Game Crashes when I play my map Created 20 years ago2003-09-24 13:11:52 UTC by panda panda

Created 20 years ago2003-09-24 13:11:52 UTC by panda panda

Posted 20 years ago2003-09-24 13:11:52 UTC Post #1610
Hi, I am having a problem running my map. For some reason when ever I try to run the map, the entire game crashes. Where could I look to find the solution to this problem? I think that it is a lighting problem, but i'm not sure. Is there anything I need to know about environmental lighting?
-panda :(
Posted 20 years ago2003-09-24 13:49:22 UTC Post #1612
Try running without compilng RAD (lighting)?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-24 14:13:18 UTC Post #1617
I'll try that. Also, here is my compilation report. If anyone sees anything that they think could be the problem please let me know.
-panda :
Posted 20 years ago2003-09-24 14:18:06 UTC Post #1619
This is the report, note that i changed all of the actual directories for privacy purposes but I am almost definately positive that those are correct and I don't see how they could conrtibute to crashing the game.
-panda

** Executing...
** Command: Change Directory
** Parameters: -----gamesHalf-Life

** Executing...
** Command: Copy File
** Parameters: "-----Valve Hammer Editormapstraincomplex.map" "-----Half-Lifetfcmapstraincomplex.map"

** Executing...
** Command: -----DesktopZonerhlcsg.exe
** Parameters: "-----Half-Lifetfcmapstraincomplex"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: -----DesktopZonerhlcsg.exe -----Half-Lifetfcmapstraincomplex
Entering -----Half-Lifetfcmapstraincomplex.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 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ 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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (26.30 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (11.59 seconds)

Using Wadfile: gameshalf-lifetfctfc2.wad
  • Contains 10 used textures, 22.73 percent of map (395 textures in wad)
Using Wadfile: gameshalf-lifetfctfc.wad
  • Contains 28 used textures, 63.64 percent of map (279 textures in wad)
Using Wadfile: gameshalf-lifevalvexeno.wad
  • Contains 1 used texture, 2.27 percent of map (264 textures in wad)
Using Wadfile: gameshalf-lifevalvehalflife.wad
  • Contains 2 used textures, 4.55 percent of map (3116 textures in wad)
Using Wadfile: gameshalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: gameshalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
added 3 additional animating textures.
Warning: ::FindTexture() texture E1U1/SUPPORT1_1 not found!
Warning: ::FindTexture() texture E2U1/FMET1_2 not found!
Warning: ::FindTexture() texture E1U1/TRIGGER not found!
Warning: ::LoadLump() texture E1U1/SUPPORT1_1 not found!
Warning: ::LoadLump() texture E1U1/TRIGGER not found!
Warning: ::LoadLump() texture E2U1/FMET1_2 not found!
Texture usage is at 1.16 mb (of 4.00 mb MAX)
38.28 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: -----DesktopZonerhlbsp.exe
** Parameters: "-----Half-Lifetfcmapstraincomplex"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: -----DesktopZonerhlbsp.exe -----Half-Lifetfcmapstraincomplex

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 ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file '-----Half-Lifetfcmapstraincomplex.prt'
34.48 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: -----DesktopZonerhlvis.exe
** Parameters: "-----Half-Lifetfcmapstraincomplex"

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlvis ---
Command line: -----DesktopZonerhlvis.exe -----Half-Lifetfcmapstraincomplex
7627 portalleafs
26411 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%... (426.67 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1796.78 seconds)
average leafs visible: 324
g_visdatasize:901925 compressed from 7276158
2225.00 seconds elapsed [37m 5s]

--- END hlvis ---

** Executing...
** Command: -----DesktopZonerhlrad.exe
** Parameters: "-----Half-Lifetfcmapstraincomplex"

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlrad ---
Command line: -----Zonerhlrad.exe
-----Half-Lifetfcmapstraincomplex

= 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 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
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 ]

21827 faces
Create Patches : 53740 base patches
0 opaque faces
340192 square feet [48987772.00 square inches]
46 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (94.14 seconds)
visibility matrix : 172.1 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (219.33 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (337.45 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (115.73 seconds)
Transfer Lists : 68723324 : 68.72M transfers
Indices :    41310156 :   39.40M bytes
   Data :   274893296 :  262.16M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (12.03 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (12.92 seconds)
795.80 seconds elapsed [13m 15s]

--- END hlrad ---

** Executing...
** Command: -----DesktopZonerhlrad.exe
** Parameters: +map "traincomplex"
Posted 20 years ago2003-09-24 19:54:32 UTC Post #1635
Yes, look at the line located just above the last line. When it should be executing hl.exe, it is executing hlRAD.exe.
Posted 20 years ago2003-09-24 22:41:43 UTC Post #1641
If you are just compiling in Normal Mode (F9) and have all the "Normal" option boxes ticked and, -game tfc -dev -console ,entered in the top line called "Additional Game Parameters" then this shouldn't be happening??
If you are using Expert Mode team Fortress (full) then check the very last line in the list, it should be something like: $game_exe +map $file -game tfc -dev -console -toconsole +sv_lan 1 . If it isn't and that is the compile you are using, then that is where your problem is. If you want a screen shot of either compile option let me know and I will send one.

