Worst. Error. Ever - An Invisible one Created 18 years ago2006-04-30 17:58:34 UTC by Archie Archie

Created 18 years ago2006-04-30 17:58:34 UTC by Archie Archie

Posted 18 years ago2006-04-30 17:58:34 UTC Post #177550
I'll set this out in points, to show that absolutely nothing can have gone wrong.

1) Hammer check for problems, the first thing i checked showed up with nothing...

2) The compile log, checked second was also flawless.

3) I tested the map both in Gyradell Invasion with a level change and in HL using the 'map' console command.

4) The map worked fine until the most recent compile which added another section.
Yet there IS a problem...

And its not your usual one either... Instead of an error dialogue box, it just freezes when i try to load the map... No messages, no sign of a not-responsive program.. it just doesnt load.
And I have waited for at least 10 minutes (obviously ages in HL1 loading) and still nothing happens.. Just the words loading in Gyradell Invasion's level change, and just Gordon's head beside a loading sign in HL...

WTF?!

<note>
I really dont want to post this in the problem vault seeing as it's Gyradell Invasion
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-30 18:02:42 UTC Post #177552
Well, try compiling it without the new section.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-04-30 18:05:01 UTC Post #177554
it did work without the new section... And that would mean deleting a lot of brush and entity work...

am i missing something?

** Executing...
** Command: Change Directory
** Parameters: H:GamesHalf-Life1.5

** Executing...
** Command: Copy File
** Parameters: "J:VHEHammerHalf-life map makermapsHalf-Lifeminimodsgyradell_invasion3.map" "H:GamesHalf-Life1.5valvemapsgyradell_invasion3.map"

** Executing...
** Command: J:VHEHammerHALF-L~1toolshlcsg.exe
** Parameters: "H:GamesHalf-Life1.5valvemapsgyradell_invasion3"

hlcsg v3.3 rel 3.3 prerelease (Oct 9 2005)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: J:VHEHammerHALF-L~1toolshlcsg.exe H:GamesHalf-Life1.5valvemapsgyradell_invasion3
Entering H:GamesHalf-Life1.5valvemapsgyradell_invasion3.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

17 brushes (totalling 102 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.22 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.47 seconds)

Including Wadfile: gameshalf-life1.5valvezhlt.wad
  • Contains 4 used textures, 3.92 percent of map (8 textures in wad)
Using Wadfile: gameshalf-life1.5valvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (223 textures in wad)
Using Wadfile: gameshalf-life1.5valvehalflife.wad
  • Contains 56 used textures, 54.90 percent of map (3116 textures in wad)
Using Wadfile: gameshalf-life1.5valveliquids.wad
  • Contains 2 used textures, 1.96 percent of map (32 textures in wad)
Using Wadfile: gameshalf-life1.5gyradell_invasiongyradell_invasion.wad
  • Warning: Larger than expected texture (348972 bytes): 'GYRADELL_CREDIT'
  • Contains 39 used textures, 38.24 percent of map (63 textures in wad)
Using Wadfile: gameshalf-life1.5valvexeno.wad
  • Contains 1 used texture, 0.98 percent of map (264 textures in wad)
added 2 additional animating textures.
Texture usage is at 1.34 mb (of 4.00 mb MAX)
8.98 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: J:VHEHammerHALF-L~1toolshlbsp.exe
** Parameters: "H:GamesHalf-Life1.5valvemapsgyradell_invasion3"

hlbsp v3.3 rel 3.3 prerelease (Oct 9 2005)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: J:VHEHammerHALF-L~1toolshlbsp.exe H:GamesHalf-Life1.5valvemapsgyradell_invasion3

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 500...1000...1202 (0.23 seconds)
BSP generation successful, writing portal file 'H:GamesHalf-Life1.5valvemapsgyradell_invasion3.prt'
SolidBSP [hull 1] 500...1000...1180 (0.22 seconds)
SolidBSP [hull 2] 500...1000...1027 (0.19 seconds)
SolidBSP [hull 3] 500...1000...1248 (0.25 seconds)
5.53 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: J:VHEHammerHALF-L~1toolshlvis.exe
** Parameters: "H:GamesHalf-Life1.5valvemapsgyradell_invasion3"

hlvis v3.3 rel 3.3 prerelease (Oct 9 2005)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: J:VHEHammerHALF-L~1toolshlvis.exe H:GamesHalf-Life1.5valvemapsgyradell_invasion3
446 portalleafs
1089 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.39 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.78 seconds)
average leafs visible: 60
g_visdatasize:11709 compressed from 24976
2.23 seconds elapsed

