memory read

memory read

Re: memory read Posted by Night-Wolf on Fri Nov 26th 2004 at 6:21pm
Night-Wolf
100 posts
Posted 2004-11-26 6:21pm
100 posts 20 snarkmarks Registered: Nov 23rd 2004
For some reason my map has started to cause the memory read error. Compiles ok, no errors but when i start it up in console it just crashes. Its been working all along so what have I done?
Re: memory read Posted by Orpheus on Fri Nov 26th 2004 at 7:53pm
Orpheus
13860 posts
Posted 2004-11-26 7:53pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
<DIV class=quote>
<DIV class=quotetitle>? quoting Night-Wolf</DIV>
<DIV class=quotetext>For some reason my map has started to cause the memory read error. Compiles ok, no errors but when i start it up in console it just crashes. Its been working all along so what have I done?</DIV></DIV>

what have you done? did you leave and some gremlins fiddled with your PC in your absence?

think about what you have done recently, load up a prior save. if you have no prior saves, well you just learned something valuable didn't you.
post any error message you received.. and it may help to post the compile log, you may not be experienced enough to recognize a vague error
Re: memory read Posted by Night-Wolf on Fri Nov 26th 2004 at 11:54pm
Night-Wolf
100 posts
Posted 2004-11-26 11:54pm
100 posts 20 snarkmarks Registered: Nov 23rd 2004
all I did was change my skybox and my my light_enviroment and the sun :sad: Hammer brings up no error in the error check. Ive placed alot of prop_physics and prop_statics in the form of crates do you think that could be the problem?

this is the compile log -

** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\nightwolf70\half-life 2"

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\nightwolf70\half-life 2\hl2\maps\ware1.vmf" "C:\Program Files\Valve\Steam\SteamApps\nightwolf70\half-life 2\hl2\maps\ware1.vmf"

** Executing...
** Command: "C:\Program Files\Valve\Steam\SteamApps\nightwolf70\sourcesdk\bin\vbsp.exe"
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\nightwolf70\half-life 2\hl2\maps\ware1"

