First map: Cryo Chamber Release - Need Help!
Quote from zoolook on September 23, 2008, 2:15 pmhey guys,
over the last months i worked on my first portal map. and it is a great map but i encountered some crashing problems. as the map got bigger the problems increased...
here are some screenshots:
http://www.cryo.at/cryo_chamber.phpnormal playing the map is no problem. but if i quick(or normal)save a game and then reloading, the game (hl.exe) crashes. and i think it depends on portals beeing in the saves. if no portals were set the reload works fine. but if there are portals in the reload scene -> crash. not every time but very often.
this sucks - and i am not the pro enough to know why it crashes. i dont think the map is too big...the crashes also accure on my brothers computer.
hmm may be you know some bad "editing" reasons that leads to crashes or a "knowledge database" of possible crashing reasons... the crashes only accurs in my maps. all maps from you out there work fine. so there must be some wrong editing in my map....
maybe you could help me....if so, and i can get rid of this crashes ill release the map in a few days.
thanks
tom
hey guys,
over the last months i worked on my first portal map. and it is a great map but i encountered some crashing problems. as the map got bigger the problems increased...
here are some screenshots:
http://www.cryo.at/cryo_chamber.php
normal playing the map is no problem. but if i quick(or normal)save a game and then reloading, the game (hl.exe) crashes. and i think it depends on portals beeing in the saves. if no portals were set the reload works fine. but if there are portals in the reload scene -> crash. not every time but very often.
this sucks - and i am not the pro enough to know why it crashes. i dont think the map is too big...the crashes also accure on my brothers computer.
hmm may be you know some bad "editing" reasons that leads to crashes or a "knowledge database" of possible crashing reasons... the crashes only accurs in my maps. all maps from you out there work fine. so there must be some wrong editing in my map....
maybe you could help me....if so, and i can get rid of this crashes ill release the map in a few days.
thanks
tom
Quote from bizob on September 23, 2008, 10:20 pmDo you get any error messages before the crash? Also maybe post your compile log, there might be some things in there that can help point to the issues.
PS Grats on your first map, look forward to playing it.
Do you get any error messages before the crash? Also maybe post your compile log, there might be some things in there that can help point to the issues.
PS Grats on your first map, look forward to playing it.
Quote from zoolook on September 23, 2008, 11:38 pmbizob wrote:Do you get any error messages before the crash? Also maybe post your compile log, there might be some things in there that can help point to the issues.PS Grats on your first map, look forward to playing it.
yeah thanx, its was a lot of work and learning hammer. but i love(d) it to realize my ideas and to enhance the rooms, graphically and the puzzles... while testing a room, i got an other idea to make the testet puzzle a little bit harder
ok, ill post the compile-log file... there is no error message. after reloading a save and do a first shot it freezes, repeating the shooting-sound and closes portal...sometimes it freezes on a turn (also only after reloading (F9) or via menue...
sometimes it crashes right after reloading...
PS Grats on your first map, look forward to playing it.
yeah thanx, its was a lot of work and learning hammer. but i love(d) it to realize my ideas and to enhance the rooms, graphically and the puzzles... while testing a room, i got an other idea to make the testet puzzle a little bit harder
ok, ill post the compile-log file... there is no error message. after reloading a save and do a first shot it freezes, repeating the shooting-sound and closes portal...sometimes it freezes on a turn (also only after reloading (F9) or via menue...
sometimes it crashes right after reloading...
Quote from zoolook on September 23, 2008, 11:43 pmi deleted the lines containing only the path on my computer.
"materials/glass/glasswindow_refract01.vtf": cached version doesn't exist
Patching WVT material: maps/deja-final73/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 52 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! 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 (6) (455262 bytes)
Error! To use model "models/props_lab/keypad.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_lab/keypad.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 4726 texinfos to 1888
Reduced 509 texdatas to 416 (23986 bytes to 19686)23 seconds elapsed
1 threads
989 portalclusters
3058 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 489 visible clusters (0.00%)
Total clusters visible: 194203
Average clusters visible: 196
Building PAS...
