hbsp crash Created 17 years ago2007-04-25 13:52:16 UTC by Sajo Sajo

Created 17 years ago2007-04-25 13:52:16 UTC by Sajo Sajo

Posted 17 years ago2007-04-25 13:52:16 UTC Post #220123
hbsp crashes during compile, I'm using v3.4 ZHLT final. And other maps just compile fine. This was too, compiling nicely a day ago or 2 after I made some more brushes (copy-paste) mostly from previously done prefabs by me, it started to crash. I tried to fix it myself; after deleting 2 or 3 complex brushes it started to compile again but now when the map starts the HL CRASHES! Anyway does anybody have any ideas about what the problem can be?
Posted 17 years ago2007-04-25 13:54:37 UTC Post #220124
Impossible to know without the log.
Does HL give any special console message before loading the map and crashing?
Posted 17 years ago2007-04-25 14:02:54 UTC Post #220125
I was editing the post but you replied :)
No special console messages, nothing, it just crashes.

I tried mostly everything to fix it but its really hard to fix when you dont know what the problem really is, so I started to minimize and divided it into 2 maps, the 1st one is working perfectly but the 2nd one fails now.Anyway does anybody have any ideas about what the problem can be?

Here is the compile log of the compiling 2nd map which crashes in hl.
[quote]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~1VALVEH~1toolshlcsg.exe C:SIERRAHalf-Lifegearboxmapsp4v5
Entering C:SIERRAHalf-Lifegearboxmapsp4v5.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]

24 brushes (totalling 144 sides) discarded from clipping hulls
CreateBrush:
(7.03 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(2.22 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 15 used textures, 36.59 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvexeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Using Wadfile: sierrahalf-lifexen_assaultsubmerged.wad
  • Contains 12 used textures, 29.27 percent of map (185 textures in wad)
Using Wadfile: sierrahalf-lifexen_assaultpoke646.wad
  • Contains 12 used textures, 29.27 percent of map (604 textures in wad)
Using Wadfile: sierrahalf-lifexen_assaultblazurban 2.wad
  • Contains 0 used textures, 0.00 percent of map (224 textures in wad)
Using Wadfile: sierrahalf-lifexen_assaultxen_assault.wad
  • Warning: Larger than expected texture (348972 bytes): '+0TANK1'
  • Warning: Larger than expected texture (348972 bytes): '+ATANK1'
  • Warning: Larger than expected texture (207532 bytes): 'SCROLLINFOSCREE'
  • Warning: Larger than expected texture (348972 bytes): 'FILMPOSTERMECH'
  • Warning: Larger than expected texture (348972 bytes): 'FILMPOSTERDARK'
  • Warning: Larger than expected texture (348972 bytes): 'FILMPOSTERHEASS'
  • Warning: Larger than expected texture (348972 bytes): 'SCROLLHACKSCREE'
  • Warning: Larger than expected texture (348972 bytes): 'PINBALL1'
  • Warning: Larger than expected texture (348972 bytes): 'PINBALL2'
  • Warning: Larger than expected texture (235412 bytes): 'PINBALL3'
  • Warning: Larger than expected texture (485312 bytes): 'PINBALL5'
  • Warning: Larger than expected texture (348972 bytes): 'SCROLLHACKGREE'
  • Warning: Larger than expected texture (348972 bytes): 'SCROLLYELLOWBE1'
  • Warning: Larger than expected texture (348972 bytes): 'SCROLLREDBE1'
  • Contains 2 used textures, 4.88 percent of map (206 textures in wad)
Using Wadfile: sierrahalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
added 4 additional animating textures.
Texture usage is at 0.80 mb (of 4.00 mb MAX)
15.75 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~1VALVEH~1toolshlbsp.exe C:SIERRAHalf-Lifegearboxmapsp4v5

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...2500...3000...3055 (0.58 seconds)
Warning: === LEAK in hull 0 ===
Entity light @ (2357,-407,2093)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 1] 500...1000...1500...1691 (0.19 seconds)
Warning: === LEAK in hull 1 ===
Entity info_node @ (2090,-749,1809)
SolidBSP [hull 2] 500...1000...1498 (0.16 seconds)
Warning: === LEAK in hull 2 ===
Entity path_corner @ (2384,-176,2020)
SolidBSP [hull 3] 500...1000...1500...1943 (0.20 seconds)
Warning: === LEAK in hull 3 ===
Entity info_node @ (2090,-749,1809)
10.92 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~1VALVEH~1toolshlvis.exe C:SIERRAHalf-Lifegearboxmapsp4v5
>> There was a problem compiling the map.
>> Check the file C:SIERRAHalf-Lifegearboxmapsp4v5.log for the cause.