Valve Software - vbsp.exe (Nov 4 2004)
2 threads
materialPath: C:\Program Files\Valve\Steam\SteamApps\nightwolf70\half-life 2\hl2\materials
Loading C:\Program Files\Valve\Steam\SteamApps\nightwolf70\half-life 2\hl2\maps\ware1.vmf
material "concrete/curba" not found
Material not found!: CONCRETE/CURBA
material "cs_havana/ground01grass" not found
Material not found!: CS_HAVANA/GROUND01GRASS
material "brick/offwllb" not found
Material not found!: BRICK/OFFWLLB
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 (1)
writing C:\Program Files\Valve\Steam\SteamApps\nightwolf70\half-life 2\hl2\maps\ware1.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_day01_09...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1....1...2...3...4...5...6....1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
Degenerate Triangle
(-1828.00, 2896.00, -62.63), (-1828.00, 2896.00, -62.63), (-1828.00, 2952.00, -64.23)
Degenerate Triangle
(-1828.00, 2896.00, -62.63), (-1828.00, 2896.00, -62.63), (-1828.00, 2952.00, -64.23)
Degenerate Triangle
(-1828.00, 2896.00, -62.63), (-1828.00, 2952.00, -64.23), (-1828.00, 2952.00, -64.23)
Degenerate Triangle
(-1828.00, 2952.00, -64.23), (-1828.00, 3008.00, -66.50), (-1828.00, 2952.00, -64.23)
Degenerate Triangle
(-1828.00, 3008.00, -66.50), (-1828.00, 3008.00, -66.50), (-1828.00, 2952.00, -64.23)
Degenerate Triangle
(-1828.00, 3008.00, -66.50), (-1828.00, 3008.00, -66.50), (-1828.00, 2952.00, -64.23)
Degenerate Triangle
(-1828.00, 2896.00, -62.63), (-1828.00, 2896.00, -62.63), (-1828.00, 2952.00, -64.23)
Degenerate Triangle
(-1828.00, 2896.00, -62.63), (-1828.00, 2896.00, -62.63), (-1828.00, 2952.00, -64.23)
Degenerate Triangle
(-1828.00, 2896.00, -62.63), (-1828.00, 2952.00, -64.23), (-1828.00, 2952.00, -64.23)
Degenerate Triangle
(-1828.00, 2952.00, -64.23), (-1828.00, 3008.00, -66.50), (-1828.00, 2952.00, -64.23)
Degenerate Triangle
(-1828.00, 3008.00, -66.50), (-1828.00, 3008.00, -66.50), (-1828.00, 2952.00, -64.23)
Degenerate Triangle
(-1828.00, 3008.00, -66.50), (-1828.00, 3008.00, -66.50), (-1828.00, 2952.00, -64.23)
Degenerate Triangle
(-1828.00, 3008.00, -66.50), (-1828.00, 2952.00, -64.23), (-1828.00, 2952.00, -64.23)
Degenerate Triangle
(-1828.00, 2952.00, -64.23), (-1828.00, 2896.00, -62.63), (-1828.00, 2952.00, -64.23)
Degenerate Triangle
(-1828.00, 2784.00, -60.17), (-1828.00, 2784.00, -60.17), (-1828.00, 2840.00, -61.37)
Degenerate Triangle
(-1828.00, 2784.00, -60.17), (-1828.00, 2784.00, -60.17), (-1828.00, 2840.00, -61.37)
Degenerate Triangle
(-1828.00, 2784.00, -60.17), (-1828.00, 2840.00, -61.37), (-1828.00, 2840.00, -61.37)
Degenerate Triangle
(-1828.00, 2840.00, -61.37), (-1828.00, 2896.00, -62.63), (-1828.00, 2840.00, -61.37)
Degenerate Triangle
(-1828.00, 2896.00, -62.63), (-1828.00, 2896.00, -62.63), (-1828.00, 2840.00, -61.37)
Degenerate Triangle
(-1828.00, 2896.00, -62.63), (-1828.00, 2896.00, -62.63), (-1828.00, 2840.00, -61.37)
Degenerate Triangle
(-1828.00, 2896.00, -62.63), (-1828.00, 2840.00, -61.37), (-1828.00, 2840.00, -61.37)
Degenerate Triangle
(-1828.00, 2840.00, -61.37), (-1828.00, 2784.00, -60.17), (-1828.00, 2840.00, -61.37)
Degenerate Triangle
(-1828.00, 2784.00, -60.17), (-1828.00, 2784.00, -60.17), (-1828.00, 2840.00, -61.37)
Degenerate Triangle
(-1828.00, 2896.00, -62.63), (-1828.00, 2896.00, -62.63), (-1828.00, 2840.00, -61.37)
Degenerate Triangle
(-1828.00, 2896.00, -62.63), (-1828.00, 2896.00, -62.63), (-1828.00, 2840.00, -61.37)
Degenerate Triangle
(-1828.00, 2896.00, -62.63), (-1828.00, 2840.00, -61.37), (-1828.00, 2840.00, -61.37)
Degenerate Triangle
(-1828.00, 2840.00, -61.37), (-1828.00, 2784.00, -60.17), (-1828.00, 2840.00, -61.37)
Degenerate Triangle
(-1828.00, 2896.00, -62.63), (-1828.00, 2896.00, -62.63), (-1828.00, 2952.00, -64.23)
Degenerate Triangle
(-1828.00, 2896.00, -62.63), (-1828.00, 2896.00, -62.63), (-1828.00, 2952.00, -64.23)
Degenerate Triangle
(-1828.00, 3008.00, -66.50), (-1828.00, 3008.00, -66.50), (-1828.00, 2952.00, -64.23)
Degenerate Triangle
(-1828.00, 3008.00, -66.50), (-1828.00, 3008.00, -66.50), (-1828.00, 2952.00, -64.23)
Degenerate Triangle
(-1828.00, 3008.00, -66.50), (-1828.00, 2952.00, -64.23), (-1828.00, 2952.00, -64.23)
Degenerate Triangle
(-1828.00, 2952.00, -64.23), (-1828.00, 2896.00, -62.63), (-1828.00, 2952.00, -64.23)
Degenerate Triangle
(-1828.00, 2896.00, -62.63), (-1828.00, 2896.00, -62.63), (-1828.00, 2952.00, -64.23)
Degenerate Triangle
(-1828.00, 2896.00, -62.63), (-1828.00, 2896.00, -62.63), (-1828.00, 2952.00, -64.23)
Degenerate Triangle
(-1828.00, 2896.00, -62.63), (-1828.00, 2952.00, -64.23), (-1828.00, 2952.00, -64.23)
Degenerate Triangle
(-1828.00, 2952.00, -64.23), (-1828.00, 3008.00, -66.50), (-1828.00, 2952.00, -64.23)
Degenerate Triangle
(-1828.00, 3008.00, -66.50), (-1828.00, 3008.00, -66.50), (-1828.00, 2952.00, -64.23)
Degenerate Triangle
(-1828.00, 3008.00, -66.50), (-1828.00, 3008.00, -66.50), (-1828.00, 2952.00, -64.23)
