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Map Crashes when loading it in my mod

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welp, as the title says, for some reason I can't test the map because it crashes. Here's the compile log, I hope it helps.

** Executing...

** Command: "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe"

** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\sourcemods\reth" "C:\Program Files (x86)\Steam\steamapps\sourcemods\reth\maps\reth_lv01_mansionv3.vmf"

Valve Software - vbsp.exe (Oct 13 2015)

4 threads

materialPath: C:\Program Files (x86)\Steam\steamapps\sourcemods\reth\materials

Loading C:\Program Files (x86)\Steam\steamapps\sourcemods\reth\maps\reth_lv01_mansionv3.vmf

ConVarRef mat_reduceparticles doesn't point to an existing ConVar

Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\sourcemods\reth\gameinfo.txt

Patching WVT material: maps/reth_lv01_mansionv3/nature/blenddirtgrass001a_wvt_patch

Patching WVT material: maps/reth_lv01_mansionv3/nature/blendmuddirt001a_wvt_patch

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 2584 detail faces...done (0)

Merging details...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

NODRAW on terrain surface!

done (1)

writing C:\Program Files (x86)\Steam\steamapps\sourcemods\reth\maps\reth_lv01_mansionv3.prt...Building visibility clusters...

done (0)

Creating default LDR cubemaps for env_cubemap using skybox materials:

   skybox/sky_day01_09*.vmt

 ! Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:

   skybox/sky_day01_09*.vmt

 ! 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...

WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.

done (1) (1775063 bytes)

Placing detail props : 0...1...2...3...4...5...6...7...8Material NATURE/BLENDMUDDIRT001A uses unknown detail object type coastline_redgrass01!

Material NATURE/BLENDMUDDIRT001A uses unknown detail object type coastline_redgrass01!

Material NATURE/BLENDMUDDIRT001A uses unknown detail object type coastline_redgrass01!

Material NATURE/BLENDMUDDIRT001A uses unknown detail object type coastline_redgrass01!

Material NATURE/BLENDMUDDIRT001A uses unknown detail object type coastline_redgrass01!

Material NATURE/BLENDMUDDIRT001A uses unknown detail object type coastline_redgrass01!

Material NATURE/BLENDMUDDIRT001A uses unknown detail object type coastline_redgrass01!

Material NATURE/BLENDMUDDIRT001A uses unknown detail object type coastline_redgrass01!

Material NATURE/BLENDMUDDIRT001A uses unknown detail object type coastline_redgrass01!

Material NATURE/BLENDMUDDIRT001A uses unknown detail object type coastline_redgrass01!

Material NATURE/BLENDMUDDIRT001A uses unknown detail object type coastline_redgrass01!

Material NATURE/BLENDMUDDIRT001A uses unknown detail object type coastline_redgrass01!

...9...10

Compacting texture/material tables...

Reduced 3574 texinfos to 2462

Reduced 94 texdatas to 83 (2384 bytes to 1841)

Writing C:\Program Files (x86)\Steam\steamapps\sourcemods\reth\maps\reth_lv01_mansionv3.bsp

Wrote ZIP buffer, estimated size 217787, actual size 215831

2 seconds elapsed

** Executing...

** Command: "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vvis.exe"

** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\sourcemods\reth" "C:\Program Files (x86)\Steam\steamapps\sourcemods\reth\maps\reth_lv01_mansionv3"

Valve Software - vvis.exe (Oct 13 2015)

4 threads

reading c:\program files (x86)\steam\steamapps\sourcemods\reth\maps\reth_lv01_mansionv3.bsp

reading c:\program files (x86)\steam\steamapps\sourcemods\reth\maps\reth_lv01_mansionv3.prt

 831 portalclusters

2447 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 (85)

Optimized: 1694 visible clusters (0.76%)

Total clusters visible: 222293

Average clusters visible: 267

Building PAS...

