Unknowncrash Created 16 years ago2008-09-21 09:25:47 UTC by Skals Skals

Created 16 years ago2008-09-21 09:25:47 UTC by Skals Skals

Posted 16 years ago2008-09-21 09:28:37 UTC Post #255871
There is something wrong with my map. When i enter it in HLSP, it crashes after the first second inside the game and gives me no errors. If i try my map in MP mode, it works just fine but it crushes in SP. Also, when i check for problems its all clean, and my compile log says nothing too!
Edit: my maps name is TheDarkTempleOM... i dont know if that helps tho

(my compile log:)
hlcsg v3.4 Final (Feb 25 2006)
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: C:\PROGRA~1\HLTOOLS\ZHLT\hlcsg.exe C:\Games\Steam\steamapps\draconspirit\half-life\valve\maps\TheDarkTempleOM
Entering C:\Games\Steam\steamapps\draconspirit\half-life\valve\maps\TheDarkTempleOM.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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(1.94 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(2.56 seconds)

Including Wadfile: \program files\hltools\zhlt\zhlt.wad
  • Contains 3 used textures, 8.57 percent of map (8 textures in wad)
Using Wadfile: \games\cs1.6\valve\halflife.wad
  • Contains 1 used texture, 2.86 percent of map (3116 textures in wad)
Using Wadfile: \games\cs1.6\valve\decals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \games\cs1.6\valve\liquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \games\half-life\rewolf\rewolf.wad
  • Contains 20 used textures, 57.14 percent of map (1164 textures in wad)
Using Wadfile: \games\cs1.6\cstrike\chateau.wad
  • Contains 11 used textures, 31.43 percent of map (136 textures in wad)
Texture usage is at 0.76 mb (of 4.00 mb MAX)
4.75 seconds elapsed

--- END hlcsg ---

hlbsp v3.4 Final (Feb 25 2006)
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: C:\PROGRA~1\HLTOOLS\ZHLT\hlbsp.exe C:\Games\Steam\steamapps\draconspirit\half-life\valve\maps\TheDarkTempleOM

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...1500...2000...2489 (0.47 seconds)
BSP generation successful, writing portal file 'C:\Games\Steam\steamapps\draconspirit\half-life\valve\maps\TheDarkTempleOM.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2098 (0.38 seconds)
SolidBSP [hull 2] 500...1000...1500...1899 (0.25 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2330 (0.31 seconds)
6.13 seconds elapsed

--- END hlbsp ---

hlvis v3.4 Final (Feb 25 2006)
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: C:\PROGRA~1\HLTOOLS\ZHLT\hlvis.exe -fast C:\Games\Steam\steamapps\draconspirit\half-life\valve\maps\TheDarkTempleOM
1494 portalleafs
5121 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 [ on ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
(14.03 seconds)
average leafs visible: 689
g_visdatasize:227349 compressed from 279378
14.16 seconds elapsed

--- END hlvis ---

hlrad v3.4 Final (Feb 25 2006)
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: C:\PROGRA~1\HLTOOLS\ZHLT\hlrad.exe C:\Games\Steam\steamapps\draconspirit\half-life\valve\maps\TheDarkTempleOM

= 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 'C:\PROGRA~1\HLTOOLS\ZHLT\lights.rad']
[59 texlights parsed from 'C:\PROGRA~1\HLTOOLS\ZHLT\lights.rad']

6789 faces
Create Patches : 40375 base patches
0 opaque faces
547935 square feet [78902768.00 square inches]
24 direct lights

BuildFacelights:
(55.17 seconds)
visibility matrix : 97.2 megs
BuildVisLeafs:
(487.61 seconds)
MakeScales:
(279.58 seconds)
SwapTransfers:
(206.31 seconds)
Transfer Lists : 157491292 : 157.49M transfers
Indices :    35381568 :   33.74M bytes
   Data :   629965168 :  600.78M bytes
GatherLight:
(83.22 seconds)
FinalLightFace:
(21.72 seconds)
1135.09 seconds elapsed [18m 55s]

--- END hlrad ---

has any one got an idea of why the map crashes? please help. i cant think of why its crashing
Skals SkalsLevel Designer
Posted 16 years ago2008-09-21 09:30:35 UTC Post #255873
I think one or more entities in your map are causing a conflict which causes HL to crash.

For example, if you have a path_corner named "path1" and the next stop target field of the same path_corner also has "path1", the game crashes.

But there are probably many more reasons why the game crashes. Did you added anything new to your map since the last time everything was working?
Posted 16 years ago2008-09-21 09:49:10 UTC Post #255875
hm. ive added just a trigger_changelevel and info_node (and i eddited some of the maps properties, like increased visible distance and a chapter title)... but there is something that catched my eye. i had a func_pushable in my map. it didnt show up in the game in the DM mode wich worked... could this meen that the func_pushable is bugged and is crashing the game?

Edit:
oh and, you know the chapter title, it doesnt come up in dm mode, and when i go in sp mode, the game crashes before the msg is shown. does this meen that the chapter title is responsible?

Edit2:
I removed the chaptertitle from my map. ill check out the game right now.

Edit3:
Wow srsly, the Chaptertitle was crashing the game! it works now :) ty anyway (lock if possible)
Skals SkalsLevel Designer
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