Degenerate Triangle
(-1828.00, 3008.00, -66.50), (-1828.00, 2952.00, -64.23), (-1828.00, 2952.00, -64.23)
Degenerate Triangle
(-1828.00, 2952.00, -64.23), (-1828.00, 2896.00, -62.63), (-1828.00, 2952.00, -64.23)
Degenerate Triangle
(-1828.00, 2784.00, -60.17), (-1828.00, 2784.00, -60.17), (-1828.00, 2840.00, -61.37)
Degenerate Triangle
(-1828.00, 2784.00, -60.17), (-1828.00, 2784.00, -60.17), (-1828.00, 2840.00, -61.37)
Degenerate Triangle
(-1828.00, 2784.00, -60.17), (-1828.00, 2840.00, -61.37), (-1828.00, 2840.00, -61.37)
Degenerate Triangle
(-1828.00, 2840.00, -61.37), (-1828.00, 2896.00, -62.63), (-1828.00, 2840.00, -61.37)
Degenerate Triangle
(-1828.00, 2896.00, -62.63), (-1828.00, 2896.00, -62.63), (-1828.00, 2840.00, -61.37)
Degenerate Triangle
(-1828.00, 2896.00, -62.63), (-1828.00, 2896.00, -62.63), (-1828.00, 2840.00, -61.37)
Degenerate Triangle
(-1828.00, 2896.00, -62.63), (-1828.00, 2840.00, -61.37), (-1828.00, 2840.00, -61.37)
Degenerate Triangle
(-1828.00, 2840.00, -61.37), (-1828.00, 2784.00, -60.17), (-1828.00, 2840.00, -61.37)
Degenerate Triangle
(-1828.00, 2784.00, -60.17), (-1828.00, 2784.00, -60.17), (-1828.00, 2840.00, -61.37)
Degenerate Triangle
(-1828.00, 2784.00, -60.17), (-1828.00, 2840.00, -61.37), (-1828.00, 2840.00, -61.37)
Degenerate Triangle
(-1828.00, 2840.00, -61.37), (-1828.00, 2896.00, -62.63), (-1828.00, 2840.00, -61.37)
Degenerate Triangle
(-1828.00, 2896.00, -62.63), (-1828.00, 2896.00, -62.63), (-1828.00, 2840.00, -61.37)
Degenerate Triangle
(-1828.00, 2896.00, -62.63), (-1828.00, 2896.00, -62.63), (-1828.00, 2840.00, -61.37)
Degenerate Triangle
(-1828.00, 2672.00, -54.53), (-1828.00, 2672.00, -54.53), (-1828.00, 2728.00, -58.62)
Degenerate Triangle
(-1828.00, 2672.00, -54.53), (-1828.00, 2672.00, -54.53), (-1828.00, 2728.00, -58.62)
Degenerate Triangle
(-1828.00, 2672.00, -54.53), (-1828.00, 2728.00, -58.62), (-1828.00, 2728.00, -58.62)
Degenerate Triangle
(-1828.00, 2728.00, -58.62), (-1828.00, 2784.00, -60.17), (-1828.00, 2728.00, -58.62)
Degenerate Triangle
(-1828.00, 2784.00, -60.17), (-1828.00, 2784.00, -60.17), (-1828.00, 2728.00, -58.62)
Degenerate Triangle
(-1828.00, 2784.00, -60.17), (-1828.00, 2728.00, -58.62), (-1828.00, 2728.00, -58.62)
Degenerate Triangle
(-1828.00, 2728.00, -58.62), (-1828.00, 2672.00, -54.53), (-1828.00, 2728.00, -58.62)
Degenerate Triangle
(-1828.00, 2672.00, -54.53), (-1828.00, 2672.00, -54.53), (-1828.00, 2728.00, -58.62)
Degenerate Triangle
(-1828.00, 2672.00, -54.53), (-1828.00, 2672.00, -54.53), (-1828.00, 2728.00, -58.62)
Degenerate Triangle
(-1828.00, 2784.00, -60.17), (-1828.00, 2784.00, -60.17), (-1828.00, 2728.00, -58.62)
Degenerate Triangle
(-1828.00, 2784.00, -60.17), (-1828.00, 2784.00, -60.17), (-1828.00, 2728.00, -58.62)
Degenerate Triangle
(-1828.00, 2784.00, -60.17), (-1828.00, 2728.00, -58.62), (-1828.00, 2728.00, -58.62)
Degenerate Triangle
(-1828.00, 2728.00, -58.62), (-1828.00, 2672.00, -54.53), (-1828.00, 2728.00, -58.62)
Degenerate Triangle
(-1828.00, 2560.00, -56.99), (-1828.00, 2560.00, -56.99), (-1828.00, 2616.00, -54.21)
Degenerate Triangle
(-1828.00, 2560.00, -56.99), (-1828.00, 2560.00, -56.99), (-1828.00, 2616.00, -54.21)
Degenerate Triangle
(-1828.00, 2560.00, -56.99), (-1828.00, 2616.00, -54.21), (-1828.00, 2616.00, -54.21)
Degenerate Triangle
(-1828.00, 2616.00, -54.21), (-1828.00, 2672.00, -54.53), (-1828.00, 2616.00, -54.21)
Degenerate Triangle
(-1828.00, 2672.00, -54.53), (-1828.00, 2672.00, -54.53), (-1828.00, 2616.00, -54.21)
Degenerate Triangle
(-1828.00, 2672.00, -54.53), (-1828.00, 2672.00, -54.53), (-1828.00, 2616.00, -54.21)
Degenerate Triangle
(-1828.00, 2672.00, -54.53), (-1828.00, 2616.00, -54.21), (-1828.00, 2616.00, -54.21)
Degenerate Triangle
(-1828.00, 2616.00, -54.21), (-1828.00, 2560.00, -56.99), (-1828.00, 2616.00, -54.21)
Degenerate Triangle
(-1828.00, 2560.00, -56.99), (-1828.
Re: memory read Posted by Raeth on Sat Nov 27th 2004 at 12:13am
Raeth
62 posts
Posted 2004-11-27 12:13am
Raeth
member
62 posts 16 snarkmarks Registered: Nov 24th 2004 Location: USA
I'm guessing the giant pile of degenerate triangles has something to do
with your problem. Since it seems to take place during the
"Building physics collision data" of bsp, you're probably right in
assuming that the physics objects you placed are causing this
problem. You could either check them all for errors, or just
delete them all and start over.
Re: memory read Posted by ReNo on Sat Nov 27th 2004 at 12:13am
ReNo
5457 posts
Posted 2004-11-27 12:13am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I'd be willing to bet all those "Degenerate Triangle" warnings are the
cause of your troubles! Dunno what is causing them but it is most
likely linked in with your props - perhaps one you are using is corrupt
or something. Try copying the map into a new file, deleting all your
props, and recompiling - if it works you know its some of your props
that are causing the problems.