Also, you have a few textures that you used in making the map that are not available when you are compiling it?
1E2U1/FMET1_2
E1U1/SUPPORT1_1
E1U1/SUPPORT1_1
These three textures are no longer available in the textures you have listed in the Hammer Textures Tab. Find out where they where and add them before compiling next time and the Warnings will go away.
Posted 20 years ago2003-09-25 08:43:36 UTC Post #1652
I use normal mode, and I tried compiling with the specs that you listed, but to no avail. I'll try the expert mode and hope for the best. As for the textures, I'm not quite sure how to find them, I know that a few of my entities were simply 'white' instead of a texture, so I turned them into a aaatrigger. But I don't see any more!
-panda
Posted 20 years ago2003-09-25 08:51:53 UTC Post #1655
Well, many people seem to find that they have to compile, close Hammer, then run HL - tried that?

Command line would be something like:
d:hlhl.exe -console -game tfc +map traincomplex

You don't even need -console (that's just so, well, you can use the console)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-25 09:32:14 UTC Post #1659
Nope, didn't work. But as a note, i have compiled, left hammer open and tried to run the map to no avail, but then (with hammer still open) go back into half-life and run another map that I know works, like avanti or 2fort, for example, and those work fine. This leads me to believe that it is specifically a problem with the map. As for the textures, i may have gotten rid of them, but i'm not positive, i'll have to re-compile and check then. But this problem is fairly recent, and I'm pretty sure (though not positive) that at least one of those texture errors were present before the map completely stopped working. Can any one look at the map (it should be in the problem maps here) and try to fix it, cause i've tried everything that I can think of and even things that i didn't think of and nothing has worked.
the name of the map again is traincomplex.bsp.
-panda
alienjon@juno.com
:(
Posted 20 years ago2003-09-25 14:30:01 UTC Post #1663
I'll look at it for you, right now :)
Aren't I nice :D
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-25 22:35:53 UTC Post #1667
thank you!!!
I really apreciate someone looking at this. Mapping is new to me and i am finding this drawback to be very aggrivating. THANKS AGAIN!!
-panda
alienjon@juno.com
Posted 20 years ago2003-09-26 01:46:04 UTC Post #1671
Well, I've finally managed to open it in Hammer, and now I'm trying to compile - using the HL FGD, though.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-26 01:56:23 UTC Post #1672
Won't work Seventh... TFC is really dependant on it's own .fgd
I have opened it and the first thing that needs doing is assigining all the missing textures with a new texture, especially the AAA trigger texture.
There are some invalid solids and a few triggedr/entity problems.
Any of the above could cause the crash.
Will uopload something in the Map Vault when I get to it.
Posted 20 years ago2003-09-26 01:59:07 UTC Post #1673
Hmm, wasn't sure.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-26 10:29:19 UTC Post #1691
I don't think that i mentioned it earlier, but I am very new to mapping. (I just started about two weeks ago) I just wanted to ask you guys who are helping me, how do I find and 'invalid solid' or if there are 'trigger/entity' problems? I just want to learn this for myself so I won't have the problem in the future.
Thank you all VERY much for looking at my map and considering my questions.
-panda
alienjon@juno.com
Posted 20 years ago2003-09-26 11:59:07 UTC Post #1696
To find invalid solids I go to map/check for problems. Then if there are any problems such as invalid solids you can just click on them and click fix or fix all of type. Hope this helps! ;) :D
Posted 20 years ago2003-09-26 12:13:15 UTC Post #1697
WOW! Thats great. Thanks misty! I didn't even know that that existed!
I'll definately check that out!
-panda :)
Posted 20 years ago2003-09-26 13:13:28 UTC Post #1701
Yeah, but sometimes the fix goes haywire. And with invalid solids, you usually get a max_leaf_faces error or bad surface extents. Maybe even a coplanar plane. So if you don't get these errors, you prob'ly don't have invalid solids. And fixing them with the error report's fix tool can go horribly wrong. I'd recommend just redoing the invalid solids.
Posted 20 years ago2003-09-26 16:03:34 UTC Post #1706
Panda....... I have uploaded a fix in the problem maps.
There are a few things you need to look at.
Posted 20 years ago2003-09-26 17:45:53 UTC Post #1711
alienjon@juno.com
-panda's e-mail
Posted 20 years ago2003-09-26 21:31:14 UTC Post #1722
I hate to break it to you but it still doesn't work. I compiled it and it still crashes.
This is really frustrating, and I think it means that it has something to do with one of the actual brushes in the map. Could someone else please compile it and send it to alienjon@juno.com. I just want to see if maybe one of my files became corrupt for some reason.
As before, all help is welcome!
-panda :(
Posted 20 years ago2003-09-27 01:24:15 UTC Post #1724
Why don't you try making a really simple little map and seeing if that works?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-27 17:40:12 UTC Post #1767
Good point Seventh,
Panda... the map I uploaded to the Vault compiled on my machine and ran in TFC. So that .rmf is Ok... If it won't compile on your machine, then it is not the map at fault, it is more likely to be the setup of Hammer.
Posted 20 years ago2003-09-28 15:14:53 UTC Post #1811
Thank you everyone for all of your help! The problem ended up actually being Zoner's compile tools. For some reason, they just stopped working! But now I can finally compile my map! YAY!
Thanks again, everyone!
-panda
Posted 20 years ago2003-09-29 02:17:31 UTC Post #1828
No prob! :)
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