weather effects error


05-30-2003, 02:45 PM
Whenever I've tried to include weather effects in my maps (several different ones), the game crashes upon entering the map. The screen comes up where the backgound is all black and you have to press "ok" on the menu, but instead of fading in as normal, hl crashes. Turning weather effects to "off" fixed all maps with no other changes. This applies to snow as well as rain.

Has anyone else experienced this problem, or have an idea how to fix it?

DiGiTalySuICiDl
05-30-2003, 09:04 PM
Yeah, I get that problem whenever I put rain in my map, but I have no clue how to fix it, it drives me crazy.. GRRR Someone help the me!

Gorbachev
05-30-2003, 09:51 PM
I don't know about this error, it doesn't happen to me...for me the bazooka only checkbox on a func_breakable causes an error...and grenades never blow up walls no matter which box is checked.

Mythic_Kruger
05-31-2003, 03:18 AM
Majestic 12, is there a lake, a river, or the sea in your map? I had this mapping error only for beach maps ...

05-31-2003, 12:00 PM
@Mythic_Kruger: No, actually there is no water in the map at all, funny thing is when I first got 1.0 I made a little test map for rain and it worked fine, now it crashes any map its in.

I've heard something about func_breakable problems as well, though its mostly worked fine for me. I think sometimes with the bazooka, too many particles get drawn at once and it overflows, but I'm not sure what your problem is exactly.

06-03-2003, 09:07 PM
Anyone know any more about this? I've had exactly the same problem. No water on my map at all, but there are plenty of func_breakables. My map would crash at two points:

1] As stated above. In my case just as the round was about to begin the map would crash.

2] If it didn't crash it would crash later when I used a bazooka on a func_breakable.

In both cases the crash problem went away as soon as I turned rain off.

I tried using the null.mdl for gibs on my func_breakables in case this was a probelm but that never explained the crash just as the round was starting. Great shame, since the map looked so much nicer with the rain . . . . .

06-03-2003, 09:28 PM
yeah the bazooka problem may have been some sort of overflow, but the round start I still have no idea

Kamakazi had originally guessed that it might have been a bad model or sprite path, but turning off rain resolved it, so I'm thinking maybe there's something wrong with the rain models/sprites? I really have no idea....but thats my only clue.

06-03-2003, 09:39 PM
Problem is the crash wasn't 100% of the time, and when it worked the rain sprites/models were working fine, which seems to rule out a path problem.

It was interesting that it happened as the round was begining, i.e. just as all the flags got initialised. That does seem to to suggest at that point some entity that wasn't made active till round start had a conflict with the rain (which was already going as I sat in spectator mode before round start).

06-03-2003, 09:50 PM
well I can't even do spectator mode before it starts, it just crashes straightaway, so I'm at a loss as to why

Gorbachev
06-03-2003, 09:52 PM
post your compile log maybe?

06-03-2003, 11:29 PM
one thing I noticed is that the rain and snow effects hit the inside of entitys, so instead of hitting the top the drift through and hit the bottom face, but this is only like 80% 10% go through and 10% stay on top. I think maybe its just a coding quirk in the weather effects.


KEKEKKEKEKKE

my 128th post, we all better know the signifcance of that number or the mapping comunity is doomed

06-04-2003, 08:50 AM
hmm, thats interesting, maybe that has something to do with it.

I'm gonna go break my map with the rain and post the log, maybe that will help...

06-04-2003, 09:42 AM
well, for the first time I was able to actually walk around in the rain, although hl crashed after a short period. I have no idea what changed. Anyway here is the log as promised, though I don't see anything which might explain the error. You guys can look at it and see how it compares to yours if you're still having the error.

hlcsg v2.5.3 rel Custom Build 1.6.1 (Jul 15 2002)
Zoner's Half-Life Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: C:\PROGRA~1\VALVEH~1\ZHLTCU~1\HLCSG.EXE -nowadtextures -estimate -texdata 5120 -high "C:\Program Files\Valve Hammer Editor\maps\2v12r.map"
Entering C:\Program Files\Valve Hammer Editor\maps\2v12r.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 5242880 ] [ 4194304 ]
priority [ High ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

2 brushes (totalling 12 sides) discarded from clipping hulls
CreateBrush:
(8.13 seconds)
SetModelCenters:
(0.05 seconds)
CSGBrush:
(5.71 seconds)

Using Wadfile: \sierra\half-life\valve\halflife.wad
- Contains 3 used textures, 5.36 percent of map (3116 textures in wad)
Using Wadfile: \sierra\half-life\valve\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \sierra\half-life\dod\decals.wad
- Contains 0 used textures, 0.00 percent of map (238 textures in wad)
Using Wadfile: \sierra\half-life\dod\ultimate.wad
- Warning: Larger than expected texture (218412 bytes): '{GARBFOREST02'
- Warning: Larger than expected texture (251052 bytes): '{GARBFOREST03'
- Warning: Larger than expected texture (294572 bytes): '{GARBFOREST04L'
- Warning: Larger than expected texture (294572 bytes): '{GARBFOREST04R'
- Warning: Larger than expected texture (348972 bytes): 'RZ_WAREHOUSE2'
- Warning: Larger than expected texture (348972 bytes): 'REDTILE'
- Warning: Larger than expected texture (261932 bytes): '{BIG_MAPLE'
- Warning: Larger than expected texture (348972 bytes): '{K_TREE4'
- Warning: Larger than expected texture (218412 bytes): 'K_TREE1'
- Contains 23 used textures, 41.07 percent of map (2139 textures in wad)
Using Wadfile: \sierra\half-life\dod\MJ_RF.wad
- Warning: Larger than expected texture (261932 bytes): 'MJ_RF_SNOWICE'
- Contains 0 used textures, 0.00 percent of map (10 textures in wad)
Using Wadfile: \sierra\half-life\dod\hlbasics.wad
- Contains 2 used textures, 3.57 percent of map (21 textures in wad)
Using Wadfile: \sierra\half-life\dod\ultimate2.wad
- Warning: Larger than expected texture (348972 bytes): 'MZ_5BUILD_1'
- Warning: Larger than expected texture (348972 bytes): 'MZ_5BUILD_2'
- Warning: Larger than expected texture (218412 bytes): '{X_TREE12A'
- Contains 22 used textures, 39.29 percent of map (711 textures in wad)
Using Wadfile: \sierra\half-life\dod\dodwad.wad
- Contains 6 used textures, 10.71 percent of map (1333 textures in wad)

