
** Executing...
** Command: "c:program filesvalvesteamsteamappsscp_wintersourcesdkbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsscp_wintercounter-strike sourcecstrike" -fast "C:Program FilesValveSteamSteamAppsscp_wintersourcesdk_contentcstrikemapsrcde_area65"
Valve Software - vvis.exe (May 22 2006)
fastvis = true
1 threads
reading c:program filesvalvesteamsteamappsscp_wintersourcesdk_contentcstrikemapsrcde_area65.bsp
reading c:program filesvalvesteamsteamappsscp_wintersourcesdk_contentcstrikemapsrcde_area65.prt
LoadPortals: couldn't read c:program filesvalvesteamsteamappsscp_wintersourcesdk_contentcstrikemapsrcde_area65.prt
** Executing...
** Command: "c:program filesvalvesteamsteamappsscp_wintersourcesdkbinvrad.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsscp_wintercounter-strike sourcecstrike" "C:Program FilesValveSteamSteamAppsscp_wintersourcesdk_contentcstrikemapsrcde_area65"
Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:program filesvalvesteamsteamappsscp_wintersourcesdk_contentcstrikemapsrcde_area65.bsp
No vis information, direct lighting only.
1727 faces
816314 square feet [117549344.00 square inches]
2 displacements
76398 square feet [11001375.00 square inches]
12 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (110)
Build Patch/Sample Hash Table(s).....Done<0.0323 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 7/1024 336/49152 ( 0.7%)
brushes 286/8192 3432/98304 ( 3.5%)
brushsides 1738/65536 13904/524288 ( 2.7%)
planes 702/65536 14040/1310720 ( 1.1%)
vertexes 2537/65536 30444/786432 ( 3.9%)
nodes 1161/65536 37152/2097152 ( 1.8%)
texinfos 210/12288 15120/884736 ( 1.7%)
texdata 28/2048 896/65536 ( 1.4%)
dispinfos 2/0 352/0 ( 0.0%)
disp_verts 162/0 3240/0 ( 0.0%)
disp_tris 256/0 512/0 ( 0.0%)
disp_lmsamples 31840/0 31840/0 ( 0.0%)
faces 1727/65536 96712/3670016 ( 2.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 866/65536 48496/3670016 ( 1.3%)
leaves 1169/65536 37408/2097152 ( 1.8%)
leaffaces 2067/65536 4134/131072 ( 3.2%)
leafbrushes 508/65536 1016/131072 ( 0.8%)
areas 3/256 24/2048 ( 1.2%)
surfedges 11549/512000 46196/2048000 ( 2.3%)
edges 6686/256000 26744/1024000 ( 2.6%)
LDR worldlights 12/8192 1056/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 114/32768 1140/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1758/65536 3516/131072 ( 2.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 5/512 1760/180224 ( 1.0%)
LDR lightdata [variable] 2248400/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 4321/393216 ( 1.1%)
LDR leaf ambient 1169/65536 28056/1572864 ( 1.8%)
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] 1/3802 ( 0.0%)
pakfile [variable] 20288/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 99910/4194304 ( 2.4%)
==== Total Win32 BSP file data space used: 2820447 bytes ====
Total triangle count: 4655
Writing c:program filesvalvesteamsteamappsscp_wintersourcesdk_contentcstrikemapsrcde_area65.bsp
1 minute, 52 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppsscp_wintersourcesdk_contentcstrikemapsrcde_area65.bsp" "c:program filesvalvesteamsteamappsscp_wintercounter-strike sourcecstrikemapsde_area65.bsp"
I even ran it on Fast Vis like u suggested the guy on that link u gave me should do, but it still doesn't work.
** Executing...
** Command: "c:program filesvalvesteamsteamappsscp_wintersourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsscp_wintercounter-strike sourcecstrike" "C:Program FilesValveSteamSteamAppsscp_wintersourcesdk_contentcstrikemapsrcde_area65"
Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: c:program filesvalvesteamsteamappsscp_wintercounter-strike sourcecstrikematerials
Loading C:Program FilesValveSteamSteamAppsscp_wintersourcesdk_contentcstrikemapsrcde_area65.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity prop_static (308.00 -501.00 55.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_wasteland02rt"
Can't load skybox file skybox/sky_wasteland02 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) (99910 bytes)
Error! prop_static using model "models/props/cs_office/file_cabinet1_group.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/file_cabinet1_group.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 324 texinfos to 210
Reduced 31 texdatas to 28 (740 bytes to 660)
Writing C:Program FilesValveSteamSteamAppsscp_wintersourcesdk_contentcstrikemapsrcde_area65.bsp
7 seconds elapsed
** Executing...
** Command: "c:program filesvalvesteamsteamappsscp_wintersourcesdkbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsscp_wintercounter-strike sourcecstrike" -fast "C:Program FilesValveSteamSteamAppsscp_wintersourcesdk_contentcstrikemapsrcde_area65"
Valve Software - vvis.exe (May 22 2006)
fastvis = true
1 threads
reading c:program filesvalvesteamsteamappsscp_wintersourcesdk_contentcstrikemapsrcde_area65.bsp
reading c:program filesvalvesteamsteamappsscp_wintersourcesdk_contentcstrikemapsrcde_area65.prt
LoadPortals: couldn't read c:program filesvalvesteamsteamappsscp_wintersourcesdk_contentcstrikemapsrcde_area65.prt
** Executing...
** Command: "c:program filesvalvesteamsteamappsscp_wintersourcesdkbinvrad.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsscp_wintercounter-strike sourcecstrike" "C:Program FilesValveSteamSteamAppsscp_wintersourcesdk_contentcstrikemapsrcde_area65"
Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:program filesvalvesteamsteamappsscp_wintersourcesdk_contentcstrikemapsrcde_area65.bsp
No vis information, direct lighting only.
1727 faces
816314 square feet [117549344.00 square inches]
2 displacements
76398 square feet [11001375.00 square inches]
12 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (110)
Build Patch/Sample Hash Table(s).....Done<0.0323 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 7/1024 336/49152 ( 0.7%)
brushes 286/8192 3432/98304 ( 3.5%)
brushsides 1738/65536 13904/524288 ( 2.7%)
planes 702/65536 14040/1310720 ( 1.1%)
vertexes 2537/65536 30444/786432 ( 3.9%)
nodes 1161/65536 37152/2097152 ( 1.8%)
texinfos 210/12288 15120/884736 ( 1.7%)
texdata 28/2048 896/65536 ( 1.4%)
dispinfos 2/0 352/0 ( 0.0%)
disp_verts 162/0 3240/0 ( 0.0%)
disp_tris 256/0 512/0 ( 0.0%)
disp_lmsamples 31840/0 31840/0 ( 0.0%)
faces 1727/65536 96712/3670016 ( 2.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 866/65536 48496/3670016 ( 1.3%)
leaves 1169/65536 37408/2097152 ( 1.8%)
leaffaces 2067/65536 4134/131072 ( 3.2%)
leafbrushes 508/65536 1016/131072 ( 0.8%)
areas 3/256 24/2048 ( 1.2%)
surfedges 11549/512000 46196/2048000 ( 2.3%)
edges 6686/256000 26744/1024000 ( 2.6%)
LDR worldlights 12/8192 1056/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 114/32768 1140/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1758/65536 3516/131072 ( 2.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 5/512 1760/180224 ( 1.0%)
LDR lightdata [variable] 2248400/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 4321/393216 ( 1.1%)
LDR leaf ambient 1169/65536 28056/1572864 ( 1.8%)
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] 1/3802 ( 0.0%)
pakfile [variable] 20288/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 99910/4194304 ( 2.4%)
==== Total Win32 BSP file data space used: 2820447 bytes ====
Total triangle count: 4655
Writing c:program filesvalvesteamsteamappsscp_wintersourcesdk_contentcstrikemapsrcde_area65.bsp
1 minute, 52 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppsscp_wintersourcesdk_contentcstrikemapsrcde_area65.bsp" "c:program filesvalvesteamsteamappsscp_wintercounter-strike sourcecstrikemapsde_area65.bsp"
I even ran it on Fast Vis like u suggested the guy on that link u gave me should do, but it still doesn't work.
supacomix.njb
member
33 posts
63 snarkmarks
Registered: Sep 16th 2006
Location: England
Occupation: Student
member
33 posts
63 snarkmarks
Registered: Sep 16th 2006
Location: England

