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Map crashing

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Map crashes when I add spawn points or edit anything.

I needed more spawn points for a map called, Mg_smash, because 12 was simply not enough. I've heard that there's a mod for maps like this so people can join the teams with no limits but I haven't looked it up. Whenever I add spawn points to it, the map crashes. I have no idea why, here is the log: ** Executing... ** Command: "c:\program files\steam\steamapps\\\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\\\counter-strike source\cstrike" "C:\Documents and Settings\James\Desktop\ \Games\css mapping\vmex098g\mg_smash_d" Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\program files\steam\steamapps\\\counter-strike source\cstrike\materials Loading C:\Documents and Settings\James\Desktop\ \Games\css mapping\vmex098g\mg_smash_d.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:\Documents and Settings\James\Desktop\ \Games\css mapping\vmex098g\mg_smash_d.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt Run buildcubemaps in the engine to get the correct cube maps. No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt" Can't load skybox file skybox/sky_day01_01 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) (63629 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 199 texinfos to 138 Reduced 7 texdatas to 7 (145 bytes to 145) Writing C:\Documents and Settings\James\Desktop\ \Games\css mapping\vmex098g\mg_smash_d.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\\\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\\\counter-strike source\cstrike" "C:\Documents and Settings\James\Desktop\ \Games\css mapping\vmex098g\mg_smash_d" Valve Software - vvis.exe (Nov 8 2007) 2 threads reading c:\documents and settings\james\desktop\ \games\css mapping\vmex098g\mg_smash_d.bsp reading c:\documents and settings\james\desktop\ \games\css mapping\vmex098g\mg_smash_d.prt 98 portalclusters 326 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 (1) Optimized: 0 visible clusters (0.00%) Total clusters visible: 8622 Average clusters visible: 87 Building PAS... Average clusters audible: 98 visdatasize:3349 compressed from 3136 writing c:\documents and settings\james\desktop\ \games\css mapping\vmex098g\mg_smash_d.bsp 1 second elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\\\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\\\counter-strike source\cstrike" "C:\Documents and Settings\James\Desktop\ \Games\css mapping\vmex098g\mg_smash_d" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\documents and settings\james\desktop\ \games\css mapping\vmex098g\mg_smash_d.bsp 850 faces 1084371 square feet [156149488.00 square inches] 0 displacements 0 square feet [0.00 square inches] 850 patches before subdivision 5188 patches after subdivision 8 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1) transfers 660905, max 308 transfer lists: 5.0 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(12292, 10907, 6767) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(1827, 1426, 513) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(265, 182, 38) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(39, 23, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(6, 3, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0064 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) 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 40/1024 1920/49152 ( 3.9%) brushes 137/8192 1644/98304 ( 1.7%) brushsides 860/65536 6880/524288 ( 1.3%) planes 592/65536 11840/1310720 ( 0.9%) vertexes 1284/65536 15408/786432 ( 2.0%) nodes 651/65536 20832/2097152 ( 1.0%) texinfos 138/12288 9936/884736 ( 1.1%) texdata 7/2048 224/65536 ( 0.3%) 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 850/65536 47600/3670016 ( 1.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 648/65536 36288/3670016 ( 1.0%) leaves 692/65536 22144/2097152 ( 1.1%) leaffaces 923/65536 1846/131072 ( 1.4%) leafbrushes 208/65536 416/131072 ( 0.3%) areas 2/256 16/2048 ( 0.8%) surfedges 6372/512000 25488/2048000 ( 1.2%) edges 3431/256000 13724/1024000 ( 1.3%) LDR worldlights 8/8192 704/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 28/32768 280/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 384/65536 768/131072 ( 0.6%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 400320/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 3349/16777216 ( 0.0%) entdata [variable] 26957/393216 ( 6.9%) LDR leaf ambient 692/65536 16608/1572864 ( 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] 1/12 ( 8.3%) pakfile [variable] 10014/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 63629/4194304 ( 1.5%) ==== Total Win32 BSP file data space used: 738837 bytes ==== Total triangle count: 2088 Writing c:\documents and settings\james\desktop\ \games\css mapping\vmex098g\mg_smash_d.bsp 6 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Documents and Settings\James\Desktop\ \Games\css mapping\vmex098g\mg_smash_d.bsp" "c:\program files\steam\steamapps\\\counter-strike source\cstrike\maps\mg_smash_d.bsp" Anyway, any help would be great. Here is a link to the map: http://www.filedropper.com/mgsmash The link is a .rar, includes the compiled working version, and the decompiled working unedited version. Maybe the decompilation went wrong? I have no idea. Thanks, James