Oh and 10 bounces in RAD is entirely unnecessary - between 1 and 4 are adequate for most purposes.
Re: memory read Posted by Night-Wolf on Sat Nov 27th 2004 at 6:36am
Night-Wolf
100 posts
Posted 2004-11-27 6:36am
100 posts 20 snarkmarks Registered: Nov 23rd 2004
<DIV class=quote>
<DIV class=quotetitle>? quoting ReNo</DIV>
<DIV class=quotetext>I'd be willing to bet all those "Degenerate Triangle" warnings are the cause of your troubles! Dunno what is causing them but it is most likely linked in with your props - perhaps one you are using is corrupt or something. Try copying the map into a new file, deleting all your props, and recompiling - if it works you know its some of your props that are causing the problems.

Oh and 10 bounces in RAD is entirely unnecessary - between 1 and 4 are adequate for most purposes.
</DIV></DIV>
Ive got a good idea what the problem is now so im gonna get onto it asap! Reno how do you change the number of bounces? and oh...wtf are bounces?!
Re: memory read Posted by Orpheus on Sat Nov 27th 2004 at 10:03am
Orpheus
13860 posts
Posted 2004-11-27 10:03am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
bounces are the calculations the tools make for light to bounce off walls.

the more bounces, the less stark shadow lines within your map. in other words 10 bounces should look allot like fullbright, which is no shadows at all.

and as for the number 10, you musta set that up yourself, cause the default used to be only 1.

look for the words BOUNCE in the rad part of your compile. i use 1-5 depending on the mood of the map.
Re: memory read Posted by Night-Wolf on Sat Nov 27th 2004 at 11:16am
Night-Wolf
100 posts
Posted 2004-11-27 11:16am
100 posts 20 snarkmarks Registered: Nov 23rd 2004
<DIV class=quote>
<DIV class=quotetitle>? quoting Orpheus</DIV>
<DIV class=quotetext>bounces are the calculations the tools make for light to bounce off walls.

the more bounces, the less stark shadow lines within your map. in other words 10 bounces should look allot like fullbright, which is no shadows at all.

and as for the number 10, you musta set that up yourself, cause the default used to be only 1.

look for the words BOUNCE in the rad part of your compile. i use 1-5 depending on the mood of the map.

