Tw1tch
2008-11-13 07:41:46
I'm making a new HL2dm map and am having an issue on the current compile. I saved up to 10 previous versions, but every one of them crash after they are compiled at random times. Ironically, the last saved version didn't crash this morning when a friend and I playtested it, although a recompile of that same version resulted in a crashing map.
Checking the map for errors only results in unused keyvalues for various entities, no player start, and bad I/O connections for a suitcharger. Which are well known and non-crashing/affecting errors.
There is a "1 degenerate face" message in the compile text I don't understand. Otherwise, it's a very basic map, which is partly why I'm baffled as to why its crashing.
In-game screenshots:
http://screenshot.xfire.com/screenshot/ ... 842e25.png
http://screenshot.xfire.com/screenshot/ ... 2cc619.png
Here is the .vmf file if anyone wants to look:
http://files.filefront.com/save55vmf/;1 ... einfo.html
Here is the .bsp file if you want to give it a play through and hope it doesn't crash:
http://files.filefront.com/Is+Crashing+ ... einfo.html
And here is the compile text:
Thanks for any help and feedback.
Valve Software - vbsp.exe (Dec 11 2006)
2 threads
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 314 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_05*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_05rt"
Can't load skybox file skybox/sky_day01_05 to build the default cubemap!
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) (210871 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1921 texinfos to 746
Reduced 238 texdatas to 158 (12069 bytes to 8110)
2 seconds elapsed
Valve Software - vvis.exe (Nov 8 2007)
2 threads
268 portalclusters
837 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 (22)
Optimized: 63 visible clusters (0.00%)
Total clusters visible: 56489
Average clusters visible: 210
Building PAS...
Average clusters audible: 256
visdatasize:20019 compressed from 21440
22 seconds elapsed
Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading
1905 faces
1 degenerate faces
219111 square feet [31552036.00 square inches]
0 displacements
0 square feet [0.00 square inches]
1904 patches before subdivision
28776 patches after subdivision
28 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (56)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (19)
transfers 8176666, max 918
transfer lists: 62.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(220594, 252475, 247844)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(43695, 49423, 45971)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(10447, 11641, 10324)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(2641, 2883, 2433)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(697, 739, 590)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(189, 193, 145)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(53, 51, 36)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(15, 14, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(5, 4, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0177 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 25/1024 1200/49152 ( 2.4%)
brushes 644/8192 7728/98304 ( 7.9%)
brushsides 4834/65536 38672/524288 ( 7.4%)
planes 2698/65536 53960/1310720 ( 4.1%)
vertexes 3110/65536 37320/786432 ( 4.7%)
nodes 714/65536 22848/2097152 ( 1.1%)
texinfos 746/12288 53712/884736 ( 6.1%)
texdata 158/2048 5056/65536 ( 7.7%)
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 1905/65536 106680/3670016 ( 2.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1428/65536 79968/3670016 ( 2.2%)
leaves 740/65536 23680/2097152 ( 1.1%)
leaffaces 2307/65536 4614/131072 ( 3.5%)
leafbrushes 1131/65536 2262/131072 ( 1.7%)
areas 3/256 24/2048 ( 1.2%)
surfedges 14442/512000 57768/2048000 ( 2.8%)
edges 8328/256000 33312/1024000 ( 3.3%)
LDR worldlights 28/8192 2464/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 212/32768 2120/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3306/65536 6612/131072 ( 5.0%)
cubemapsamples 64/1024 1024/16384 ( 6.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1870872/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 20019/16777216 ( 0.1%)
entdata [variable] 59560/393216 (15.1%)
LDR leaf ambient 740/65536 17760/1572864 ( 1.1%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/1666 ( 0.1%)
pakfile [variable] 716484/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 210871/4194304 ( 5.0%)
==== Total Win32 BSP file data space used: 3436592 bytes ====
Total triangle count: 5058
1 minute, 21 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program
Checking the map for errors only results in unused keyvalues for various entities, no player start, and bad I/O connections for a suitcharger. Which are well known and non-crashing/affecting errors.
There is a "1 degenerate face" message in the compile text I don't understand. Otherwise, it's a very basic map, which is partly why I'm baffled as to why its crashing.
In-game screenshots:
http://screenshot.xfire.com/screenshot/ ... 842e25.png
http://screenshot.xfire.com/screenshot/ ... 2cc619.png
Here is the .vmf file if anyone wants to look:
http://files.filefront.com/save55vmf/;1 ... einfo.html
Here is the .bsp file if you want to give it a play through and hope it doesn't crash:
http://files.filefront.com/Is+Crashing+ ... einfo.html
And here is the compile text:
Thanks for any help and feedback.
Valve Software - vbsp.exe (Dec 11 2006)
2 threads
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 314 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_05*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_05rt"
Can't load skybox file skybox/sky_day01_05 to build the default cubemap!
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) (210871 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1921 texinfos to 746
Reduced 238 texdatas to 158 (12069 bytes to 8110)
2 seconds elapsed
Valve Software - vvis.exe (Nov 8 2007)
2 threads
268 portalclusters
837 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 (22)
Optimized: 63 visible clusters (0.00%)
Total clusters visible: 56489
Average clusters visible: 210
Building PAS...
Average clusters audible: 256
visdatasize:20019 compressed from 21440
22 seconds elapsed
Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading
1905 faces
1 degenerate faces
219111 square feet [31552036.00 square inches]
0 displacements
0 square feet [0.00 square inches]
1904 patches before subdivision
28776 patches after subdivision
28 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (56)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (19)
transfers 8176666, max 918
transfer lists: 62.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(220594, 252475, 247844)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(43695, 49423, 45971)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(10447, 11641, 10324)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(2641, 2883, 2433)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(697, 739, 590)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(189, 193, 145)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(53, 51, 36)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(15, 14, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(5, 4, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0177 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 25/1024 1200/49152 ( 2.4%)
brushes 644/8192 7728/98304 ( 7.9%)
brushsides 4834/65536 38672/524288 ( 7.4%)
planes 2698/65536 53960/1310720 ( 4.1%)
vertexes 3110/65536 37320/786432 ( 4.7%)
nodes 714/65536 22848/2097152 ( 1.1%)
texinfos 746/12288 53712/884736 ( 6.1%)
texdata 158/2048 5056/65536 ( 7.7%)
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 1905/65536 106680/3670016 ( 2.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1428/65536 79968/3670016 ( 2.2%)
leaves 740/65536 23680/2097152 ( 1.1%)
leaffaces 2307/65536 4614/131072 ( 3.5%)
leafbrushes 1131/65536 2262/131072 ( 1.7%)
areas 3/256 24/2048 ( 1.2%)
surfedges 14442/512000 57768/2048000 ( 2.8%)
edges 8328/256000 33312/1024000 ( 3.3%)
LDR worldlights 28/8192 2464/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 212/32768 2120/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3306/65536 6612/131072 ( 5.0%)
cubemapsamples 64/1024 1024/16384 ( 6.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1870872/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 20019/16777216 ( 0.1%)
entdata [variable] 59560/393216 (15.1%)
LDR leaf ambient 740/65536 17760/1572864 ( 1.1%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/1666 ( 0.1%)
pakfile [variable] 716484/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 210871/4194304 ( 5.0%)
==== Total Win32 BSP file data space used: 3436592 bytes ====
Total triangle count: 5058
1 minute, 21 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program