map not loading properly Created 2 weeks ago2021-07-10 19:57:11 UTC by HelloGordon HelloGordon

Created 2 weeks ago2021-07-10 19:57:11 UTC by HelloGordon HelloGordon

Posted 2 weeks ago2021-07-10 19:57:11 UTC Post #345761
i made my first map with a skybox, it compiles with no errors, but when i trigger the 'trigger_changelevel' the game crashes and when i load the map from the console i spawn like in the floor on the edge of the map and the visuals are very glitchy. here's the .log:
hlcsg v3.4 VL33 (Feb 2 2014)
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 (vluzacn@163.com)
----- BEGIN hlcsg -----
Command line: E:/_tmp/jackhammer/J.A.C.K./halflife/hlcsg.exe "E:\_tmp\half life\Half-Life\clusterfucklife\maps\kurwa3"
Arguments: "E:\_tmp\half life\Half-Life\clusterfucklife\maps\kurwa3" -low -wadautodetect
Entering E:\_tmp\half life\Half-Life\clusterfucklife\maps\kurwa3.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 8 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ simple ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
wad configuration file[ None ] [ None ]
wad.cfg group name [ None ] [ None ]
nullfile [ None ] [ None ]
nullify trigger [ on ] [ on ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]
UTF8 game_text [ on ] [ on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

CreateBrush:
(0.04 seconds)
CSGBrush:
(0.26 seconds)

added 5 additional animating textures.
Using Wadfile: \_tmp\half life\Half-Life\valve\halflife.wad
  • Contains 21 used textures, 70.00 percent of map (3116 textures in wad)
Using Wadfile: \_tmp\half life\Half-Life\valve\xeno.wad
  • Contains 1 used texture, 3.33 percent of map (264 textures in wad)
Using Wadfile: \_tmp\half life\Half-Life\clusterfucklife\clonehigh.wad
  • Contains 6 used textures, 20.00 percent of map (31 textures in wad)
Using Wadfile: \_tmp\half life\Half-Life\clusterfucklife\barney.wad
  • Contains 2 used textures, 6.67 percent of map (408 textures in wad)
Wad files required to run the map: "halflife.wad;xeno.wad;clonehigh.wad;barney.wad;"
Texture usage is at 0.59 mb (of 32.00 mb MAX)
0.74 seconds elapsed

----- END hlcsg -----

hlbsp v3.4 VL33 (Feb 2 2014)
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 (vluzacn@163.com)
----- BEGIN hlbsp -----
Command line: E:/_tmp/jackhammer/J.A.C.K./halflife/hlbsp.exe "E:\_tmp\half life\Half-Life\clusterfucklife\maps\kurwa3"
Arguments: "E:\_tmp\half life\Half-Life\clusterfucklife\maps\kurwa3" -low -chart

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 8 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noinsidefill [ off ] [ off ]
noopt [ off ] [ off ]
no clipnode merging [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
nobrink [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 65536)
remove hull 2 [ off ] [ off ]

SolidBSP [hull 0] 292 (0.14 seconds)
BSP generation successful, writing portal file 'E:\_tmp\half life\Half-Life\clusterfucklife\maps\kurwa3.prt'
SolidBSP [hull 1] 251 (0.08 seconds)
SolidBSP [hull 2] 249 (0.08 seconds)
SolidBSP [hull 3] 263 (0.08 seconds)
Reduced 983 clipnodes to 950
Reduced 226 texinfos to 202
Reduced 30 texdatas to 30 (1324 bytes to 1324)
Reduced 2044 planes to 618
FixBrinks:
Increased 950 clipnodes to 956.

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 19/512 1216/32768 ( 3.7%)
planes 618/32768 12360/655360 ( 1.9%)
vertexes 1867/65535 22404/786420 ( 2.8%)
nodes 383/32767 9192/786408 ( 1.2%)
texinfos 202/32767 8080/1310680 ( 0.6%)
faces 1298/65535 25960/1310700 ( 2.0%)
  • worldfaces 1198/32768 0/0 ( 3.7%)
clipnodes 956/32767 7648/262136 ( 2.9%)
leaves 276/32760 7728/917280 ( 0.8%)
  • worldleaves 167/8192 0/0 ( 2.0%)
marksurfaces 1619/65535 3238/131070 ( 2.5%)
surfedges 6629/512000 26516/2048000 ( 1.3%)
edges 3371/256000 13484/1024000 ( 1.3%)
texdata [variable] 1324/33554432 ( 0.0%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 5181/2097152 ( 0.2%)
  • AllocBlock 7/64 0/0 (10.9%)
30 textures referenced

Total BSP file data space used: 144331 bytes

Wad files required to run the map: "halflife.wad;xeno.wad;clonehigh.wad;barney.wad;"
1.13 seconds elapsed