</DIV></DIV>
I dont remember setting anything to do with bounces up :confused: Also I found out what the Degenerate Triangles where - my bloody grass! Deleted that and still the same, Deleted All my Props, still the same, for some reason the more i delete the longer it takes to compile! :evil: Hmmmmm
Re: memory read Posted by Orpheus on Sat Nov 27th 2004 at 11:29am
Orpheus
13860 posts
Posted 2004-11-27 11:29am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
i take it "Alt+P" doesn't work on this error?

and since the bounces is now 10 instead of 1 you must have added a zero. just find it and change it.
Re: memory read Posted by Night-Wolf on Sat Nov 27th 2004 at 1:00pm
Night-Wolf
100 posts
Posted 2004-11-27 1:00pm
100 posts 20 snarkmarks Registered: Nov 23rd 2004
ALT+P was clear, cant seem to find anything about the bounces! :confused: Still getting the bleeding error.

P.S some of your maps look fantastic!
Re: memory read Posted by Orpheus on Sat Nov 27th 2004 at 3:05pm
Orpheus
13860 posts
Posted 2004-11-27 3:05pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
<DIV class=quote>
<DIV class=quotetitle>? quoting Night-Wolf</DIV>
<DIV class=quotetext>ALT+P was clear, cant seem to find anything about the bounces! :confused: Still getting the bleeding error.

P.S some of your maps look fantastic!

</DIV></DIV>

hmm how are you compiling? are you using hammer?

and now is not the time to discuss my old stuff. if you like them, post it in the map comment itself :smile:
plus, i think you are confusing my stuff with reno's :razz:
Re: memory read Posted by Night-Wolf on Sat Nov 27th 2004 at 3:34pm
Night-Wolf
100 posts
Posted 2004-11-27 3:34pm
100 posts 20 snarkmarks Registered: Nov 23rd 2004
<DIV class=quote>
<DIV class=quotetitle>? quoting Orpheus</DIV>
<DIV class=quotetext>
<DIV class=quote>
<DIV class=quotetitle>? quoting Night-Wolf</DIV>
<DIV class=quotetext>ALT+P was clear, cant seem to find anything about the bounces! :confused: Still getting the bleeding error.

P.S some of your maps look fantastic!

</DIV></DIV>

hmm how are you compiling? are you using hammer?

and now is not the time to discuss my old stuff. if you like them, post it in the map comment itself :smile:
plus, i think you are confusing my stuff with reno's :razz:

</DIV></DIV>
No I was talking about yours :razz: Yes im using hammer to compile. Ive got it to work by deleting things one at a time until it worked, I think it may have just been a bad texture!? Ill keep you posted.
Re: memory read Posted by G.Ballblue on Sat Nov 27th 2004 at 5:29pm
G.Ballblue
1511 posts
Posted 2004-11-27 5:29pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
<DIV class=quote>
<DIV class=quotetitle>? quoting ReNo</DIV>
<DIV class=quotetext>I'd be willing to bet all those "Degenerate Triangle" warnings are the cause of your troubles! Dunno what is causing them but it is most likely linked in with your props - perhaps one you are using is corrupt or something. Try copying the map into a new file, deleting all your props, and recompiling - if it works you know its some of your props that are causing the problems.

Oh and 10 bounces in RAD is entirely unnecessary - between 1 and 4 are adequate for most purposes.
</DIV></DIV>
Reno, not trying to second guess you or anything, but I think "degenerate triangle" is a natural thing for... uh... whatever compiles that I think. I get that sometimes, and no massive problems ensue, or anything!
Re: memory read Posted by Night-Wolf on Sat Nov 27th 2004 at 6:19pm
Night-Wolf
100 posts
Posted 2004-11-27 6:19pm
100 posts 20 snarkmarks Registered: Nov 23rd 2004
Yeah G-ball it didnt help, it was the displacement of my grass brushes :rolleyes:
Re: memory read Posted by omegaslayer on Sat Nov 27th 2004 at 9:10pm
omegaslayer
2481 posts
Posted 2004-11-27 9:10pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Is your displacement surface "have no thickness" cause I encountered a glitch in hammer that made one of my displacement surfaces "thick".

My suggestion is to delete any displacement surface you have and rework it/them.
Re: memory read Posted by Night-Wolf on Sat Nov 27th 2004 at 9:48pm
Night-Wolf
100 posts
Posted 2004-11-27 9:48pm
100 posts 20 snarkmarks Registered: Nov 23rd 2004
<DIV class=quote>
<DIV class=quotetitle>? quoting omegaslayer</DIV>
<DIV class=quotetext>Is your displacement surface "have no thickness" cause I encountered a glitch in hammer that made one of my displacement surfaces "thick".

