CS:S crashes after I try to load my map

CS:S crashes after I try to load my map

Re: CS:S crashes after I try to load my map Posted by RogerGargantua on Wed Feb 11th 2009 at 9:50am
RogerGargantua
6 posts
Posted 2009-02-11 9:50am
6 posts 1 snarkmarks Registered: Jan 30th 2008
Hello all,

I've tried searching for answers on google and several other forums about this problem but couldnt find a clue.
I thought starting a topic here would be good since I feel here's more experienced Hammer users.
Here's the situation:

I compile my map and everything in compile goes fine. No errors, etc.
So I start up CS:S and in console I try to load my map : map cs_testmap
Then it crashes back to Windows (XP btw) and says that HL2 has made an unexpected error, bla bla.
Then I tried starting up parts of my map by using the Cordon Tool to see where the problem lies. I divided my map into three sections and I tested all of them. It all works fine!! Good compile and good start up.

This left me wondering that maybe my map is too big? And perhaps there is a maximum of brushes you can use? And how can check this in the compile log?
If this is not the case, could anyone else tell me a solution or have suggestions?
(perhaps optimisation with areaportals will work?)

I hope to get going with my map soon! :)
  • Gargantua
Re: CS:S crashes after I try to load my map Posted by haymaker on Wed Feb 11th 2009 at 3:14pm
haymaker
439 posts
Posted 2009-02-11 3:14pm
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
first thing i would suggest is uncheck the 'run game after compile' box, that is known to cause problems. Other than that perhaps you have too much of something so that the full compile overloads a server setting?...

This seems to be an issue that's getting more common recently, there's a few threads on the steam sdk forums like it
Re: CS:S crashes after I try to load my map Posted by RogerGargantua on Wed Feb 11th 2009 at 6:05pm
RogerGargantua
6 posts
Posted 2009-02-11 6:05pm
6 posts 1 snarkmarks Registered: Jan 30th 2008
I have the "Run game after compile" always unchecked. Good tip about Steam SDK forums, I go search for them. I really hope to find an answer there....my map is like 75% finished and it would be a waste if I cant complete it for some silly reason.
Thanks for replying!
Re: CS:S crashes after I try to load my map Posted by Le Chief on Thu Feb 12th 2009 at 9:03am
Le Chief
2605 posts
Posted 2009-02-12 9:03am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
RogerGargantua said:
Then I tried starting up parts of my map by using the Cordon Tool to see where the problem lies.
Hmm, instead of that, try putting a huge non hollowed box over parts of the level you want to hide. Try doing that in the three proportions as you did before, compiling each time and tell us if you still get the error.
Aaron's Stuff
Re: CS:S crashes after I try to load my map Posted by RogerGargantua on Thu Feb 12th 2009 at 12:14pm
RogerGargantua
6 posts
Posted 2009-02-12 12:14pm
6 posts 1 snarkmarks Registered: Jan 30th 2008
Thx 4 replying, Aaron_da_killa
I will try that later.

Well I tried to following today:
  • Removed the old BSP
  • did a new compile
  • started up CS with the +condump command
This is what condump000.txt gives me:

maxplayers set to 32
Heap: 256.00 Mb
Parsed 359 text messages
Couldn't find custom font file 'resource/HL2EP2.ttf'
Couldn't find custom font file 'materials/vgui/fonts/buttons_32.vbf'
execing config.cfg
Can't use cheat cvar cl_upspeed in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cl_forwardspeed in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cl_backspeed in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar dsp_dist_mx in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar dsp_dist_min in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar r_ambientfraction in multiplayer, unless the server has sv_cheats set to 1.
2 CPUs, Frequency: 2.3 Ghz, Features: GenuineIntel SSE SSE2 MMX RDTSC CMOV FCMOV
execing valve.rc

To me, I dont get these commands except I understand a bit about the font files but i dont get it why they are missing? And I didnt use a custom font file ? So whats up with that?

As for my compile log, its posted below. I marked the errors with BOLD. But according to a compile error list these are considered to be light errors and not affecting the map or gameplay.

** Executing...
** Command: "c:\program files\valve\steam\steamapps\rogergargantua\sources dk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\rogergargantua\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\rogergargantua\sources dk_content\cstrike\mapsrc\ze_escape_the_eye_v1"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\valve\steam\steamapps\rogergargantua\counter-strike source\cstrike\materials
Loading C:\Program Files\Valve\Steam\SteamApps\rogergargantua\sources dk_content\cstrike\mapsrc\ze_escape_the_eye_v1.vmf
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
Can't find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_STONE_1, using default
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 250 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
done (1)
writing C:\Program Files\Valve\Steam\SteamApps\rogergargantua\sources dk_content\cstrike\mapsrc\ze_escape_the_eye_v1.prt ...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (329136 bytes)
Placing detail props : 0...1...2.Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
3Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
.4Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
...5...6...7...8.Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
9...Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
10
Compacting texture/material tables...
Reduced 1687 texinfos to 1055
Reduced 141 texdatas to 117 (4755 bytes to 3732)
Writing C:\Program Files\Valve\Steam\SteamApps\rogergargantua\sources dk_content\cstrike\mapsrc\ze_escape_the_eye_v1.bsp
9 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\rogergargantua\sources dk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\rogergargantua\counter-strike source\cstrike" -fast "C:\Program Files\Valve\Steam\SteamApps\rogergargantua\sources dk_content\cstrike\mapsrc\ze_escape_the_eye_v1"