----- END hlbsp -----
Posted 2 weeks ago2021-07-10 19:57:28 UTC Post #345762
[rest of the log]
hlvis v3.4 VL33 (Feb 2 2014)
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 (vluzacn@163.com)
----- BEGIN hlvis -----
Command line: E:/_tmp/jackhammer/J.A.C.K./halflife/hlvis.exe "E:\_tmp\half life\Half-Life\clusterfucklife\maps\kurwa3"
Arguments: "E:\_tmp\half life\Half-Life\clusterfucklife\maps\kurwa3" -low
167 portalleafs
552 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 8 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max vis distance [ 0 ] [ 0 ]
priority [ Low ] [ Normal ]

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

BasePortalVis:
(0.03 seconds)
LeafThread:
(3.47 seconds)
average leafs visible: 91
g_visdatasize:3288 compressed from 3507
3.65 seconds elapsed

----- END hlvis -----

hlrad v3.4 VL33 (Feb 2 2014)
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 (vluzacn@163.com)
----- BEGIN hlrad -----
Command line: E:/_tmp/jackhammer/J.A.C.K./halflife/hlrad.exe "E:\_tmp\half life\Half-Life\clusterfucklife\maps\kurwa3"
Arguments: "E:\_tmp\half life\Half-Life\clusterfucklife\maps\kurwa3" -low

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 8 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ Normal ]

fast rad [ off ] [ off ]
vismatrix algorithm [ Sparse ] [ Sparse ]
oversampling (-extra)[ off ] [ off ]
bounces [ 8 ] [ 8 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
light limit threshold[ 188.000 ] [ 188.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
smoothing threshold 2[ no change ] [ no change ]
direct threshold [ 10.000 ] [ 10.000 ]
direct light scale [ 1.000 ] [ 1.000 ]
coring threshold [ 0.010 ] [ 0.010 ]
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 light scale [ 2.000 2.000 2.000 ] [ 2.000 2.000 2.000 ]
global gamma [ 0.550 0.550 0.550 ] [ 0.550 0.550 0.550 ]
global light scale [ 2.000 ] [ 2.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

spread angles [ on ] [ on ]
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 ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]
minimum final light [ 0 ] [ 0 ]
size of transfer [ 1 (16bit) ] [ 1 (16bit) ]
size of rgbtransfer [ 2 (32bit) ] [ 2 (32bit) ]
soft sky [ on ] [ on ]
translucent depth [ 2.000 ] [ 2.000 ]
block opaque [ on ] [ on ]
ignore textures [ off ] [ off ]
reflectivity gamma [ 1.760 ] [ 1.760 ]
reflectivity scale [ 0.700 ] [ 0.700 ]
blur size [ 1.500 ] [ 1.500 ]
no emitter range [ off ] [ off ]
wall bleeding fix [ on ] [ on ]

Load Textures:
Using Wadfile: E:\_tmp\half life\Half-Life\clusterfucklife\maps\kurwa3.wa_
30 textures referenced
Reading texlights from 'E:\_tmp\jackhammer\J.A.C.K\halflife\lights.rad'
0 opaque models
0 opaque faces
1298 faces
Create Patches : 6750 base patches
138000 square feet [19872000.00 square inches]
3 direct lights and 0 fast direct lights
1 light styles

FindFacePositions:
(1.87 seconds)
BuildFacelights:
(2.68 seconds)
BuildVisLeafs:
(3.95 seconds)
visibility matrix : 1.7 megs
MakeScales:
(3.44 seconds)
Transfer Lists : 3842202 : 3.84M transfers
Indices : 1287552 : 1.23M bytes
Data : 7704318 : 7.35M bytes
Bounce 1 GatherLight:
(0.19 seconds)
Bounce 2 GatherLight:
(0.17 seconds)
Bounce 3 GatherLight:
(0.17 seconds)
Bounce 4 GatherLight:
(0.17 seconds)
Bounce 5 GatherLight:
(0.19 seconds)
Bounce 6 GatherLight:
(0.16 seconds)
Bounce 7 GatherLight:
(0.23 seconds)
Bounce 8 GatherLight:
(0.21 seconds)
CreateTriangulations:
(0.25 seconds)
AddPatchLights:
(4.54 seconds)
FinalLightFace:
(0.02 seconds)
18.99 seconds elapsed

----- END hlrad -----
Posted 2 weeks ago2021-07-10 21:50:06 UTC Post #345763
We can't tell what's wrong, the compile log looks like it's compiling fine. You need a particular setup in both maps for a changelevel - see https://twhl.info/wiki/page/Tutorial%3A_Changing_Levels

Do you have a single info_player_start in the map?
Posted 2 weeks ago2021-07-10 22:04:35 UTC Post #345764
i did everything like in the tutorial. now that you mentioned it, i put a info_player_start in the map, but it made the enemies from the previous map stay in their place after the map change, which is unwanted, but i dont know how to remove them
Posted 2 weeks ago2021-07-11 02:14:21 UTC Post #345765
You can use a trigger_transition to control what entities transfer with you across a level change.

If the game is crashing when the 2nd map is loaded, it's likely a problem with the map itself (e.g. referring to a sound or model that isn't present). Are there any warnings or errors compiling map 2?
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