My suggestion is to delete any displacement surface you have and rework it/them.

</DIV></DIV>
Ive since deleted the disp surfaces but they werent the problem. But yes they had some thickness to them as I was unsure on how to use them properly. Should they be totally flat then as in just the texture thickness?
Re: memory read Posted by -Noisymonk on Wed Dec 22nd 2004 at 3:48am
-Noisymonk
5 posts
Posted 2004-12-22 3:48am
5 posts 1 snarkmarks Registered: Dec 12th 2004
Sorry to bring back the dead... but I'm having a problem with this too.. but I don't have all those crazy Degenerate Triangles. And please don't tell me that I have to delete all of my displacements.. I spent way too much time on them..

<DIV dir=ltr style="TEXT-ALIGN: left">** Executing...
** Command: "C:\Steam\SteamApps\noisymonk\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\steam\steamapps\noisymonk\counter-strike source\cstrike" "C:\Steam\SteamApps\noisymonk\sourcesdk\cstrike_sample_content\maps\cs_tomb"

Valve Software - vbsp.exe (Dec 15 2004)
2 threads
materialPath: c:\steam\steamapps\noisymonk\counter-strike source\cstrike\materials
Loading C:\Steam\SteamApps\noisymonk\sourcesdk\cstrike_sample_content\maps\cs_tomb.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 C:\Steam\SteamApps\noisymonk\sourcesdk\cstrike_sample_content\maps\cs_tomb.prt...done (0)
Creating default cubemaps for env_cubemap using skybox office...
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) (215914 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Steam\SteamApps\noisymonk\sourcesdk\cstrike_sample_content\maps\cs_tomb.bsp
2 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 1


** Executing...
** Command: "C:\Steam\SteamApps\noisymonk\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\steam\steamapps\noisymonk\counter-strike source\cstrike" "C:\Steam\SteamApps\noisymonk\sourcesdk\cstrike_sample_content\maps\cs_tomb"

Valve Software - vvis.exe (Dec 15 2004)
2 threads
reading c:\steam\steamapps\noisymonk\sourcesdk\cstrike_sample_content\maps\cs_tomb.bsp
reading c:\steam\steamapps\noisymonk\sourcesdk\cstrike_sample_content\maps\cs_tomb.prt
242 portalclusters
724 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 (10)
Optimized: 15 visible clusters (0.00%)
Total clusters visible: 31041
Average clusters visible: 128
Building PAS...
Average clusters audible: 238
visdatasize:17039 compressed from 15488
writing c:\steam\steamapps\noisymonk\sourcesdk\cstrike_sample_content\maps\cs_tomb.bsp
10 seconds elapsed

** Executing...
** Command: "C:\Steam\SteamApps\noisymonk\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\steam\steamapps\noisymonk\counter-strike source\cstrike" "C:\Steam\SteamApps\noisymonk\sourcesdk\cstrike_sample_content\maps\cs_tomb"

Valve Software - vrad.exe (Dec 15 2004)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\steam\steamapps\noisymonk\sourcesdk\cstrike_sample_content\maps\cs_tomb.bsp
458 faces
201477 square feet [29012696.00 square inches]
91 displacements
35974 square feet [5180362.50 square inches]
458 patches before subdivision
4788 patches after subdivision
5 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (21)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 199118, max 224
transfer lists: 1.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(469, 326, 187)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(70, 36, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(14, 5, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0093 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 2/1024 96/49152 ( 0.2%)
brushes 59/8192 708/98304 ( 0.7%)
brushsides 426/65536 3408/524288 ( 0.7%)
planes 378/65536 7560/1310720 ( 0.6%)
vertexes 1183/65536 14196/786432 ( 1.8%)
nodes 437/65536 13984/2097152 ( 0.7%)
texinfos 64/12288 4608/884736 ( 0.5%)
texdata 5/2048 160/65536 ( 0.2%)
dispinfos 91/0 16016/0 ( 0.0%)
disp_verts 2275/0 45500/0 ( 0.0%)
disp_tris 2912/0 5824/0 ( 0.0%)
disp_lmsamples 87788/0 87788/0 ( 0.0%)
faces 458/65536 25648/3670016 ( 0.7%)
origfaces 208/65536 11648/3670016 ( 0.3%)
leaves 440/65536 24640/3670016 ( 0.7%)
leaffaces 425/65536 850/131072 ( 0.6%)
leafbrushes 180/65536 360/131072 ( 0.3%)
surfedges 2936/512000 11744/2048000 ( 0.6%)
edges 1695/256000 6780/1024000 ( 0.7%)
worldlights 5/8192 440/720896 ( 0.1%)
waterstrips 47/32768 470/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 633/65536 1266/131072 ( 1.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 416424/0 ( 0.0%)
visdata [variable] 17039/16777216 ( 0.1%)
entdata [variable] 6362/393216 ( 1.6%)
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] 1/1290 ( 0.1%)
pakfile [variable] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 215914/4194304 ( 5.1%)

