Annoying problem


Dwin
02-06-2005, 06:49 PM
So, I've compiled a map for CS: Source, but everytime I try to play it, the game crashes at mid-loaded. My map doesnt have any errors, and the compile log didnt show any errors either.



** Executing...
** Command: "f:\games\valve\steam\steamapps\joy_co_cola@hotmail .com\sourcesdk\bin\vbsp.exe"
** Parameters: -game "f:\games\valve\steam\steamapps\joy_co_cola@hotmail .com\counter-strike source\cstrike" "E:\Edwin\Source Maps\1944"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: f:\games\valve\steam\steamapps\joy_co_cola@hotmail .com\counter-strike source\cstrike\materials
Loading E:\Edwin\Source Maps\1944.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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\Edwin\Source Maps\1944.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_day03_06...
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) (110114 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (197962 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing E:\Edwin\Source Maps\1944.bsp
9 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 1

** Executing...
** Command: "f:\games\valve\steam\steamapps\joy_co_cola@hotmail .com\sourcesdk\bin\vvis.exe"
** Parameters: -game "f:\games\valve\steam\steamapps\joy_co_cola@hotmail .com\counter-strike source\cstrike" "E:\Edwin\Source Maps\1944"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading e:\edwin\source maps\1944.bsp
reading e:\edwin\source maps\1944.prt
188 portalclusters
587 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 (6)
Optimized: 25 visible clusters (0.00%)
Total clusters visible: 13713
Average clusters visible: 72
Building PAS...
Average clusters audible: 171
visdatasize:10027 compressed from 9024
writing e:\edwin\source maps\1944.bsp
6 seconds elapsed

** Executing...
** Command: "f:\games\valve\steam\steamapps\joy_co_cola@hotmail .com\sourcesdk\bin\vrad.exe"
** Parameters: -game "f:\games\valve\steam\steamapps\joy_co_cola@hotmail .com\counter-strike source\cstrike" "E:\Edwin\Source Maps\1944"

Valve Software - vrad.exe (Jan 18 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading e:\edwin\source maps\1944.bsp
845 faces
63865 square feet [9196651.00 square inches]
15 displacements
384 square feet [55296.20 square inches]
845 patches before subdivision
4989 patches after subdivision
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (13)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 126587, max 167
transfer lists: 1.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(854, 594, 301)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(65, 39, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(10, 5, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0075 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 192/8192 2304/98304 ( 2.3%)
brushsides 1292/65536 10336/524288 ( 2.0%)
planes 552/65536 11040/1310720 ( 0.8%)
vertexes 1702/65536 20424/786432 ( 2.6%)
nodes 389/65536 12448/2097152 ( 0.6%)
texinfos 278/12288 20016/884736 ( 2.3%)
texdata 25/2048 800/65536 ( 1.2%)
dispinfos 15/0 2640/0 ( 0.0%)
disp_verts 431/0 8620/0 ( 0.0%)
disp_tris 576/0 1152/0 ( 0.0%)
disp_lmsamples 1580/0 1580/0 ( 0.0%)
faces 845/65536 47320/3670016 ( 1.3%)
origfaces 578/65536 32368/3670016 ( 0.9%)
leaves 393/65536 22008/3670016 ( 0.6%)
leaffaces 991/65536 1982/131072 ( 1.5%)
leafbrushes 349/65536 698/131072 ( 0.5%)
surfedges 6566/512000 26264/2048000 ( 1.3%)
edges 4012/256000 16048/1024000 ( 1.6%)
worldlights 3/8192 264/720896 ( 0.0%)
waterstrips 82/32768 820/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1914/65536 3828/131072 ( 2.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 251056/0 ( 0.0%)
visdata [variable] 10027/16777216 ( 0.1%)
entdata [variable] 7081/393216 ( 1.8%)
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] 1/1214 ( 0.1%)
pakfile [variable] 19981/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 110114/4194304 ( 2.6%)
==== Total Win32 BSP file data space used: 641365 bytes ====

Linux Specific Data:
physicssurface [variable] 197962/6291456 ( 3.1%)
==== Total Linux BSP file data space used: 729213 bytes ====

Total triangle count: 2542
Writing e:\edwin\source maps\1944.bsp
17 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:\Edwin\Source Maps\1944.bsp" "f:\games\valve\steam\steamapps\joy_co_cola@hotmail .com\counter-strike source\cstrike\maps\1944.bsp"

Dwin
02-07-2005, 04:48 PM
Bump...

Does anyone know why the game would crash to the desktop when loading a map?

josh_u[RR]
02-07-2005, 08:03 PM
Originally posted by Dwin
Bump...

Does anyone know why the game would crash to the desktop when loading a map?

a lot of times that happens to me when it can't find the .wad file. make sure the .wad you need is in the right directory.

Dwin
02-07-2005, 08:59 PM
There is no .wad. It is a Source map.

FuzzDad
02-08-2005, 09:00 AM
Go through your entities one-by-one. Pay particular attention to the ones that effect gameplay (players, buy zones, scoring, etc)...then do this: Run the map from the console in developer 2 mode...if the map crashes look to the console for the last set of messages.

Dwin
02-08-2005, 04:45 PM
There are no messages.

centy
02-15-2005, 10:31 AM
Is hammer still open at this point, and is hammer responding correctly.
Sometimes a compile (succesful or not) will crash my hammer, and in turn that will cause dod to return to desktop.
Just a thought as you are getting no error messages.

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