Forum posts

Posted 19 years ago2004-12-06 17:09:09 UTC
in Windows Application Error: Post #76684
I'm pretty sure that mempool leaks don't have an effect on the map. at least they don't cause the error i'm getting, because i've been able to run other custom maps that have memory leaks of that type.
Posted 19 years ago2004-12-06 17:07:05 UTC
in Windows Application Error: Post #76683
oh crap please delete this double post sorry.
Posted 19 years ago2004-12-06 17:05:49 UTC
in Windows Application Error: Post #76682
Windows Application Error:

The instruction at "0x2406dd69" referenced memory at "0x0176facc".
The memory could not be read.

I keep getting this error when i try to load my map and the game crashes. Is there anyway I can fix this?

Here the compile data:

** Executing...
** Command: Change Directory
** Parameters: "c:program filesvalvesteamsteamappsstogey25sourcesdk"

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppsstogey25sourcesdkhl2mp_sample_contentmapsdm_alley.vmf" "C:Program FilesValveSteamSteamAppsstogey25half-life 2 deathmatchhl2mpmapsdm_alley.vmf"

** Executing...
** Command: "c:program filesvalvesteamsteamappsstogey25sourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsstogey25sourcesdkhl2mp_sample_content" "C:Program FilesValveSteamSteamAppsstogey25half-life 2 deathmatchhl2mpmapsdm_alley"

Valve Software - vbsp.exe (Nov 22 2004)
1 threads
materialPath: c:program filesvalvesteamsteamappsstogey25sourcesdkhl2mp_sample_contentmaterials
Loading C:Program FilesValveSteamSteamAppsstogey25half-life 2 deathmatchhl2mpmapsdm_alley.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:Program FilesValveSteamSteamAppsstogey25half-life 2 deathmatchhl2mpmapsdm_alley.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
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...
done (0) (68334 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:Program FilesValveSteamSteamAppsstogey25half-life 2 deathmatchhl2mpmapsdm_alley.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 49

** Executing...
** Command: "c:program filesvalvesteamsteamappsstogey25sourcesdkbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsstogey25sourcesdkhl2mp_sample_content" "C:Program FilesValveSteamSteamAppsstogey25half-life 2 deathmatchhl2mpmapsdm_alley"

Valve Software - vvis.exe (Nov 22 2004)
1 threads
reading c:program filesvalvesteamsteamappsstogey25half-life 2 deathmatchhl2mpmapsdm_alley.bsp
reading c:program filesvalvesteamsteamappsstogey25half-life 2 deathmatchhl2mpmapsdm_alley.prt
272 portalclusters
756 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 (8)
Optimized: 34 visible clusters (0.00%)
Total clusters visible: 33836
Average clusters visible: 124
Building PAS...
Average clusters audible: 264
visdatasize:20573 compressed from 21760
writing c:program filesvalvesteamsteamappsstogey25half-life 2 deathmatchhl2mpmapsdm_alley.bsp
8 seconds elapsed

** Executing...
** Command: "c:program filesvalvesteamsteamappsstogey25sourcesdkbinvrad.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsstogey25sourcesdkhl2mp_sample_content" "C:Program FilesValveSteamSteamAppsstogey25half-life 2 deathmatchhl2mpmapsdm_alley"

Valve Software - vrad.exe (Dec 1 2004)
--- Radiosity Simulator --
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:program filesvalvesteamsteamappsstogey25half-life 2 deathmatchhl2mpmapsdm_alley.bsp
1044 faces
264635 square feet [38107480.00 square inches]
0 displacements
0 square feet [0.00 square inches]
1044 patches before subdivision
29172 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (11)
transfers 1473868, max 191
transfer lists: 11.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1154, 1074, 881)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(71, 61, 41)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(4, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0413 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 1/1024 48/49152 ( 0.1%)
brushes 198/8192 2376/98304 ( 2.4%)
brushsides 1188/65536 9504/524288 ( 1.8%)
planes 364/65536 7280/1310720 ( 0.6%)
vertexes 2090/65536 25080/786432 ( 3.2%)
nodes 646/65536 20672/2097152 ( 1.0%)
texinfos 118/12288 8496/884736 ( 1.0%)
texdata 12/2048 384/65536 ( 0.6%)
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 1044/65536 58464/3670016 ( 1.6%)
origfaces 515/65536 28840/3670016 ( 0.8%)
leaves 648/65536 36288/3670016 ( 1.0%)
leaffaces 1342/65536 2684/131072 ( 2.0%)
leafbrushes 514/65536 1028/131072 ( 0.8%)
surfedges 7192/512000 28768/2048000 ( 1.4%)
edges 4141/256000 16564/1024000 ( 1.6%)
worldlights 2/8192 176/720896 ( 0.0%)
waterstrips 131/32768 1310/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1905/65536 3810/131072 ( 2.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 736348/0 ( 0.0%)
visdata [variable] 20573/16777216 ( 0.1%)
entdata [variable] 13685/393216 ( 3.5%)
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] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 68334/4194304 ( 1.6%)

Total Win32 BSP file data space used: 1100620 bytes

Linux Specific Data:
physicssurface [variable] 0/6291456 ( 0.0%)

Total Linux BSP file data space used: 1032286 bytes

Total triangle count: 3044
Writing c:program filesvalvesteamsteamappsstogey25half-life 2 deathmatchhl2mpmapsdm_alley.bsp
12 seconds elapsed
Posted 19 years ago2004-12-06 16:57:22 UTC
in Windows Application Error: Post #76679
Windows Application Error:

The instruction at "0x2406dd69" referenced memory at "0x0176facc".
The memory could not be read.