Total Win32 BSP file data space used: 949341 bytes

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

Total Linux BSP file data space used: 733427 bytes

Total triangle count: 1188
Writing c:\steam\steamapps\noisymonk\sourcesdk\cstrike_sample_content\maps\cs_tomb.bsp
27 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Steam\SteamApps\noisymonk\sourcesdk\cstrike_sample_content\maps\cs_tomb.bsp" "C:\Steam\SteamApps\noisymonk\counter-strike source\cstrike\maps\cs_tomb.bsp"</DIV>
Re: memory read Posted by ReNo on Wed Dec 22nd 2004 at 4:08am
ReNo
5457 posts
Posted 2004-12-22 4:08am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I don't see anything wrong in that compile log, it all looks perfectly in order.
Re: memory read Posted by omegaslayer on Wed Dec 22nd 2004 at 5:06am
omegaslayer
2481 posts
Posted 2004-12-22 5:06am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Do you mean this:

Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 1

Thats nothing, I get that on a healthy map too.
Re: memory read Posted by Nickelplate on Wed Dec 22nd 2004 at 5:53am
Nickelplate
2770 posts
Posted 2004-12-22 5:53am
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
<DIV class=quote>
<DIV class=quotetitle>? quoting omegaslayer</DIV>
<DIV class=quotetext>Do you mean this:
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 1

Thats nothing, I get that on a healthy map too.
</DIV></DIV>

I get the memory leaks too. that means "1337 mapper"

Are you getting any errors saying "warning: Degenerate Mapper?" (I get those sometimes)
I'm just joking buddy. See if it happens if you compile without RAD and VIS. then if it DOES work with ONLY bsp geometry you'll know it's wither rad or vis causing the problem. Add them back 1-at-a-time and yuo can use the process of elimination to tell what your problem ACTUALLY has to do with (lighting or vis).
Re: memory read Posted by jabronitfc on Tue Dec 28th 2004 at 4:57am
jabronitfc
1 post
Posted 2004-12-28 4:57am
1 post 0 snarkmarks Registered: Dec 28th 2004 Location: USA
this is like my second time using hammer and i get the same memory leak
error with no other errors. but when i go to test my map hl2dm closes
with some memory error message :sad:

all other maps play fine (not made by me)
Re: memory read Posted by Nanodeath on Tue Dec 28th 2004 at 5:20am
Nanodeath
356 posts
Posted 2004-12-28 5:20am
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
Memory leak isn't an error, it's perfectly normal for everyone who
compiles. It must be something else. And as for the other
memory error...anytime HL2 crashes it seems like it's a "memory error".
Re: memory read Posted by omegaslayer on Tue Dec 28th 2004 at 6:41am
omegaslayer
2481 posts
Posted 2004-12-28 6:41am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Im sorry I have no F***ing clue what "1337" means, and i really dont care to know cause i think its as stupid as LMAO
Re: memory read Posted by mrated on Fri Jan 14th 2005 at 12:54pm
mrated
9 posts
Posted 2005-01-14 12:54pm
mrated
member
9 posts 21 snarkmarks Registered: Jan 11th 2005 Location: Australia
Damn, I read through this entire thread looking for a glimmer of hope but it looks like there's no real answer (yet). I have a similar problem where HL2.exe crashes when you unload the map. I had degenerate triangles: fixed. Alt-P was complaining that I didn't have a player_start entity (this is a DM map but I put one in anyway). So I have no compile errors, no errors when the map loads but when you exit... BOOM! Sometimes I even get a nice Visual C++ error telling me:

Runtime Error!

Program: ...\half-life 2 deathmatch\hl2.exe

R6025
  • pure virtual function call
I've submitted a support request with Valve but haven't heard anything back. If you want to witness the strangeness yourself you can d/l the map from http://www.mrated.com/photos/thecave

I'll try the "bsp-only" thing to see if it's the geometry etc. then Vis, then rad... I think the only common thread here is displacement maps... little buggers.

