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Map Wont Start - compile error?

A Forum Thread for Left 4 Dead 2

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So i built some more on a map, then i compiled again (before it all worked). Then it opens l4d2 and loads. then after done loading l4d2 just closes. here is my compile log ------------------------------------------------------------------------------- Running command: cd "c:\program files\steam\steamapps\common\left 4 dead 2\bin" ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Running command: "c:\program files\steam\steamapps\common\left 4 dead 2\bin\vbsp .exe" -game "c:\program files\steam\steamapps\common\left 4 dead 2\left4dead2" " C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\prefab_ school" ------------------------------------------------------------------------------- Valve Software - vbsp.exe (Jan 7 2010) 2 threads materialPath: c:\program files\steam\steamapps\common\left 4 dead 2\left4dead2\m aterials Loading C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc \prefab_school.vmf Patching WVT material: maps/prefab_school/concrete/blend_blacktop_02wet_wvt_patc h Patching WVT material: maps/prefab_school/concrete/blend_blacktop_brick_01_wvt_p atch Patching WVT material: maps/prefab_school/nature/blend_alleydirt_leaves_wvt_patc h 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 (1) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 62 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc \prefab_school.prt...Building visibility clusters... done (0) 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 (1) (319746 bytes) Cannot build Physics2 data ----------- DataLinker total stream size 0.0 KiB Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 706 texinfos to 404 Reduced 57 texdatas to 49 (1470 bytes to 1183) Writing C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc \prefab_school.bsp 3 seconds elapsed ------------------------------------------------------------------------------- Running command: cd "c:\program files\steam\steamapps\common\left 4 dead 2\bin" ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Running command: "c:\program files\steam\steamapps\common\left 4 dead 2\bin\vvis .exe" -game "c:\program files\steam\steamapps\common\left 4 dead 2\left4dead2" - fast "C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\p refab_school" ------------------------------------------------------------------------------- Valve Software - vvis.exe (Nov 10 2009) fastvis = true 2 threads reading c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc \prefab_school.bsp max farz in all env_fog_controller entities: -1.000000 (used for radial vis) reading c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc \prefab_school.prt 988 portalclusters 3159 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1) Optimized: 32298 visible clusters (0.00%) Total clusters visible: 814690 Average clusters visible: 824 Building PAS... Average clusters audible: 988 visdatasize:252270 compressed from 252928 writing c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc \prefab_school.bsp 2 seconds elapsed ------------------------------------------------------------------------------- Running command: cd "c:\program files\steam\steamapps\common\left 4 dead 2\bin" ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Running command: "c:\program files\steam\steamapps\common\left 4 dead 2\bin\vrad .exe" -game "c:\program files\steam\steamapps\common\left 4 dead 2\left4dead2" -noextra "C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\maps rc\prefab_school" ------------------------------------------------------------------------------- Valve Software - vrad.exe SSE (Nov 10 2009) Valve Radiosity Simulator 2 threads ***VPK: FastFindFile Attempting to use full path with VPK file! File: c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\ mapsrc\prefab_school.rad [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc \prefab_school.bsp Setting up ray-trace acceleration structure... Done (3.46 seconds) 3492 faces 3 degenerate faces 1040354 square feet [149811072.00 square inches] 18 Displacements 117537 Square Feet [16925338.00 Square Inches] 3489 patches before subdivision 40107 patches after subdivision 24 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (28) transfers 3570967, max 890 transfer lists: 27.2 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(29231, 41195, 28910) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(8030, 10766, 6117) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(2536, 3060, 1312) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(919, 996, 325) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(347, 335, 81) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(138, 118, 21) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(56, 43, 6) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(23, 16, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(10, 6, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(4, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0809 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (15) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 30/1024 1440/49152 ( 2.9%) brushes 878/8192 10536/98304 (10.7%) brushsides 6358/65536 50864/524288 ( 9.7%) planes 3166/65536 63320/1310720 ( 4.8%) vertexes 6216/65536 74592/786432 ( 9.5%) nodes 2176/65536 69632/2097152 ( 3.3%) texinfos 404/12288 29088/884736 ( 3.3%) texdata 49/2048 1568/65536 ( 2.4%) 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 137413/0 137413/0 ( 0.0%) faces 3492/65536 195552/3670016 ( 5.