--- 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~1VALVEH~1toolshlrad.exe -extra C:SIERRAHalf-Lifegearboxmapsp4v5
>> There was a problem compiling the map.
>> Check the file C:SIERRAHalf-Lifegearboxmapsp4v5.log for the cause.

--- END hlrad ---[/quote]

note:about the leak, I left it on purpose so that it can compile faster and I can test my work on the entities in the map. Also, dont mention the large textures, they are not the problem.
Posted 17 years ago2007-04-25 14:37:56 UTC Post #220127
maybe you should either condense the wads and use only the textures you're actually using or fix the leak and actually compile the map to see what the problem is

who knows why it's crashed, you have 4853 available textures to use but you're using 41 or so . uhhhhhh ?~?~?~?~?~?~ LOL
Posted 17 years ago2007-04-26 04:44:32 UTC Post #220170
No kidding?
A leak or the textures never can be the cause of a crashing map. Or not in this case because other maps just compile fine.
Posted 17 years ago2007-04-26 08:17:02 UTC Post #220176
..urr.. why not fix the leak and just not run RAD?
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-04-27 10:13:12 UTC Post #220238
Man, its the same thing. I do it both sometime. But the problem that I want it to be answered is not that. That would just fix the leak can not be a reason for a map to crash.
Posted 17 years ago2007-04-27 11:08:01 UTC Post #220251
well i'm sorry, but i dont think you're thinking objectively. You have an error in your map, so you should fix the ones you know about and then perhaps the crashing error will become more obvious.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-04-27 11:23:41 UTC Post #220254
I've had tons of crashes because of the
Warning: Larger than expected texture
error. That's all I can say.
Posted 17 years ago2007-04-27 11:25:28 UTC Post #220255
well i'm sorry, but i dont think you're thinking objectively. You have an error in your map, so you should fix the ones you know about and then perhaps the crashing error will become more obvious.
Thats the only error in the compile, so far. After fixing it, I think the map will still crash but no harm in trying, of course. But hell, if it works I'm going to write your name in a corner of the fucking map.
I've had tons of crashes because of the
Warning: Larger than expected texture
error. That's all I can say.
Are you serious? I compiled almost 10 maps with the same textures. But come to think of it...Why would it make it crash?
Posted 17 years ago2007-06-20 09:38:31 UTC Post #225814
bump
After fixing the larger than expected texture error. And the leak(Thx Kasperg and Hunter), finally the real error appeared in the compile log. Which was "Max_Map_Faces [limit exceeded etc]", I had too much complex brushes lying around also the map was a bit huge. But it needed to be huge since there was a func_train entity which was going around through out the map all the time which must be seen by the player. So I couldnt tie it to a another map with change_level. After deleting some complex brushes(brushes with most faces), it worked fine. But now it looks too plain...Is there a compiler or a tool which could increase the Max_map_faces limit?
Posted 17 years ago2007-06-20 17:38:09 UTC Post #225870
There's a MAX_MAP_FACES for a reason. If the engine could handle more faces, don't you think the compiler would let you?
Posted 17 years ago2007-06-20 17:47:20 UTC Post #225871
There's a MAX_MAP_FACES for a reason. If the engine could handle more faces, don't you think the compiler would let you?
No it cant, even though when it compiles the map crashes at start.
It works fine now anyway without the complex brushes...

So basicly, it needs coding in order to increase the max_map_faces limit, I guess. Oh well...
Posted 17 years ago2007-06-20 18:19:13 UTC Post #225878
No, because the source code for Half-Life's graphics engine was never released. So that's an impossibility.
Posted 17 years ago2007-06-20 18:25:39 UTC Post #225882
What? Why are you spreading this nonsense? It uses the Quake 1 engine with a tad bit of code from Quake 2!
Posted 17 years ago2007-06-20 18:28:06 UTC Post #225884
I'm also sorry, I meant to say heavily modified Quake 1 engine, meaning that you couldn't simply use code from Quake in place of Half-Life's. The whole engine was essentially renovated to a graphical level equal to that of Quake 2, which I suppose is why so many people get it mixed up.
Posted 17 years ago2007-06-20 18:34:02 UTC Post #225886
They obviously still have the code, as the engine is still being updated on Steam all the time. Version 1.1.1.0 was not the last one, and several significant features have been added since then, namely Mp3 playing, bump mapping, and detail texturing.

I'm sure they'd care if it was leaked, or otherwise they would have just released it!
Posted 17 years ago2007-06-20 19:02:54 UTC Post #225891
Erm... Yeah, good luck with that.
Posted 17 years ago2007-06-20 19:08:43 UTC Post #225893
Valve couldn't release the engine source even if they wanted to, it's licensed from id.
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