Not sure if I've mentioned this before but if you do have degenerate triangles an easy way to fix them is to select the face that's degenerate and in the texture application (Face Edit sheet), under the displacement tab change the "Power" attribute to a different value to the current value (I had 3 so I changed to 2) then back again. It'll knock your face around a bit but you can easily get it back to a sewing point again. Easier than going through the whole process again.
Re: memory read Posted by Leperous on Fri Jan 14th 2005 at 1:12pm
Leperous
3382 posts
Posted 2005-01-14 1:12pm
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
How strange, I get the same error- though it happens rarely when closing other maps, too. Try deleting all the entities (except player starts, and especially the birds) and compiling, and do the same thing with the displacement surfaces.
Re: memory read Posted by iceman on Tue Mar 8th 2005 at 3:24am
iceman
31 posts
Posted 2005-03-08 3:24am
iceman
member
31 posts 3 snarkmarks Registered: Jan 26th 2005
I seem to get the same error exept i happens when i start the game. Ive isolated the problem to a tower of my church i hide it and it runs fine, but now im on my forth remake and every time i delete it, it works and sometimes half way thru the rebuild but always at the end it gives me an error (not in hammer but in HL2.exe) right after inicalizing cheat = "1" sort of thing (it crashes or gives me an error) im not sure what im doing wrong other than maybe a brush # overflow if thats posible (Its a very big map) but i dont think too huge to cause it any one have some insight?
Re: memory read Posted by Crono on Tue Mar 8th 2005 at 4:04am
Crono
6628 posts
Posted 2005-03-08 4:04am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
I seem to get the same error exept i happens when i start the game. Ive isolated the problem to a tower of my church i hide it and it runs fine, but now im on my forth remake and every time i delete it, it works and sometimes half way thru the rebuild but always at the end it gives me an error (not in hammer but in HL2.exe) right after inicalizing cheat = "1" sort of thing (it crashes or gives me an error) im not sure what im doing wrong other than maybe a brush # overflow if thats posible (Its a very big map) but i dont think too huge to cause it any one have some insight?
*cough*startyourownthreadbecausethiswasnotanswered*cough*
Re: memory read Posted by iceman on Tue Mar 8th 2005 at 11:38pm
iceman
31 posts
Posted 2005-03-08 11:38pm
iceman
member
31 posts 3 snarkmarks Registered: Jan 26th 2005
hi i may have solved the problem my map was huge and i didnt tone down the quality of the textures in order to fix this it seems that the error happens because of too much stress on the engine, i fixed it by adding nodraw texture to unseen textures, reduced my large brush faces quality as well as the lightmap scale hopefully this sort of optimizing may help you in your map
Re: memory read Posted by French Toast on Tue Mar 8th 2005 at 11:55pm
French Toast
3043 posts
Posted 2005-03-08 11:55pm
3043 posts 304 snarkmarks Registered: Jan 16th 2005 Occupation: Kicking Ass Location: Canada
Wow that's amazing I'm so excited I also don't think that this problem is still a problem as all the posts were done so long ago that nobody cares anymore notice the fact that not using periods is really annoying and makes people want to hurt you because it takes them extra time to read your posts congratulations on fixing your own problem though I'm very proud of you
Re: memory read Posted by Sub-Zero on Thu Mar 10th 2005 at 3:59pm
Sub-Zero
53 posts
Posted 2005-03-10 3:59pm
Sub-Zero
member
53 posts 15 snarkmarks Registered: Feb 16th 2005 Occupation: Student Location: USA
lol french you are so mean dont u know its cool not use period anymore everyone is doing it
Re: memory read Posted by Leperous on Thu Mar 10th 2005 at 4:03pm
Leperous
3382 posts
Posted 2005-03-10 4:03pm
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
"Everyone" being 14 year old uneducated children, you mean. It's only "cool" in the same way that furry art might be "cool" within furry art circles; everyone else in the world just thinks you're an idiot.
Re: memory read Posted by Nanodeath on Fri Mar 11th 2005 at 9:34am
Nanodeath
356 posts
Posted 2005-03-11 9:34am
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
Haha, good call....I usually try to act more educated than I actually
am rather than less educated ;-) (usually fail, but hey, I can
try)
Re: memory read Posted by iceman on Sat Mar 12th 2005 at 12:00am
iceman
31 posts
Posted 2005-03-12 12:00am
iceman
member
31 posts 3 snarkmarks Registered: Jan 26th 2005
waht a total waist of a post you to should bicker back and forth on your own time

ps yes i know im pointlessly posting too (NOW SHUT UP)