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2194/65536 122864/3670016 ( 3.3%) leaves 2207/65536 70624/2097152 ( 3.4%) leaffaces 3834/65536 7668/131072 ( 5.9%) leafbrushes 1531/65536 3062/131072 ( 2.3%) areas 2/256 16/2048 ( 0.8%) surfedges 25934/512000 103736/2048000 ( 5.1%) edges 16253/256000 65012/1024000 ( 6.3%) LDR worldlights 24/8192 2400/819200 ( 0.3%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 268/32768 2680/327680 ( 0.8%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 4836/65536 9672/131072 ( 7.4%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2392764/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 252270/16777216 ( 1.5%) entdata [variable] 91137/393216 (23.2%) LDR ambient table 2207/65536 8828/262144 ( 3.4%) HDR ambient table 2207/65536 8828/262144 ( 3.4%) LDR leaf ambient 7224/65536 202272/1835008 (11.0%) HDR leaf ambient 2207/65536 61796/1835008 ( 3.4%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) Prop Hull Verts 0/0 0/0 ( 0.0%) Prop Hull Blob 0/0 0/0 ( 0.0%) Prop Hull Lists 0/0 0/0 ( 0.0%) Prop Hulls 0/0 0/0 ( 0.0%) Prop Hull trilist 0/0 0/0 ( 0.0%) detail props [variable] 1/565000 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/16704 ( 0.0%) pakfile [variable] 175515/0 ( 0.0%) physics [variable] 319746/4194304 ( 7.6%) physics terrain [variable] 17754/1048576 ( 1.7%) Level flags = 0 Total triangle count: 10088 Writing c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc \prefab_school.bsp 1 minute, 0 seconds elapsed ------------------------------------------------------------------------------- Running command: copy "C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk _content\mapsrc\prefab_school.bsp" "c:\program files\steam\steamapps\common\left 4 dead 2\left4dead2\maps\prefab_school.bsp" ------------------------------------------------------------------------------- Finished. 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  • Sheeprider avatar
    Sheeprider Joined 14y ago
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    Well, there are no real errors in the log, other than the warning about you using FastVIS for the compile. It can cause problems, but I'd think you'd be able to get ingame before any would appear. Are you running the game automatically after compile by any chance? If you are, try unchecking the "run game after compile" box and launching the game manually after the compile is done... Kind of a stretch since if it worked for you before, but the autolaunching has been known to give people a hard time so it's worth a shot.
    Durby Durb durb... avatar
    Mantra
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  • audiOtrash avatar
    audiOtrash username pic Joined 11y ago
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    Posted by Sheeprider Well, there are no real errors in the log, other than the warning about you using FastVIS for the compile. It can cause problems, but I'd think you'd be able to get ingame before any would appear. Are you running the game automatically after compile by any chance? If you are, try unchecking the "run game after compile" box and launching the game manually after the compile is done... Kind of a stretch since if it worked for you before, but the autolaunching has been known to give people a hard time so it's worth a shot.
    i've tried it with normal game and tools mode :(
    criminal minimal avatar
    Mantra
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  • Peptos avatar
    Peptos Joined 10y ago
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    You may be abled to find the problem by loading up the hammer editor and load up the map and when its dont press Alt+P or click "Map" right by the "Edit" tab, then "Check for Problems". it should tell you if there are any problems in the map.
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  • audiOtrash avatar
    audiOtrash username pic Joined 11y ago
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    Posted by Grabbin Pills? You may be abled to find the problem by loading up the hammer editor and load up the map and when its dont press Alt+P or click "Map" right by the "Edit" tab, then "Check for Problems". it should tell you if there are any problems in the map.
    nope, no problems .. ^^ i also compiled all on normal, wont work.
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    Mantra
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    Fixed. I just deleted everything step by step and the displacements had the fault :(
    criminal minimal avatar
    Mantra
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