Fatal Error

Fatal Error

Re: Fatal Error Posted by tnkqwe on Fri Jul 10th 2009 at 1:30pm
tnkqwe
560 posts
Posted 2009-07-10 1:30pm
tnkqwe
member
560 posts 684 snarkmarks Registered: Mar 31st 2007 Occupation: High school student Location: Bulgaria
Any ideas? :confused:
Editor:VHE 3.5.1
Compile tools: SHLT
Never think about bad things!
TNKqwe:The New Killer qwe
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I am Engineer - Play Free Online Games
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Citizen Arms
Re: Fatal Error Posted by omegaslayer on Fri Jul 10th 2009 at 4:40pm
omegaslayer
2481 posts
Posted 2009-07-10 4:40pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Not giving us enough information. Are you getting this in game? In a compile log? (Regardless anyways post the compile log)
Re: Fatal Error Posted by tnkqwe on Sat Jul 11th 2009 at 11:17am
tnkqwe
560 posts
Posted 2009-07-11 11:17am
tnkqwe
member
560 posts 684 snarkmarks Registered: Mar 31st 2007 Occupation: High school student Location: Bulgaria
In game.The map starts to load and than it gives me this error.
Never think about bad things!
TNKqwe:The New Killer qwe
[img]http://images.quiz.wegame.com/production/personalities/22/badge.jpg[/img]
I am Engineer - Play Free Online Games
[img]http://media.moddb.com/images/global/moddb_88x31_v12.png[/img]
Citizen Arms
Re: Fatal Error Posted by Riven on Sat Jul 11th 2009 at 5:52pm
Riven
1640 posts
Posted 2009-07-11 5:52pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
We definitely need to see the compile log to help you any further....
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Twitter:@Riven202
Re: Fatal Error Posted by tnkqwe on Sun Jul 12th 2009 at 7:32am
tnkqwe
560 posts
Posted 2009-07-12 7:32am
tnkqwe
member
560 posts 684 snarkmarks Registered: Mar 31st 2007 Occupation: High school student Location: Bulgaria
hlcsg 3.6 x86 (32b) SSE1 ON (May 2 2009)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Raising of limits and improved format done by Silencer.
PHLT_Copy_Brush entity implemented by Protector.
Submit detailed bug reports to amckern@yahoo.com.
----- BEGIN hlcsg -----

Command line: E:\NEEZAI~1\PROGRA~1\tools\shlt\HLCSG_~1.EXE "e:\ne e za iztriwane\program files\valve hammer editor\maps\small_arena"
Entering e:\ne e za iztriwane\program files\valve hammer editor\maps\small_arena.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

Brushes discarded from clipping hulls: 2 (totalling 12 sides)
CreateBrush:
(0.53 seconds)
SetModelCenters:
(0.06 seconds)
CSGBrush:
(1.84 seconds)

Checking Wadfiles:

Using Wadfile: \valve\valve\xeno.wad:
Contains 3 used textures, 8.82 percent of map. (264 textures in wad)

Using Wadfile: \valve\valve\decals.wad:
Contains 0 used textures, 0.00 percent of map. (222 textures in wad)

Using Wadfile: \valve\valve\halflife.wad:
Contains 31 used textures, 91.18 percent of map. (3116 textures in wad)

Using Wadfile: \valve\valve\liquids.wad:
Contains 0 used textures, 0.00 percent of map. (32 textures in wad)

Added 5 additional animating textures.

Texture usage is at 0.39 MB (of 32.00 MB max)
3.56 seconds elapsed

----- END hlcsg -----

hlbsp 3.6 x86 (32b) SSE1 ON (May 2 2009)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Raising of limits and improved format done by Silencer.
PHLT_Copy_Brush entity implemented by Protector.
Submit detailed bug reports to amckern@yahoo.com.
----- BEGIN hlbsp -----

Command line: E:\NEEZAI~1\PROGRA~1\tools\shlt\HLBSP_~1.EXE "e:\ne e za iztriwane\program files\valve hammer editor\maps\small_arena"