Valve Software - vvis.exe (Nov 8 2007)
fastvis = true
2 threads
reading c:\program files\valve\steam\steamapps\rogergargantua\sources dk_content\cstrike\mapsrc\ze_escape_the_eye_v1.bsp
reading c:\program files\valve\steam\steamapps\rogergargantua\sources dk_content\cstrike\mapsrc\ze_escape_the_eye_v1.prt
1328 portalclusters
4443 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
Optimized: 115428 visible clusters (0.00%)
Total clusters visible: 1123938
Average clusters visible: 846
Building PAS...
Average clusters audible: 1156
visdatasize:385473 compressed from 446208
writing c:\program files\valve\steam\steamapps\rogergargantua\sources dk_content\cstrike\mapsrc\ze_escape_the_eye_v1.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\rogergargantua\sources dk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\rogergargantua\counter-strike source\cstrike" -noextra "C:\Program Files\Valve\Steam\SteamApps\rogergargantua\sources dk_content\cstrike\mapsrc\ze_escape_the_eye_v1"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\rogergargantua\sources dk_content\cstrike\mapsrc\ze_escape_the_eye_v1.bsp
5191 faces
1 degenerate faces
1863761 square feet [268381664.00 square inches]
52 displacements
316843 square feet [45625532.00 square inches]
5190 patches before subdivision
94113 patches after subdivision
33 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (134)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (95)
transfers 9625981, max 816
transfer lists: 73.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(357047, 296915, 205261)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(90548, 69895, 44442)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(8304, 5132, 2288)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(3223, 1966, 850)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(334, 157, 46)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(136, 65, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(16, 6, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(6, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0747 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 31/1024 1488/49152 ( 3.0%)
brushes 887/8192 10644/98304 (10.8%)
brushsides 6683/65536 53464/524288 (10.2%)
planes 5474/65536 109480/1310720 ( 8.4%)
vertexes 9739/65536 116868/786432 (14.9%)
nodes 2549/65536 81568/2097152 ( 3.9%)
texinfos 1055/12288 75960/884736 ( 8.6%)
texdata 117/2048 3744/65536 ( 5.7%)
dispinfos 52/0 9152/0 ( 0.0%)
disp_verts 3636/0 72720/0 ( 0.0%)
disp_tris 5696/0 11392/0 ( 0.0%)
disp_lmsamples 377732/0 377732/0 ( 0.0%)
faces 5191/65536 290696/3670016 ( 7.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2885/65536 161560/3670016 ( 4.4%)
leaves 2581/65536 82592/2097152 ( 3.9%)
leaffaces 6644/65536 13288/131072 (10.1%)
leafbrushes 2091/65536 4182/131072 ( 3.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 35542/512000 142168/2048000 ( 6.9%)
edges 21375/256000 85500/1024000 ( 8.3%)
LDR worldlights 33/8192 2904/720896 ( 0.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 421/32768 4210/327680 ( 1.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7011/65536 14022/131072 (10.7%)
cubemapsamples 6/1024 96/16384 ( 0.6%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 6223288/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 385473/16777216 ( 2.3%)
entdata [variable] 86972/393216 (22.1%)
LDR leaf ambient 2581/65536 61944/1572864 ( 3.9%)
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] 1/21214 ( 0.0%)
pakfile [variable] 620487/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physi
Re: CS:S crashes after I try to load my map Posted by Le Chief on Thu Feb 12th 2009 at 10:08pm
Le Chief
2605 posts
Posted 2009-02-12 10:08pm
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Hmm, you could always upload the map somewhere and let us try it on our machines. If Counter-Strike crashes on our machines than there is something wrong with the map, it it doesn't than its something on your end.
Aaron's Stuff
Re: CS:S crashes after I try to load my map Posted by Riven on Fri Feb 13th 2009 at 11:59pm
Riven
1640 posts
Posted 2009-02-13 11:59pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Moved to HL2 Editing since This is for Source not Half-Life 1.

pulls up trousers Welp, another thread re-adjusted, ahh. ~o) 8-)
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: CS:S crashes after I try to load my map Posted by Zein on Wed Mar 11th 2009 at 5:31am
Zein
167 posts
Posted 2009-03-11 5:31am
Zein
member
167 posts 517 snarkmarks Registered: Sep 1st 2006 Occupation: Computer fixing Location: United States
was that supposed to be Well not welp lol
Re: CS:S crashes after I try to load my map Posted by Riven on Wed Mar 11th 2009 at 6:09am
Riven
1640 posts
Posted 2009-03-11 6:09am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Na, It was meant to be read: 'welp' as in:
[IMG]http://i158.photobucket.com/albums/t103/Riven_bucket/redneckhorseshoes.jpg[/IMG]
Red-Neck

Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: CS:S crashes after I try to load my map Posted by warlord on Fri May 15th 2009 at 7:02am
warlord
166 posts
Posted 2009-05-15 7:02am
warlord
member
166 posts 247 snarkmarks Registered: Sep 11th 2003 Occupation: ill show ye Location: americas
"""Valve Software - vvis.exe (Nov 8 2007)
fastvis = true
2 threads
reading c:program filesvalvesteamsteamappsrogergargantuasources dk_contentcstrikemapsrcze_escape_the_eye_v1.bsp """

try compiling it with fastvis turned off.
since using fast vis make sthe game draw the entire map all the time it could be causing overload. so having it turned off might make the difference here

edit: i noticed your other post about fast vis and i assume that this is the map you were mentioning crashed hammer.
but there is no way to really tell when hammer crashes sometimes.
expecially if its on portal flow.
just about everytime i compile a map during which windows reports the compile window as 'not responding" when after a few minutes that goes away and the compile finnishes.
but if you cannot get this map to full vis compile try using the cordon tool and run a full compile, after that back in hammer goto map/load portal file. and it will show you blue lines everywhere.
look for large clusters of them and change some of the shapes making them into details.