--- END hlvis ---

** Executing...
** Command: J:VHEHammerHALF-L~1toolshlrad.exe
** Parameters: "H:GamesHalf-Life1.5valvemapsgyradell_invasion3"

hlrad v3.3 rel 3.3 prerelease (Oct 9 2005)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: J:VHEHammerHALF-L~1toolshlrad.exe H:GamesHalf-Life1.5valvemapsgyradell_invasion3

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'J:VHEHammerHALF-L~1toolslights.rad']
[60 texlights parsed from 'J:VHEHammerHALF-L~1toolslights.rad']

4973 faces
Create Patches : 18141 base patches
0 opaque faces
104266 square feet [15014360.00 square inches]
287 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (35.03 seconds)
visibility matrix : 19.6 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (50.03 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (32.03 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.16 seconds)
Transfer Lists : 6911364 : 6.91M transfers
Indices :     4294056 :    4.10M bytes
   Data :    27645456 :   26.36M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.34 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.52 seconds)
124.09 seconds elapsed [2m 4s]

--- END hlrad ---
Warning: Larger than expected texture (348972 bytes): 'GYRADELL_CREDIT
is all i can see and surely thats not causing this
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-30 18:24:20 UTC Post #177558
I had a map with big textures that gave me that warning and couldn't run the map.
If getting rid of that texture doesn't solve it, my guess is there's something wrong with the level change. Delete the entities in both maps and redo them.
Posted 18 years ago2006-04-30 18:26:24 UTC Post #177559
in one of my maps i had a texture that was too big and it caused a weird error... might as well take a chance in fixing it cause id bet that thats the problem
Posted 18 years ago2006-04-30 18:28:35 UTC Post #177560
my guess is there's something wrong with the level change
3) I tested the map both in Gyradell Invasion with a level change and in HL using the 'map' console command.
might as well take a chance in fixing it cause id bet that thats the problem
4) The map worked fine until the most recent compile which added another section.
I've had that texture in the .wad since a long time ago, and the map has worked since
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-30 18:35:45 UTC Post #177563
Then the level change is causing the problem. It happened to me making the "Test Lab 16", and I had to put the whole map in one BSP because I couldn't put my finger on the error.
Posted 18 years ago2006-04-30 19:05:59 UTC Post #177569
this happened to me a few times. If its not that texture causing the problem, double check the crap out of the entities. You might have a targetting error that goes unseen. A good example can be a trigger targetting itself, but there are many other ways/things that can happen.
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-30 19:59:25 UTC Post #177584
Kasperg - I have tried to load the map using the 'map' command and also, the level change worked previously, why would it stop now?

Rimrook - I'll have a check around.. See what comes up..
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-05-01 07:09:23 UTC Post #177637
Got any negative values for certain keys? (Keys and values in entities) Becus some entities are unable to handle negative values, like the func_plat.
Posted 18 years ago2006-05-01 17:36:20 UTC Post #177769
AHA!!!

A small, as if intentionally hidden line in the loading session displayed in the console of HL said "couldnt transfer sound H:/" and it occurred to me that i hadn't edited the .wavs that my voice actor sent me..

Can somebody remind me what the bit rate, frequency and channels have to be set to to work in HL?
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-05-01 17:42:52 UTC Post #177773
Posted 18 years ago2006-05-01 17:57:39 UTC Post #177777
aha! fixed!

But not because of the .wav's properties.. They were all set up correctly..

Actually, it was as simple as -

Ambient Generic -
Wav Name : H:/games/WONhl/gyradell_invasion/sounds/map3/blabla.wav

when it should have just been

Wav Name : map3/blabla.wav
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-05-01 18:16:55 UTC Post #177783
H:/? What were you smoking?
Seventh-Monkey Seventh-MonkeyPretty nifty
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