Average clusters audible: 797

visdatasize:155392  compressed from 172848

writing c:\program files (x86)\steam\steamapps\sourcemods\reth\maps\reth_lv01_mansionv3.bsp

1 minute, 25 seconds elapsed

** Executing...

** Command: "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe"

** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\sourcemods\reth" "C:\Program Files (x86)\Steam\steamapps\sourcemods\reth\maps\reth_lv01_mansionv3"

Valve Software - vrad.exe SSE (Oct 13 2015)

      Valve Radiosity Simulator     

4 threads

Could not find lights.rad in lights.rad.

Trying VRAD BIN directory instead...

Warning: Couldn't open texlight file C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\lights.rad.

Loading c:\program files (x86)\steam\steamapps\sourcemods\reth\maps\reth_lv01_mansionv3.bsp

Setting up ray-trace acceleration structure... Done (1.11 seconds)

10055 faces

4 degenerate faces

1154999 square feet [166319920.00 square inches]

18 Displacements

239408 Square Feet [34474788.00 Square Inches]

10051 patches before subdivision

60159 patches after subdivision

283 direct lights

BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (11)

BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (11)

transfers 6964846, max 1247

transfer lists:  53.1 megs

GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #1 added RGB(57304, 38586, 20262)

GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #2 added RGB(13618, 7841, 3130)

GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)

Bounce #3 added RGB(4146, 2302, 762)

GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #4 added RGB(1473, 786, 214)

GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #5 added RGB(582, 299, 70)

GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #6 added RGB(241, 118, 24)

GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #7 added RGB(103, 48, 8)

GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #8 added RGB(45, 20, 3)

GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #9 added RGB(20, 8, 1)

GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #10 added RGB(9, 3, 0)

GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #11 added RGB(4, 1, 0)

GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #12 added RGB(2, 1, 0)

GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #13 added RGB(1, 0, 0)

Build Patch/Sample Hash Table(s).....Done<0.0163 sec>

FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (4)

FinalLightFace Done

0 of 0 (0% of) surface lights went in leaf ambient cubes.

ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (6)

Writing leaf ambient...done

Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 

------------       ---------------  ---------------  -------- 

models                 287/1024        13776/49152    (28.0%) 

brushes               1728/8192        20736/98304    (21.1%) 

brushsides           14889/65536      119112/524288   (22.7%) 

planes               13492/65536      269840/1310720  (20.6%) 

vertexes             19217/65536      230604/786432   (29.3%) 

nodes                 3635/65536      116320/2097152  ( 5.5%) 

texinfos              2462/12288      177264/884736   (20.0%) 

texdata                 83/2048         2656/65536    ( 4.1%) 

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      320930/0          320930/0        ( 0.0%) 

faces                10055/65536      563080/3670016  (15.3%) 

hdr faces                0/65536           0/3670016  ( 0.0%) 

origfaces             7262/65536      406672/3670016  (11.1%) 

leaves                3923/65536      125536/2097152  ( 6.0%) 

leaffaces            12403/65536       24806/131072   (18.9%) 

leafbrushes           3809/65536        7618/131072   ( 5.8%) 

areas                    2/256            16/2048     ( 0.8%) 

surfedges            79411/512000     317644/2048000  (15.5%) 

edges                48819/256000     195276/1024000  (19.1%) 

LDR worldlights        283/8192        24904/720896   ( 3.5%) 

HDR worldlights          0/8192            0/720896   ( 0.0%) 

leafwaterdata            0/32768           0/393216   ( 0.0%) 

waterstrips           1559/32768       15590/327680   ( 4.8%) 

waterverts               0/65536           0/786432   ( 0.0%) 

waterindices         28149/65536       56298/131072   (43.0%) 

cubemapsamples           0/1024            0/16384    ( 0.0%) 

overlays                 0/512             0/180224   ( 0.0%) 

LDR lightdata         [variable]     2923484/0        ( 0.0%) 

HDR lightdata         [variable]           0/0        ( 0.0%) 

visdata               [variable]      155392/16777216 ( 0.9%) 

entdata               [variable]      393516/393216   (100.1%) VERY FULL!