Current hlbsp Settings
Name | Setting | Default
-------------------|-------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 444 (0.09 seconds)
BSP generation successful, writing portal file 'e:\ne e za iztriwane\program files\valve hammer editor\maps\small_arena.prt'
SolidBSP [hull 1] 500...921 (0.20 seconds)
SolidBSP [hull 2] 500...853 (0.19 seconds)
SolidBSP [hull 3] 500...869 (0.27 seconds)
2.83 seconds elapsed

----- END hlbsp -----

hlvis 3.6 x86 (32b) SSE1 ON (May 2 2009)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Raising of limits and improved format done by Silencer.
PHLT_Copy_Brush entity implemented by Protector.
Submit detailed bug reports to amckern@yahoo.com.
----- BEGIN hlvis -----

Command line: E:\NEEZAI~1\PROGRA~1\tools\shlt\HLVIS_~1.EXE "e:\ne e za iztriwane\program files\valve hammer editor\maps\small_arena"
Portalleafs: 167
Numportals: 442

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
(0.08 seconds)
LeafThread:
(3.63 seconds)
Average leafs visible: 85
g_visdatasize: 3780 compressed from 3507
3.78 seconds elapsed

----- END hlvis -----

hlrad 3.6 x86 (32b) SSE1 ON (May 2 2009)
Super Half-Life Compilation Tools -- Custom Build.
Based on code modifications by Sean 'Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Raising of limits and improved format done by Silencer.
PHLT_Copy_Brush entity implemented by Protector.
Submit detailed bug reports to amckern@yahoo.com.
----- BEGIN hlrad -----

Command line: E:\NEEZAI~1\PROGRA~1\tools\shlt\HLRAD_~1.EXE "e:\ne e za iztriwane\program files\valve hammer editor\maps\small_arena"

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'E:\NEEZAI~1\PROGRA~1\tools\shlt\lights.rad']
[1 texlights parsed from 'E:\NEEZAI~1\PROGRA~1\tools\shlt\lights.rad']

Faces: 1818
Create Patches: 8847 base patches
Opaque faces: 0
Square feet: 86074 [12394762.00 square inches]
Base patches created: 8847 out of 65545 max. (13.5%)
Direct lights: 1

BuildFacelights:
(33.09 seconds)
visibility matrix : 4.7 megs
BuildVisLeafs:
(42.31 seconds)
MakeScales:
(11.70 seconds)
SwapTransfers:
(9.42
Never think about bad things!
TNKqwe:The New Killer qwe
[img]http://images.quiz.wegame.com/production/personalities/22/badge.jpg[/img]
I am Engineer - Play Free Online Games
[img]http://media.moddb.com/images/global/moddb_88x31_v12.png[/img]
Citizen Arms
Re: Fatal Error Posted by omegaslayer on Sun Jul 12th 2009 at 5:19pm
omegaslayer
2481 posts
Posted 2009-07-12 5:19pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Hmmm about the only thing that I didnt see happen in your compile log is typically you copy the .map or .rmf into another directory before it tries to a compile, then copys it to the correct directory afterwards.

Does the engine kick back an error code? Are you running in Windows Vista? (Because I know that there are issues with the compile tools and Vista). Does the engine kick back a crash dump error file? (Only someone with a crash dump reader could read it though).

My suggestion is to cordon off parts of you map and test compile and run it in the engine. Try to find the area by process of elimination. Going smaller and smaller until you can pinpoint the spot that is having issues.
Re: Fatal Error Posted by fishy on Thu Jul 23rd 2009 at 1:11am
fishy
2623 posts
Posted 2009-07-23 1:11am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
The mod_numforname crash is normally when the map has a model or sprite or something that has been wronly named, so the game can't find something that it thinks should be there, and has a hissy fit. I'd imagine that this case could be the missing file extension, as the error message would normally be along the lines of t1.mdl or t1.spr not found.
Re: Fatal Error Posted by Victor-933 on Mon Aug 24th 2009 at 2:32am
Victor-933
128 posts
Posted 2009-08-24 2:32am
128 posts 473 snarkmarks Registered: Feb 19th 2006 Occupation: Space Trucker Location: Space Dallas
If there's a space in the filename, it'll stop looking because it assumes that's the end of the filename, or something.. but if it isn't the right name, it won't find the file, so you'll get this 'missing model' error, which is fatal. I'd suggest checking whatever models you have, both the MDL files and the entity in the map. :sherlock:
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