Occupation: Student
Re: Loading Problems (CS:S)
Posted by omegaslayer on Sat Oct 28th at 6:13pm 2006
I don't know why...but vis isn't even getting done here. Alls I can suggest is try compiling the map on full vis. Now if you come back and tell me that full vis takes to long, then you need to do some optimization of vis before continuing.
Edit:
Here is a great place to read up on optimization of vis:
http://developer.valvesoftware.com/wiki/Controlling_Geometry_Visibility_and_Compile_Times

omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA
Occupation: Sr. DevOPS Engineer
Posted by omegaslayer on Sat Oct 28th at 6:13pm 2006
? quote:
Valve Software - vvis.exe (May 22 2006)
fastvis = true
1 threads
reading c:program filesvalvesteamsteamappsscp_wintersourcesdk_contentcstrikemapsrcde_area65.bsp
reading c:program filesvalvesteamsteamappsscp_wintersourcesdk_contentcstrikemapsrcde_area65.prt
LoadPortals: couldn't read c:program filesvalvesteamsteamappsscp_wintersourcesdk_contentcstrikemapsrcde_area65.prt
fastvis = true
1 threads
reading c:program filesvalvesteamsteamappsscp_wintersourcesdk_contentcstrikemapsrcde_area65.bsp
reading c:program filesvalvesteamsteamappsscp_wintersourcesdk_contentcstrikemapsrcde_area65.prt
LoadPortals: couldn't read c:program filesvalvesteamsteamappsscp_wintersourcesdk_contentcstrikemapsrcde_area65.prt
I don't know why...but vis isn't even getting done here. Alls I can suggest is try compiling the map on full vis. Now if you come back and tell me that full vis takes to long, then you need to do some optimization of vis before continuing.
Edit:
Here is a great place to read up on optimization of vis:
http://developer.valvesoftware.com/wiki/Controlling_Geometry_Visibility_and_Compile_Times
omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA

Occupation: Sr. DevOPS Engineer
Re: Loading Problems (CS:S)
Posted by Campaignjunkie on Sat Oct 28th at 8:52pm 2006

Campaignjunkie
member
1309 posts
291 snarkmarks
Registered: Feb 12th 2002
Location: West Coast, USA
Occupation: Student
Posted by Campaignjunkie on Sat Oct 28th at 8:52pm 2006
**** leaked ****
Entity prop_static (308.00 -501.00 55.00) leaked!
You have a leak, and it's almost definitely the source of all your problems. It's why VIS isn't running and why CS:S crashes on map load - it can't optimize your map because of the leak. Read this article on the Valve wiki for more information and how to fix it: http://developer.valvesoftware.com/wiki/Leak
Entity prop_static (308.00 -501.00 55.00) leaked!
You have a leak, and it's almost definitely the source of all your problems. It's why VIS isn't running and why CS:S crashes on map load - it can't optimize your map because of the leak. Read this article on the Valve wiki for more information and how to fix it: http://developer.valvesoftware.com/wiki/Leak
Campaignjunkie
member
1309 posts
291 snarkmarks
Registered: Feb 12th 2002
Location: West Coast, USA
Occupation: Student
Re: Loading Problems (CS:S)
Posted by omegaslayer on Sat Oct 28th at 9:29pm 2006

omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA
Occupation: Sr. DevOPS Engineer
Posted by omegaslayer on Sat Oct 28th at 9:29pm 2006
Damn how did I miss that?!
omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA

Occupation: Sr. DevOPS Engineer
Re: Loading Problems (CS:S)
Posted by supacomix.njb on Sun Oct 29th at 1:33pm 2006
Posted by supacomix.njb on Sun Oct 29th at 1:33pm 2006
Well i fixed the leaks, but it still does not work.
But i am unsure how i'd set it to use Full Vis, all i can see is Fast Vis.
But i am unsure how i'd set it to use Full Vis, all i can see is Fast Vis.
supacomix.njb
member
33 posts
63 snarkmarks
Registered: Sep 16th 2006
Location: England
Occupation: Student
member
33 posts
63 snarkmarks
Registered: Sep 16th 2006
Location: England

Occupation: Student
Re: Loading Problems (CS:S)
Posted by Orpheus on Sun Oct 29th at 1:45pm 2006

Orpheus
member
13860 posts
1547 snarkmarks
Registered: Aug 26th 2001
Location: Long Oklahoma - USA
Occupation: Long Haul Trucking
The best things in life, aren't things.
Posted by Orpheus on Sun Oct 29th at 1:45pm 2006
? quoting supacomix.njb
Well i fixed the leaks, but it still does not work.
Uh huh. How about reposting the newer log and letting our eyes behold the wonders?
Sometimes, as Master Omega so aptly displayed, more eyes = better results.
Orpheus
member
13860 posts
1547 snarkmarks
Registered: Aug 26th 2001
Location: Long Oklahoma - USA

Occupation: Long Haul Trucking
The best things in life, aren't things.
Re: Loading Problems (CS:S)
Posted by supacomix.njb on Sun Oct 29th at 2:39pm 2006
Posted by supacomix.njb on Sun Oct 29th at 2:39pm 2006
Wait i fixed it.
It was something to do with me not doing a set of glass properly, i tried to make that glass which you can shoot then crawl through, but when i removed it the map worked.
Thanx for everyones help!
It was something to do with me not doing a set of glass properly, i tried to make that glass which you can shoot then crawl through, but when i removed it the map worked.
Thanx for everyones help!
supacomix.njb
member
33 posts
63 snarkmarks
Registered: Sep 16th 2006
Location: England
Occupation: Student
member
33 posts
63 snarkmarks
Registered: Sep 16th 2006
Location: England

Occupation: Student
Re: Loading Problems (CS:S)
Posted by omegaslayer on Sun Oct 29th at 10:42pm 2006
Master...more like the master of POO! (Napoleon Dynamite reference)

omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA
Occupation: Sr. DevOPS Engineer
Posted by omegaslayer on Sun Oct 29th at 10:42pm 2006
? quote:
? quoting supacomix.njb
Well i fixed the leaks, but it still does not work.
Uh huh. How about reposting the newer log and letting our eyes behold the wonders?
Sometimes, as Master Omega so aptly displayed, more eyes = better results.
Master...more like the master of POO! (Napoleon Dynamite reference)
omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA

Occupation: Sr. DevOPS Engineer
1
© Snarkpit.net 2001 - 2023, about us, donate, contact
Snarkpit v6.1.0 created this page in 1.1403 seconds.

Snarkpit v6.1.0 created this page in 1.1403 seconds.