LDR ambient table     3923/65536       15692/262144   ( 6.0%) 

HDR ambient table     3923/65536       15692/262144   ( 6.0%) 

LDR leaf ambient      8997/65536      251916/1835008  (13.7%) 

HDR leaf ambient      3923/65536      109844/1835008  ( 6.0%) 

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]           1/5228     ( 0.0%) 

pakfile               [variable]      215831/0        ( 0.0%) 

physics               [variable]     1775063/4194304  (42.3%) 

physics terrain       [variable]           0/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 30242

Writing c:\program files (x86)\steam\steamapps\sourcemods\reth\maps\reth_lv01_mansionv3.bsp

34 seconds elapsed

** Executing...

** Command: Copy File

** Parameters: "C:\Program Files (x86)\Steam\steamapps\sourcemods\reth\maps\reth_lv01_mansionv3.bsp" "C:\Program Files (x86)\Steam\steamapps\sourcemods\reth\maps\reth_lv01_mansionv3.bsp"

This only happens in this map. I've tried changing the name, I even re-compile the original map and I get the error. 

I really appreciate your help!

Posts

  • 1y
    NvC_DmN_CH avatar
    NvC_DmN_CH avatar There
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    NvC_DmN_CH avatar
    NvC_DmN_CH
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    Report post

    Possible Suspected Problem

    Make sure you have placed the correct player start entities. For example in hl2dm you can't spawn with a info_player_counterterrorist (or terrorist). It will throw you out of the game, sometimes with some kind of error message.

    Maybe the fix of the potential problem

    If your spawnpoints' types are OK then check if you have missed some inside a brush or something, this may be a suspected problem. Then:

    Go to Map > Entity Report

    - In the By Class input write the type of spawn you need to check.

    - All of them will appear in a list, remove the ones that aren't on an intended position (if there are any).

    Summary

    Judging by your compile log, I can't find anything that might be the cause, so the only thing I suppose the problem may be from is the mentioned above by me.

    By the way I found one insignificant problem that is not related to the crashing issue but to a displacement:

    NODRAW on terrain surface!
    Search for a displacement with a NODRAW  texture and remove the face that in on it. NODRAW  textures are drawn on displacements, so if you want displacement faces not to be drawn, remove the faces by clicking on the face and then Destroy button.

    DmN means DiaMoNd avatar
    Mantra
    DmN means DiaMoNd
  • 1y
    frankvega avatar
    frankvega Offline
    Member Joined 3y
    Report post
    Posted by NvC_DmN_CH

    Possible Suspected Problem

    Make sure you have placed the correct player start entities. For example in hl2dm you can't spawn with a info_player_counterterrorist (or terrorist). It will throw you out of the game, sometimes with some kind of error message.

    Maybe the fix of the potential problem

    If your spawnpoints' types are OK then check if you have missed some inside a brush or something, this may be a suspected problem. Then:

    Go to Map > Entity Report

    - In the By Class input write the type of spawn you need to check.

    - All of them will appear in a list, remove the ones that aren't on an intended position (if there are any).

    Summary

    Judging by your compile log, I can't find anything that might be the cause, so the only thing I suppose the problem may be from is the mentioned above by me.

    By the way I found one insignificant problem that is not related to the crashing issue but to a displacement:

    NODRAW on terrain surface!
    Search for a displacement with a NODRAW  texture and remove the face that in on it. NODRAW  textures are drawn on displacements, so if you want displacement faces not to be drawn, remove the faces by clicking on the face and then Destroy button.


    Thanks for replying !
     So I deleted all the spawnpoints that were in the map and I added only 1 to test, I also found the displacement with the NODRAW texture and removed the face with it. But it keeps crashing :/.  Do you want me to post the new compile log?

    I have to say that it's not a map I entirely made, I'm actually editing it.
    I like to make maps and skins.
  • 1y
    brett360 avatar
    brett360 avatar Offline
    Member Joined 5y
    Report post
    I would try to get someone you know to test it for you on their system to make sure it isnt just you crashing and not the maps problem

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