compiles, but hl2 crashes

  • Thread starter Thread starter Chunks4123
  • Start date Start date
C

Chunks4123

Guest
Ok for some reason out of nowhere everytime I go to compile a map I get the "hl2.exe has encountered a problem and will now close"

At first I thought I had a leak as according to the compile log, but there isn't. I can't even get it to run anymore with just a box and a player start entity.




here's a sample log from just an empty room and playerstart:


** Executing...
** Command: "c:\program files\valve\steam\steamapps\[email protected]\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\[email protected]\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\[email protected]\sourcesdk_content\cstrike\mapsrc\assshit"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\program files\valve\steam\steamapps\[email protected]\half-life 2\hl2\materials
Loading C:\Program Files\Valve\Steam\SteamApps\[email protected]\sourcesdk_content\cstrike\mapsrc\assshit.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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Valve\Steam\SteamApps\[email protected]\sourcesdk_content\cstrike\mapsrc\assshit.prt...done (0)
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) (2263 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (2263 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Program Files\Valve\Steam\SteamApps\[email protected]\sourcesdk_content\cstrike\mapsrc\assshit.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 2


** Executing...
** Command: "c:\program files\valve\steam\steamapps\[email protected]\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\[email protected]\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\[email protected]\sourcesdk_content\cstrike\mapsrc\assshit"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:\program files\valve\steam\steamapps\[email protected]\sourcesdk_content\cstrike\mapsrc\assshit.bsp
reading c:\program files\valve\steam\steamapps\[email protected]\sourcesdk_content\cstrike\mapsrc\assshit.prt
4 portalclusters
4 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44 compressed from 64
writing c:\program files\valve\steam\steamapps\[email protected]\sourcesdk_content\cstrike\mapsrc\assshit.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\[email protected]\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\[email protected]\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\[email protected]\sourcesdk_content\cstrike\mapsrc\assshit"

Valve Software - vrad.exe (Mar 8 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\[email protected]\sourcesdk_content\cstrike\mapsrc\assshit.bsp
22 faces
13087 square feet [1884544.00 square inches]
0 displacements
0 square feet [0.00 square inches]
22 patches before subdivision
1522 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 (0)
transfers 84620, max 167
transfer lists: 0.6 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<0.0026 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 1/1024 48/49152 ( 0.1%)
brushes 6/8192 72/98304 ( 0.1%)
brushsides 36/65536 288/524288 ( 0.1%)
planes 40/65536 800/1310720 ( 0.1%)
vertexes 45/65536 540/786432 ( 0.1%)
nodes 27/65536 864/2097152 ( 0.0%)
texinfos 3/12288 216/884736 ( 0.0%)
texdata 1/2048 32/65536 ( 0.0%)
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 22/65536 1232/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 29/65536 1624/3670016 ( 0.0%)
leaffaces 22/65536 44/131072 ( 0.0%)
leafbrushes 16/65536 32/131072 ( 0.0%)
surfedges 120/512000 480/2048000 ( 0.0%)
edges 73/256000 292/1024000 ( 0.0%)
worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 2/32768 20/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 24/65536 48/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 34248/0 ( 0.0%)
visdata [variable] 44/16777216 ( 0.0%)
entdata [variable] 221/393216 ( 0.1%)
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] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 2263/4194304 ( 0.1%)
==== Total Win32 BSP file data space used: 53652 bytes ====

Linux Specific Data:
physicssurface [variable] 2263/6291456 ( 0.0%)
==== Total Linux BSP file data space used: 53652 bytes ====

Total triangle count: 52
Writing c:\program files\valve\steam\steamapps\[email protected]\sourcesdk_content\cstrike\mapsrc\assshit.bsp
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\[email protected]\sourcesdk_content\cstrike\mapsrc\assshit.bsp" "c:\program files\valve\steam\steamapps\[email protected]\half-life 2\hl2\maps\assshit.bsp"


** Executing...
** Command: "c:\program files\valve\steam\steamapps\[email protected]\half-life 2\hl2.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\[email protected]\half-life 2\hl2" +map "assshit"
 
There memory leaks. Valves programming is to blame. I had the exact same problem for HL2DM. I fixed it by placing info_player_start, info_player_combine, info_player_rebel and info_player_deathmatch. By the compile log it looks like its css. Make sure you've got T and CT spawn. And just incase place a info_player_start if you can in css.

Tried to help as much as possible.

EDIT:

Oh man! Im getting it aswell! They have updated it like 2 minutes ago. Updates will be the death of me. NN and BB people. Update in the morning!
 
Eh, it even does it without any entities at all.

I've torn apart my map trying to fix this and no luck :flame:

Bah.
 
Well, It looks like tons of people are having this problem since the last update...

Oh well, I guess i'll just put mapping on hold till they fix this.
 
You DONT have to put your map on hold! G.Eagl3 has found a solution!

Compile your map but have "Dont run game after compile" (Or what ever it says) ticked!

Then! Go into the game you are mapping this level for and run it through there!

So if its HL2DM or CSS just click Create Server -> Map: dm/cs/de_ yourmap

If its HL2SP just go into the console after loading up the game and type "map #"

No quotes, replace # with your maps name.

Voila! Its longer, but its better than not being able to test at all.
 
i run into this problem all the time ... if you ahve custom models for your weapons you have to take them out before you run it (atleast that fixed it for me)
 
Memory leaks don't matter when compiling the map. They've been there since the beginning.

Load the map in developer mode and copy the console here.
 
Back
Top