Re: game crashing after first round
Posted by brett5010 on
Sat Mar 5th 2005 at 12:30pm
Posted
2005-03-05 12:30pm
80 posts
18 snarkmarks
Registered:
Jan 6th 2005
Occupation: Student
Location: Australia
Heres the compile log, im not the one finalising the map, its another guy in my clan, so ill pass all relevant information onto him. So dont expect me to know too much about the map.
It seems that when we play the first round, the map runs fine, however it crashes at the begginning of the second round.
Heres the compile log.
** Executing...
** Command: "d:\steam\steamapps\darkdamo\sourcesdk\bin\vbsp.exe"
** Parameters: -game "d:\steam\steamapps\darkdamo\counter-strike source\cstrike" "D:\Steam\SteamApps\darkdamo\sourcesdk_content\cstrike\mapsrc\css_sniperwar"
Valve Software - vbsp.exe (Jan 19 2005)
2 threads
materialPath: d:\steam\steamapps\darkdamo\counter-strike source\cstrike\materials
Loading D:\Steam\SteamApps\darkdamo\sourcesdk_content\cstrike\mapsrc\css_sniperwar.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
writing D:\Steam\SteamApps\darkdamo\sourcesdk_content\cstrike\mapsrc\css_sniperwar.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...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (689418 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (2092157 bytes)
Error! prop_static using model "models/props_c17/lamp_standard_off01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/lamp_standard_off01.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error! detail_prop using model "models/props_c17/lamp_standard_off01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/lamp_standard_off01.mdl"!
10
Water found with no water_lod_control entity, creating a default one.
Writing D:\Steam\SteamApps\darkdamo\sourcesdk_content\cstrike\mapsrc\css_sniperwar.bsp
4 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 4
** Executing...
** Command: "d:\steam\steamapps\darkdamo\sourcesdk\bin\vvis.exe"
** Parameters: -game "d:\steam\steamapps\darkdamo\counter-strike source\cstrike" "D:\Steam\SteamApps\darkdamo\sourcesdk_content\cstrike\mapsrc\css_sniperwar"
Valve Software - vvis.exe (Dec 15 2004)
2 threads
reading d:\steam\steamapps\darkdamo\sourcesdk_content\cstrike\mapsrc\css_sniperwar.bsp
reading d:\steam\steamapps\darkdamo\sourcesdk_content\cstrike\mapsrc\css_sniperwar.prt
356 portalclusters
1201 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (66)
Optimized: 278 visible clusters (0.00%)
Total clusters visible: 79058
Average clusters visible: 222
Building PAS...
Average clusters audible: 348
visdatasize:34147 compressed from 34176
writing d:\steam\steamapps\darkdamo\sourcesdk_content\cstrike\mapsrc\css_sniperwar.bsp
1 minute, 7 seconds elapsed
** Executing...
** Command: "d:\steam\steamapps\darkdamo\sourcesdk\bin\vrad.exe"
** Parameters: -game "d:\steam\steamapps\darkdamo\counter-strike source\cstrike" "D:\Steam\SteamApps\darkdamo\sourcesdk_content\cstrike\mapsrc\css_sniperwar"
Valve Software - vrad.exe (Jan 18 2005)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading d:\steam\steamapps\darkdamo\sourcesdk_content\cstrike\mapsrc\css_sniperwar.bsp
1528 faces
4 degenerate faces
968418 square feet [139452224.00 square inches]
18 displacements
206757 square feet [29773020.00 square inches]
1524 patches before subdivision
18566 patches after subdivision
19 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (14)
transfers 339409, max 144
transfer lists: 2.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(574, 477, 297)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(21, 12, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(4, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0369 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
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 82/1024 3936/49152 ( 8.0%)
brushes 206/8192 2472/98304 ( 2.5%)
brushsides 1448/65536 11584/524288 ( 2.2%)
planes 2146/65536 42920/1310720 ( 3.3%)
vertexes 3025/65536 36300/786432 ( 4.6%)
nodes 1220/65536 39040/2097152 ( 1.9%)
texinfos 455/12288 32760/884736 ( 3.7%)
texdata 34/2048 1088/65536 ( 1.7%)
dispinfos 18/0 3168/0 ( 0.0%)
disp_verts 5202/0 104040/0 ( 0.0%)
disp_tris 9216/0 18432/0 ( 0.0%)
disp_lmsamples 186343/0 186343/0 ( 0.0%)
faces 1528/65536 85568/3670016 ( 2.3%)
origfaces 964/65536 53984/3670016 ( 1.5%)
leaves 1303/65536 72968/3670016 ( 2.0%)
leaffaces 1792/65536 3584/131072 ( 2.7%)
leafbrushes 575/65536 1150/131072 ( 0.9%)
surfedges 11202/512000 44808/2048000 ( 2.2%)
edges 6239/256000 24956/1024000 ( 2.4%)
worldlights 19/8192 1672/720896 ( 0.2%)
waterstrips 108/32768 1080/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2199/65536 4398/131072 ( 3.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 1241780/0 ( 0.0%)
visdata [variable] 34147/16777216 ( 0.2%)
entdata [variable] 48224/393216 (12.3%)
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] 1/244 ( 0.4%)
dtl prp lght [variable] 1/19 ( 5.3%)
static props [variable] 1/1640 ( 0.1%)
pakfile [variable] 10489/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 689418/4194304 (16.4%)
Total Win32 BSP file data space used: 2800312 bytes
Linux Specific Data:
physicssurface [variable] 2092157/6291456 (33.3%)
Total Linux BSP file data space used: 4203051 bytes
Total triangle count: 4188
Writing d:\steam\steamapps\darkdamo\sourcesdk_content\cstrike\mapsrc\css_sniperwar.bsp
27 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Steam\SteamApps\darkdamo\sourcesdk_content\cstrike\mapsrc\css_sniperwar.bsp" "d:\steam\steamapps\darkdamo\counter-strike source\cstrike\maps\css_sniperwar.bsp"
Re: game crashing after first round
Posted by Damo on
Sat Mar 5th 2005 at 12:35pm
Posted
2005-03-05 12:35pm
5 posts
1 snarkmarks
Registered:
Mar 5th 2005
Occupation: @ school
Location: Australia
yes that would be me finalising the map
there seems to be a problem with the trees and triggers in the map,
when i compile it with everything but them, it works fine, but as soon
as a compile with them, it crases after 1 rnd/////// and i dont know what to do :'(
Re: game crashing after first round
Posted by Leperous on
Sat Mar 5th 2005 at 1:42pm
Leperous
Creator of SnarkPit!
member
3382 posts
1635 snarkmarks
Registered:
Aug 21st 2001
Occupation: Lazy student
Location: UK
I've edited your post and highlighted the possible problems. All of these have been asked here many times before and are easily searched-for!
Re: game crashing after first round
Posted by brett5010 on
Sat Mar 5th 2005 at 2:19pm
80 posts
18 snarkmarks
Registered:
Jan 6th 2005
Occupation: Student
Location: Australia
Like I said, aint my problem. Thanks man, I appreciate it.
Re: game crashing after first round
Posted by rs6 on
Sat Mar 5th 2005 at 3:43pm
rs6
member
640 posts
94 snarkmarks
Registered:
Dec 31st 2004
Occupation: koledge
Location: New Jersey, USA
Error! prop_static using model "models/props_c17/lamp_standard_off01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Do exactly what that says turn that modle into a dynamic model as it cannot be used as a static.
Error loading studio model "models/props_c17/lamp_standard_off01.mdl"!
this is because of the above error.
Water found with no water_lod_control entity, creating a default one.
make one of those water_lod_control entities for the water in your map.