Unused Keyvalues

Unused Keyvalues

Re: Unused Keyvalues Posted by Tz0m on Sun Dec 12th 2004 at 3:12pm
Tz0m
15 posts
Posted 2004-12-12 3:12pm
Tz0m
member
15 posts 62 snarkmarks Registered: Dec 12th 2004 Occupation: Student Location: USA
I have never had this problem before. After compiling, I hit ALT + P to check for errors and I find this:

User posted image

I have no clue what this means or how to fix it. At this point if I try to run the map I get that "unable to read memory" error and the map crashes. Any help would be great. By the way, I searched the forums, and heres is the compile log:

** Executing...
** Command: Change Directory
** Parameters: "d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk"

** Executing...
** Command: Copy File
** Parameters: "D:\Program Files\Valve\Steam\SteamApps\snowrad9000@aol.com\sourcesdk\sdkcontent\maps\test4.vmf" "d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent\maps\test4.vmf"

** Executing...
** Command: "d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\bin\vbsp.exe"
** Parameters: -game "d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent" "d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent\maps\test4"

Valve Software - vbsp.exe (Nov 22 2004)
2 threads
materialPath: d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent\materials
Loading d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent\maps\test4.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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent\maps\test4.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Run buildcubemaps in the engine to get the correct cube maps.
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) (6021 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent\maps\test4.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 1

** Executing...
** Command: "d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\bin\vvis.exe"
** Parameters: -game "d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent" "d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent\maps\test4"

Valve Software - vvis.exe (Nov 22 2004)
2 threads
reading d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent\maps\test4.bsp
reading d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent\maps\test4.prt
5 portalclusters
5 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 23
Average clusters visible: 4
Building PAS...
Average clusters audible: 5
visdatasize:54 compressed from 80
writing d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent\maps\test4.bsp
0 seconds elapsed

** Executing...
** Command: "d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\bin\vrad.exe"
** Parameters: -game "d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent" "d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent\maps\test4"

Valve Software - vrad.exe (Dec 1 2004)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent\maps\test4.bsp
38 faces
2264 square feet [326144.00 square inches]
0 displacements
0 square feet [0.00 square inches]
38 patches before subdivision
240 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 6878, max 74
transfer lists: 0.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(2451, 1617, 1132)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(420, 183, 90)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(72, 21, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(12, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0004 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 3/1024 144/49152 ( 0.3%)
brushes 15/8192 180/98304 ( 0.2%)
brushsides 98/65536 784/524288 ( 0.1%)
planes 74/65536 1480/1310720 ( 0.1%)
vertexes 77/65536 924/786432 ( 0.1%)
nodes 43/65536 1376/2097152 ( 0.1%)
texinfos 31/12288 2232/884736 ( 0.3%)
texdata 5/2048 160/65536 ( 0.2%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 38/65536 2128/3670016 ( 0.1%)
origfaces 30/65536 1680/3670016 ( 0.0%)
leaves 47/65536 2632/3670016 ( 0.1%)
leaffaces 38/65536 76/131072 ( 0.1%)
leafbrushes 27/65536 54/131072 ( 0.0%)
surfedges 304/512000 1216/2048000 ( 0.1%)
edges 197/256000 788/1024000 ( 0.1%)
worldlights 2/8192 176/720896 ( 0.0%)
waterstrips 2/32768 20/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 36/65536 72/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 7896/0 ( 0.0%)
visdata [variable] 54/16777216 ( 0.0%)
entdata [variable] 1746/393216 ( 0.4%)
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] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 6021/4194304 ( 0.1%)

Total Win32 BSP file data space used: 41747 bytes

Linux Specific Data:
physicssurface [variable] 0/6291456 ( 0.0%)

Total Linux BSP file data space used: 35726 bytes

Total triangle count: 108
Writing d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent\maps\test4.bsp
2 seconds elapsed
Re: Unused Keyvalues Posted by Night-Wolf on Sun Dec 12th 2004 at 3:21pm
Night-Wolf
100 posts
Posted 2004-12-12 3:21pm
100 posts 20 snarkmarks Registered: Nov 23rd 2004
The crash has nothing to do with that error, thats a silly harmless glitch with hammer so dont worry about it. As for the crash im not sure tbh. :sad:
Re: Unused Keyvalues Posted by 7dk2h4md720ih on Sun Dec 12th 2004 at 3:29pm
7dk2h4md720ih
1976 posts
Posted 2004-12-12 3:29pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
To fix your actual problem:
Leperous:

<div class="forumtext">
Something in the latest Hammer update
has "broken" the expert compile, and it can't seem to run the game
executable any more. For now you'll have to enter "C:\Steam\Steam.exe"
as the command manually.

Also note that some variables- e.g. $bspdir- don't work now, either. Hopefully this will be fixed soon :smile:

</div>
This is assuming you're compiling in expert mode.
Re: Unused Keyvalues Posted by Orpheus on Sun Dec 12th 2004 at 3:29pm
Orpheus
13860 posts
Posted 2004-12-12 3:29pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
there have been unused key value messages for years now. my advice, if it works, it didn't need them.

i think its a universal default error message TBH.

ignore it unless you must do otherwise.
Re: Unused Keyvalues Posted by Tz0m on Sun Dec 12th 2004 at 4:26pm
Tz0m
15 posts
Posted 2004-12-12 4:26pm
Tz0m
member
15 posts 62 snarkmarks Registered: Dec 12th 2004 Occupation: Student Location: USA
Thanks for the help. Also in response to TwoKnives, I am not using expert compile and do not have "run game after compile" selected. I can't seem to figure out how to fix this problem.......
Re: Unused Keyvalues Posted by 7dk2h4md720ih on Sun Dec 12th 2004 at 5:00pm
7dk2h4md720ih
1976 posts
Posted 2004-12-12 5:00pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Do you have the latest version of the SDK and HL2? I know you probably
do, but it's worth suggesting anyway. I did a bit of searching on the
error and some said it was resolved in an update. Couldn't find
anything concrete, although it appears a lot of people have had this
error.

