Re: game crashes on map load
Posted by Guessmyname on
Thu Jan 20th 2005 at 5:46pm
342 posts
173 snarkmarks
Registered:
Dec 6th 2004
For some reason, when I tell HL2 to run my map - through the console -
the whole thing crashes and my PC beeps a few times (I think its a
warning message but because of HL2's console etc I can't see it). There
doesn't seem to be anything wrong with the compile either:
** Executing...
** Command: "c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk\bin\vbsp.exe"
** Parameters: "c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\hl2\mapsrc\part3"
Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\program files\valve\steam\steamapps\joinee_rj\half-life 2\hl2\materials
Loading c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\hl2\mapsrc\part3.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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 6 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\hl2\mapsrc\part3.prt...done (1)
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) (54650 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (54650 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\hl2\mapsrc\part3.bsp
3 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 5
** Executing...
** Command: "c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk\bin\vvis.exe"
** Parameters: "c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\hl2\mapsrc\part3"
Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\hl2\mapsrc\part3.bsp
reading c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\hl2\mapsrc\part3.prt
83 portalclusters
213 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 (1)
Optimized: 25 visible clusters (0.00%)
Total clusters visible: 5632
Average clusters visible: 67
Building PAS...
Average clusters audible: 83
visdatasize:2469 compressed from 2656
writing c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\hl2\mapsrc\part3.bsp
1 second elapsed
** Executing...
** Command: "c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk\bin\vrad.exe"
** Parameters: "c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\hl2\mapsrc\part3"
Valve Software - vrad.exe (Jan 18 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\hl2\mapsrc\part3.bsp
416 faces
11930 square feet [1717987.38 square inches]
0 displacements
0 square feet [0.00 square inches]
416 patches before subdivision
1716 patches after subdivision
0 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 (1)
transfers 62584, max 138
transfer lists: 0.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0027 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
155/8192
1860/98304 ( 1.9%)
brushsides
1068/65536
8544/524288 ( 1.6%)
planes
780/65536 15600/1310720 (
1.2%)
vertexes
690/65536
8280/786432 ( 1.1%)
nodes
192/65536 6144/2097152
( 0.3%)
texinfos
76/12288
5472/884736 ( 0.6%)
texdata
28/2048
896/65536 ( 1.4%)
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
416/65536 23296/3670016 (
0.6%)
origfaces
326/65536 18256/3670016 (
0.5%)
leaves
196/65536 10976/3670016 (
0.3%)
leaffaces
496/65536
992/131072 ( 0.8%)
leafbrushes
199/65536
398/131072 ( 0.3%)
surfedges
3261/512000 13044/2048000 ( 0.6%)
edges
1957/256000 7828/1024000 (
0.8%)
worldlights
0/8192
0/720896 ( 0.0%)
waterstrips
35/32768
350/327680 ( 0.1%)
waterverts
0/65536
0/786432 ( 0.0%)
waterindices
633/65536
1266/131072 ( 1.0%)
cubemapsamples
0/1024
0/16384 ( 0.0%)
overlays
66/512
23232/180224 (12.9%)
lightdata
[variable]
68924/0 ( 0.0%)
visdata
[variable] 2469/16777216 (
0.0%)
entdata
[variable]
3339/393216 ( 0.8%)
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]
20903/0 ( 0.0%)
Win32 Specific Data:
physics
[variable] 54650/4194304 (
1.3%)
Total Win32 BSP file data space used: 296865 bytes
Linux Specific Data:
physicssurface
[variable] 54650/6291456 (
0.9%)
Total Linux BSP file data space used: 296865 bytes
Total triangle count: 1144
Writing c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\hl2\mapsrc\part3.bsp
1 second elapsed
** Executing...
** Command: Copy File
** Parameters: "c:\program
files\valve\steam\steamapps\joinee_rj\sourcesdk_content\hl2\mapsrc\part3.bsp"
"c:\program files\valve\steam\steamapps\joinee_rj\half-life
2\hl2\maps\part3.bsp"
Re: game crashes on map load
Posted by Atrocity on
Thu Jan 20th 2005 at 6:18pm
221 posts
152 snarkmarks
Registered:
Sep 1st 2003
Occupation: Level Designer/Student
Location: Toronto Ohio
It means you dont have enough Free Ram?