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  • Crazypip666 avatar
    Crazypip666 username pic Joined 13y ago
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    access_time 11y
    My guess is that something was broken when the map was decompiled. When you recompile that error causes the map to crash.
    BAD WOLF avatar
    Mantra
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  • JamesK avatar
    JamesK Joined 11y ago
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    Posted by Crazypip666 My guess is that something was broken when the map was decompiled. When you recompile that error causes the map to crash.
    Is there anyway to fix the error?
    Bananite
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  • Shark62808 avatar
    Shark62808 Joined 11y ago
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    Posted by JamesK
    Posted by Crazypip666 My guess is that something was broken when the map was decompiled. When you recompile that error causes the map to crash.
    Is there anyway to fix the error?
    Rebuild the map from scratch...lol jk :D
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    Mantra
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  • JamesK avatar
    JamesK Joined 11y ago
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    Posted by Shark62808
    Posted by JamesK
    Posted by Crazypip666 My guess is that something was broken when the map was decompiled. When you recompile that error causes the map to crash.
    Is there anyway to fix the error?
    Rebuild the map from scratch...lol jk :D
    Yea, I guess I could try that, it would take me a long time because I'm a slow mapper.
    Bananite
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  • Logan Dougall avatar
    Logan Dougall username pic Joined 13y ago
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    Logan Dougall avatar
    Logan Dougall
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    Don't decompile to add more spawn points, use EntSpy instead to make a server copy that contains more spawn points. You'll find a simple guide here: EntSpy Main Page Adding Spawnpoints. When you are done, that modified BSP goes on the server with the same checksum and and originals go onto the webserver and clients. Pretty easy stuff.
    Structural Designer / Dad :)
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  • JamesK avatar
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    Posted by Lost Don't decompile to add more spawn points, use EntSpy instead to make a server copy that contains more spawn points. You'll find a simple guide here: EntSpy Main Page Adding Spawnpoints. When you are done, that modified BSP goes on the server with the same checksum and and originals go onto the webserver and clients. Pretty easy stuff.
    For some reason I cant open any map using that tool. It opens up, I load a map but when I click on open, it stops and wont work.
    Bananite
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  • Logan Dougall avatar
    Logan Dougall username pic Joined 13y ago
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    Logan Dougall avatar
    Logan Dougall
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    Are you using the most up to date version of it? There are all the past ones availalbe on the site as well, Check the version number.
    Structural Designer / Dad :)
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  • Exencia avatar
    Exencia Joined 11y ago
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    Did you use VMEX? It says so.
    Exencia, the ultimate lifeform
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  • JamesK avatar
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    I solved the problem, added spawnpoints, thanks guys. I was using version .7, not .8.
    Bananite
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  • Logan Dougall avatar
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    Logan Dougall avatar
    Logan Dougall
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    Yea, the sites not terribly well organized for that tool, common mistake, I did it when playing with it last year on some TF2 Maps to edit round times and whatnot. Enjoy the freedom to easily customize maps for your server :D But yea, if your interested, you can use this tool to "dumb" down valve maps to be more playable/FPS friendly for lower end computers by removing all props and unneeded details.
    Structural Designer / Dad :)
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