I keep getting this error when i try to load my map and the game crashes. Is there anyway I can fix this?

Here the compile data:

** Executing...
** Command: Change Directory
** Parameters: "c:program filesvalvesteamsteamappsstogey25sourcesdk"

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppsstogey25sourcesdkhl2mp_sample_contentmapsdm_alley.vmf" "C:Program FilesValveSteamSteamAppsstogey25half-life 2 deathmatchhl2mpmapsdm_alley.vmf"

** Executing...
** Command: "c:program filesvalvesteamsteamappsstogey25sourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsstogey25sourcesdkhl2mp_sample_content" "C:Program FilesValveSteamSteamAppsstogey25half-life 2 deathmatchhl2mpmapsdm_alley"

Valve Software - vbsp.exe (Nov 22 2004)
1 threads
materialPath: c:program filesvalvesteamsteamappsstogey25sourcesdkhl2mp_sample_contentmaterials
Loading C:Program FilesValveSteamSteamAppsstogey25half-life 2 deathmatchhl2mpmapsdm_alley.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:Program FilesValveSteamSteamAppsstogey25half-life 2 deathmatchhl2mpmapsdm_alley.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
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...
done (0) (68334 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:Program FilesValveSteamSteamAppsstogey25half-life 2 deathmatchhl2mpmapsdm_alley.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 49

** Executing...
** Command: "c:program filesvalvesteamsteamappsstogey25sourcesdkbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsstogey25sourcesdkhl2mp_sample_content" "C:Program FilesValveSteamSteamAppsstogey25half-life 2 deathmatchhl2mpmapsdm_alley"

Valve Software - vvis.exe (Nov 22 2004)
1 threads
reading c:program filesvalvesteamsteamappsstogey25half-life 2 deathmatchhl2mpmapsdm_alley.bsp
reading c:program filesvalvesteamsteamappsstogey25half-life 2 deathmatchhl2mpmapsdm_alley.prt
272 portalclusters
756 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 (8)
Optimized: 34 visible clusters (0.00%)
Total clusters visible: 33836
Average clusters visible: 124
Building PAS...
Average clusters audible: 264
visdatasize:20573 compressed from 21760
writing c:program filesvalvesteamsteamappsstogey25half-life 2 deathmatchhl2mpmapsdm_alley.bsp
8 seconds elapsed

** Executing...
** Command: "c:program filesvalvesteamsteamappsstogey25sourcesdkbinvrad.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsstogey25sourcesdkhl2mp_sample_content" "C:Program FilesValveSteamSteamAppsstogey25half-life 2 deathmatchhl2mpmapsdm_alley"

Valve Software - vrad.exe (Dec 1 2004)
--- Radiosity Simulator --
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:program filesvalvesteamsteamappsstogey25half-life 2 deathmatchhl2mpmapsdm_alley.bsp
1044 faces
264635 square feet [38107480.00 square inches]
0 displacements
0 square feet [0.00 square inches]
1044 patches before subdivision
29172 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (11)
transfers 1473868, max 191
transfer lists: 11.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1154, 1074, 881)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(71, 61, 41)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(4, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0413 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 1/1024 48/49152 ( 0.1%)
brushes 198/8192 2376/98304 ( 2.4%)
brushsides 1188/65536 9504/524288 ( 1.8%)
planes 364/65536 7280/1310720 ( 0.6%)
vertexes 2090/65536 25080/786432 ( 3.2%)
nodes 646/65536 20672/2097152 ( 1.0%)
texinfos 118/12288 8496/884736 ( 1.0%)
texdata 12/2048 384/65536 ( 0.6%)
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 1044/65536 58464/3670016 ( 1.6%)
origfaces 515/65536 28840/3670016 ( 0.8%)
leaves 648/65536 36288/3670016 ( 1.0%)
leaffaces 1342/65536 2684/131072 ( 2.0%)
leafbrushes 514/65536 1028/131072 ( 0.8%)
surfedges 7192/512000 28768/2048000 ( 1.4%)
edges 4141/256000 16564/1024000 ( 1.6%)
worldlights 2/8192 176/720896 ( 0.0%)
waterstrips 131/32768 1310/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1905/65536 3810/131072 ( 2.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 736348/0 ( 0.0%)
visdata [variable] 20573/16777216 ( 0.1%)
entdata [variable] 13685/393216 ( 3.5%)
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] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 68334/4194304 ( 1.6%)

Total Win32 BSP file data space used: 1100620 bytes

Linux Specific Data:
physicssurface [variable] 0/6291456 ( 0.0%)

Total Linux BSP file data space used: 1032286 bytes

Total triangle count: 3044
Writing c:program filesvalvesteamsteamappsstogey25half-life 2 deathmatchhl2mpmapsdm_alley.bsp
12 seconds elapsed
Posted 19 years ago2004-12-06 02:25:05 UTC
in Help w/Entities Post #76574
Hi I have a problem with a map I'm trying to port from HL1 to HL2DM. I started off by deleting all the textures and entities from the original and added updated HL2 ones. I did this by converting the original .bsp to .map and then opening with Hammer. Anyways, whenever I try to compile the map with entities it works but I can't open the .bsp. I get some memory error in the program closes. I know the problems has to do with entities, because when iI delete all of them the map works, textures and all, but otherwise nothing happens. I took a look in the compile list and theres always an error that read :
Entity prop_physics (-156.00 -1412.00 -160.00) leaked!
or some other coordinates.
Any ideas on how to fix this?