Re: game crashes on map load
Posted by Neural Scan on
Thu Jan 20th 2005 at 6:28pm
150 posts
85 snarkmarks
Registered:
Jun 28th 2003
Occupation: Student
Location: England.
Try recompiling or something. I'm not sure but I think I got this error once on a map, and I just recompiled it (not sure if I renamed it first) and it ran fine.
Just a guess though...
Re: game crashes on map load
Posted by Guessmyname on
Thu Jan 20th 2005 at 6:33pm
342 posts
173 snarkmarks
Registered:
Dec 6th 2004
I've tried recompiling - not working
I will try renaming it though
Re: game crashes on map load
Posted by Snookay on
Thu Jan 20th 2005 at 8:55pm
7 posts
1 snarkmarks
Registered:
Jan 19th 2005
Occupation: broke n making money
Location: usa
i've received that error. My ram was filin up so i just restarted
my cpu and it went away. try this program called cachemanXP to
monitor your ram and cpu usage. hammer sucks up all my 1 gig of
ram.
I get one error sometimes, after i compile and CSS turns on it says
"loading" in the bottom right corner but then i hear an error beep
and CSS just turns off. do u ever get that ?
Re: game crashes on map load
Posted by omegaslayer on
Thu Jan 20th 2005 at 9:41pm
2481 posts
595 snarkmarks
Registered:
Jan 16th 2004
Occupation: Sr. DevOPS Engineer
Location: Seattle, WA
Copy your entire map into a separate new hammer file, save as and
rename as something else, then re-compile and test it then, this seems
to work for me all the time. AND I CANT EXPLAIN WHY IT WORKS! :biggrin:
Re: game crashes on map load
Posted by Orpheus on
Fri Jan 21st 2005 at 10:21am
Posted
2005-01-21 10:21am
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
by looking at your compile log, it appears this is a new, or tiny map. so i am in doubt that its a ram issue.
methinks you have added something recently that HL2 dislikes, i would load a recent backup and try compiling it to see if its you, and not the game.
if you are smart, you have at least a half dozen progressive backups, load them till you get a functional copy to work. then examine it to see what you did wrong, and fix it.
Re: game crashes on map load
Posted by Guessmyname on
Fri Jan 21st 2005 at 4:58pm
342 posts
173 snarkmarks
Registered:
Dec 6th 2004
This was actually my first save - so no backup. I'm trying the renaming thing now
Re: game crashes on map load
Posted by Guessmyname on
Fri Jan 21st 2005 at 5:09pm
342 posts
173 snarkmarks
Registered:
Dec 6th 2004
It doesn't work. Looks like I'll have to remake it!
Re: game crashes on map load
Posted by Leperous on
Fri Jan 21st 2005 at 5:10pm
Leperous
Creator of SnarkPit!
member
3382 posts
1635 snarkmarks
Registered:
Aug 21st 2001
Occupation: Lazy student
Location: UK
sighs Have you got any glass (or glass textures) in your map? If so, delete it, and try again.
Re: game crashes on map load
Posted by Guessmyname on
Fri Jan 21st 2005 at 5:17pm
342 posts
173 snarkmarks
Registered:
Dec 6th 2004
Glass textures? Why them?
EDIT: yes I do have glass textures
Re: game crashes on map load
Posted by Rof on
Fri Jan 21st 2005 at 5:19pm
Rof
member
210 posts
41 snarkmarks
Registered:
Dec 3rd 2004
I've read of two different things that can cause crash-on-load
1. Using the <em style="color: orange;">glasswindowbreak070b </em>texture (note the b) on a breakable window.
2. Using prop_vehicle with incorrect options.
If you have either of those, try recompiling with them in a hidden visgroup, and see if that fixes it.
Re: game crashes on map load
Posted by Leperous on
Sat Jan 22nd 2005 at 1:12am
Leperous
Creator of SnarkPit!
member
3382 posts
1635 snarkmarks
Registered:
Aug 21st 2001
Occupation: Lazy student
Location: UK
Why are these marked incorrect?