Texture usage is at 3.38 mb (of 5.00 mb MAX)
21.86 seconds elapsed

----- END hlcsg -----



hlbsp v2.5.3 rel Custom Build 1.6.1 (Jul 15 2002)
Zoner's Half-Life Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: C:\PROGRA~1\VALVEH~1\ZHLTCU~1\HLBSP.EXE -chart -estimate -texdata 5120 -high "C:\Program Files\Valve Hammer Editor\maps\dod_retaliation2v12r.map"

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 5242880 ] [ 4194304 ]
priority [ High ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'C:\Program Files\Valve Hammer Editor\maps\dod_retaliation2v12r.prt'

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 28/400 1792/25600 ( 7.0%)
planes 6636/32767 132720/655340 (20.3%)
vertexes 4429/65535 53148/786420 ( 6.8%)
nodes 1781/32767 42744/786408 ( 5.4%)
texinfos 974/32767 38960/1310680 ( 3.0%)
faces 3512/65535 70240/1310700 ( 5.4%)
clipnodes 8338/32767 66704/262136 (25.4%)
leaves 1183/8192 33124/229376 (14.4%)
marksurfaces 4318/65535 8636/131070 ( 6.6%)
surfedges 16087/512000 64348/2048000 ( 3.1%)
edges 8317/256000 33268/1024000 ( 3.2%)
texdata [variable] 3542260/5242880 (67.6%)
lightdata [variable] 0/4194304 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 8303/524288 ( 1.6%)
56 textures referenced
=== Total BSP file data space used: 4096247 bytes ===
13.07 seconds elapsed

----- END hlbsp -----



hlvis v2.5.3 rel Custom Build 1.6 (Jun 3 2002)
Zoner's Half-Life Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: C:\PROGRA~1\VALVEH~1\ZHLTCU~1\HLVIS.EXE -full -estimate -texdata 5120 -high "C:\Program Files\Valve Hammer Editor\maps\dod_retaliation2v12r.map"
712 portalleafs
2277 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 5242880 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ High ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ on ] [ off ]


BasePortalVis:
(16.86 seconds)
LeafThread:
(377.23 seconds)
average leafs visible: 172
g_visdatasize:46459 compressed from 63368
394.97 seconds elapsed [6m 34s]

----- END hlvis -----



hlrad v2.5.3 rel Custom Build 1.6 (Jun 3 2002)
Zoner's Half-Life Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: C:\PROGRA~1\VALVEH~1\ZHLTCU~1\HLRAD.EXE -bounce 2 -estimate -texdata 5120 -high "C:\Program Files\Valve Hammer Editor\maps\dod_retaliation2v12r.map"

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 5242880 ] [ 4194304 ]
priority [ High ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 2 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]


3512 faces
Create Patches : 18066 base patches
0 opaque faces
182913 square feet [26339584.00 square inches]
2 direct lights

BuildFacelights:
(146.21 seconds)
visibility matrix : 19.5 megs
BuildVisLeafs:
(152.86 seconds)
MakeScales:
(71.51 seconds)
SwapTransfers:
(23.89 seconds)
Transfer Lists : 12229928 transfers
Indices : 6087672 bytes
Data : 48919712 bytes
GatherLight:
(8.13 seconds)
GatherLight:
(8.02 seconds)
FinalLightFace:
(8.46 seconds)
422.21 seconds elapsed [7m 2s]

----- END hlrad -----

tommy14
06-04-2003, 11:57 AM
your compile LOOKS good. i did notice
Using Wadfile: \sierra\half-life\valve\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \sierra\half-life\dod\decals.wad
- Contains 0 used textures, 0.00 percent of map (238 textures in wad)

but having needless wads shouldn't affect anything.

have you tried walking around with Devloper 3 running, so you can see what the entitys are doing?

Kehldon
06-05-2003, 11:08 AM
Im getting this problem on my new map also... so far I have no func_breakables, the only brush entitys I have are a few func_walls....otherwise all brushes and point entitys...

I dont have any water neither...

I can walk around just fine on my map with cl_particlefx 0/1 but when I turn on the weather effect it works for like 0.5 secs and then hl crashes, giving me enough time to see the weather effects .... so I have come to the conclusion that it must be something it hits....

Edit: I just came to think about it, I have some areas where the weather effects are hitting null areas, could it be that, that is cause the error?

Edit2: I tested the both a world brush with null on top, and the weather effects seemed to move right through it, and the brush based entity also worked fine but, and the effects worked like it should...

06-05-2003, 04:12 PM
maybe its when the effect goes through a nulled face but hits void?

06-05-2003, 09:14 PM
well, I do have nulled faces, but this would not seem to be the problem to me because it crashes only in certain places now. Both are at the edge of what I have built, fairly close to where the world brushes stop. So I think it could possibly be due to particle collisions with the sky or something, since the particles extend out a certain distance from the player.

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.