Edit: Source SDK says:
<h3 style="font-family: verdana; font-weight: normal;">I get a message "Memory leak: mempool blocks left in memory: <number> " when I compile.</h3>

<blockquote style="font-family: verdana;">
This message is harmless, you can safely ignore it. Not that this has nothing to do with level leaks.
[/quote]
Re: Unused Keyvalues Posted by Tz0m on Sun Dec 12th 2004 at 8:43pm
Tz0m
15 posts
Posted 2004-12-12 8:43pm
Tz0m
member
15 posts 62 snarkmarks Registered: Dec 12th 2004 Occupation: Student Location: USA
I am running the latest version of the Source SDK and Half-Life 2. I realize the Memory Leak is not an error and neither are the unused keys. I read the level leaks, and thats not the problem. I'll try deleting both func_breakable_surf's and see if I can run the map like that. Thanks for the help.
Re: Unused Keyvalues Posted by 7dk2h4md720ih on Sun Dec 12th 2004 at 8:54pm
7dk2h4md720ih
1976 posts
Posted 2004-12-12 8:54pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
If I were having this problem, I'd try to isolate it. Can you compile a simple 'box with a light' room?
Re: Unused Keyvalues Posted by Tz0m on Sun Dec 12th 2004 at 9:09pm
Tz0m
15 posts
Posted 2004-12-12 9:09pm
Tz0m
member
15 posts 62 snarkmarks Registered: Dec 12th 2004 Occupation: Student Location: USA
I removed the func_breakable_surf's, re-compiled and it ran the map. Also, w/ out the two func_breakable_surfs, all the level is is a box with a light. I'll post compilse log of the same map w/ out the windows, which to me looked the same.

** Executing...
** Command: Change Directory
** Parameters: "d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk"

** Executing...
** Command: Copy File
** Parameters: "D:\Program Files\Valve\Steam\SteamApps\snowrad9000@aol.com\sourcesdk\sdkcontent\maps\test5.vmf" "d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent\maps\test5.vmf"

** Executing...
** Command: "d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\bin\vbsp.exe"
** Parameters: -game "d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent" "d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent\maps\test5"

Valve Software - vbsp.exe (Nov 22 2004)
2 threads
materialPath: d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent\materials
Loading d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent\maps\test5.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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent\maps\test5.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Run buildcubemaps in the engine to get the correct cube maps.
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) (4923 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent\maps\test5.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 49

** Executing...
** Command: "d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\bin\vvis.exe"
** Parameters: -game "d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent" "d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent\maps\test5"

Valve Software - vvis.exe (Nov 22 2004)
2 threads
reading d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent\maps\test5.bsp
reading d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent\maps\test5.prt
5 portalclusters
5 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 23
Average clusters visible: 4
Building PAS...
Average clusters audible: 5
visdatasize:54 compressed from 80
writing d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent\maps\test5.bsp
0 seconds elapsed

** Executing...
** Command: "d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\bin\vrad.exe"
** Parameters: -game "d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent" "d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent\maps\test5"

Valve Software - vrad.exe (Dec 1 2004)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent\maps\test5.bsp
36 faces
2186 square feet [314880.00 square inches]
0 displacements
0 square feet [0.00 square inches]
36 patches before subdivision
236 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 6730, max 74
transfer lists: 0.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(2414, 1593, 1115)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(413, 179, 88)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(71, 20, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(12, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0003 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 1/1024 48/49152 ( 0.1%)
brushes 13/8192 156/98304 ( 0.2%)
brushsides 86/65536 688/524288 ( 0.1%)
planes 62/65536 1240/1310720 ( 0.1%)
vertexes 61/65536 732/786432 ( 0.1%)
nodes 31/65536 992/2097152 ( 0.0%)
texinfos 24/12288 1728/884736 ( 0.2%)
texdata 3/2048 96/65536 ( 0.1%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 36/65536 2016/3670016 ( 0.1%)
origfaces 28/65536 1568/3670016 ( 0.0%)
leaves 33/65536 1848/3670016 ( 0.1%)
leaffaces 36/65536 72/131072 ( 0.1%)
leafbrushes 25/65536 50/131072 ( 0.0%)
surfedges 288/512000 1152/2048000 ( 0.1%)
edges 181/256000 724/1024000 ( 0.1%)
worldlights 2/8192 176/720896 ( 0.0%)
waterstrips 2/32768 20/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 36/65536 72/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 7752/0 ( 0.0%)
visdata [variable] 54/16777216 ( 0.0%)
entdata [variable] 617/393216 ( 0.2%)
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] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 4923/4194304 ( 0.1%)

Total Win32 BSP file data space used: 36632 bytes

Linux Specific Data:
physicssurface [variable] 0/6291456 ( 0.0%)

Total Linux BSP file data space used: 31709 bytes

Total triangle count: 104
Writing d:\program files\valve\steam\steamapps\snowrad9000@aol.com\sourcesdk\sdkcontent\maps\test5.bsp
2 seconds elapsed

This is weird because I've been able to create, compile, and run maps w/ func_breakable_surfs before and I've been making all of them the same way.

EDIT:

I had made a level earlier in the week with many func_breakable_surfs. I opened the map and pressed ALT + P to check for errors and I get this:
User posted image

This is similar to same errors I got in my other map. However, the map I made from earlier in the week works fine and runs fine. I guess this suggests that it really does have nothing to do with the unused key values. However, after I deleted the func_breakable_surfs from the newer map, it ran fine w/ out crashing. Im confused.