Average clusters audible: 395
visdatasize:120985 compressed from 2531848 minutes, 59 seconds elapsed
[Reading texlights from 'lights.rad']
[53 texlights parsed from 'lights.rad']4880 faces
298759 square feet [43021372.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
4880 patches before subdivision
45980 patches after subdivision
340 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 6726517, max 706
transfer lists: 51.3 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(281407, 212394, 192997)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(69353, 50749, 43288)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(18694, 13435, 10783)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(5241, 3668, 2766)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1536, 1048, 743)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(459, 302, 201)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(141, 89, 56)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(44, 26, 16)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(14, 8, 4)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(4, 2, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0392 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
111 of 278 (39% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 156/1024 7488/49152 (15.2%)
brushes 1050/8192 12600/98304 (12.8%)
brushsides 8019/65536 64152/524288 (12.2%)
planes 8484/65536 169680/1310720 (12.9%)
vertexes 8255/65536 99060/786432 (12.6%)
nodes 3378/65536 108096/2097152 ( 5.2%)
texinfos 1888/12288 135936/884736 (15.4%)
texdata 416/2048 13312/65536 (20.3%)
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 4880/65536 273280/3670016 ( 7.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3328/65536 186368/3670016 ( 5.1%)
leaves 3535/65536 113120/2097152 ( 5.4%)
leaffaces 5700/65536 11400/131072 ( 8.7%)
leafbrushes 1886/65536 3772/131072 ( 2.9%)
areas 3/256 24/2048 ( 1.2%)
surfedges 36935/512000 147740/2048000 ( 7.2%)
edges 21235/256000 84940/1024000 ( 8.3%)
LDR worldlights 340/8192 29920/720896 ( 4.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 314/32768 3140/327680 ( 1.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5034/65536 10068/131072 ( 7.7%)
cubemapsamples 47/1024 752/16384 ( 4.6%)
overlays 110/512 38720/180224 (21.5%)
LDR lightdata [variable] 4006940/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 120985/16777216 ( 0.7%)
entdata [variable] 138143/393216 (35.1%)
LDR ambient table 3535/65536 14140/262144 ( 5.4%)
HDR ambient table 3535/65536 14140/262144 ( 5.4%)
LDR leaf ambient 8891/65536 248948/1835008 (13.6%)
HDR leaf ambient 3535/65536 98980/1835008 ( 5.4%)
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] 1/11400 ( 0.0%)
pakfile [variable] 5200229/0 ( 0.0%)
physics [variable] 455262/4194304 (10.9%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 13337
4 minutes, 50 seconds elapsed
i deleted the lines containing only the path on my computer.
"materials/glass/glasswindow_refract01.vtf": cached version doesn't exist
Patching WVT material: maps/deja-final73/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 52 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! 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 (6) (455262 bytes)
Error! To use model "models/props_lab/keypad.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_lab/keypad.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 4726 texinfos to 1888
Reduced 509 texdatas to 416 (23986 bytes to 19686)
23 seconds elapsed
1 threads
989 portalclusters
3058 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 489 visible clusters (0.00%)
Total clusters visible: 194203
Average clusters visible: 196
Building PAS...
Average clusters audible: 395
visdatasize:120985 compressed from 253184
8 minutes, 59 seconds elapsed
[Reading texlights from 'lights.rad']
[53 texlights parsed from 'lights.rad']
4880 faces
298759 square feet [43021372.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
4880 patches before subdivision
45980 patches after subdivision
340 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 6726517, max 706
transfer lists: 51.3 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(281407, 212394, 192997)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(69353, 50749, 43288)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(18694, 13435, 10783)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(5241, 3668, 2766)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1536, 1048, 743)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(459, 302, 201)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(141, 89, 56)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(44, 26, 16)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(14, 8, 4)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(4, 2, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0392 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
111 of 278 (39% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 156/1024 7488/49152 (15.2%)
brushes 1050/8192 12600/98304 (12.8%)
brushsides 8019/65536 64152/524288 (12.2%)
planes 8484/65536 169680/1310720 (12.9%)
vertexes 8255/65536 99060/786432 (12.6%)
nodes 3378/65536 108096/2097152 ( 5.2%)
texinfos 1888/12288 135936/884736 (15.4%)
texdata 416/2048 13312/65536 (20.3%)
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 4880/65536 273280/3670016 ( 7.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3328/65536 186368/3670016 ( 5.1%)
leaves 3535/65536 113120/2097152 ( 5.4%)
leaffaces 5700/65536 11400/131072 ( 8.7%)
leafbrushes 1886/65536 3772/131072 ( 2.9%)
areas 3/256 24/2048 ( 1.2%)
surfedges 36935/512000 147740/2048000 ( 7.2%)
edges 21235/256000 84940/1024000 ( 8.3%)
LDR worldlights 340/8192 29920/720896 ( 4.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 314/32768 3140/327680 ( 1.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5034/65536 10068/131072 ( 7.7%)
cubemapsamples 47/1024 752/16384 ( 4.6%)
overlays 110/512 38720/180224 (21.5%)
LDR lightdata [variable] 4006940/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 120985/16777216 ( 0.7%)
entdata [variable] 138143/393216 (35.1%)
LDR ambient table 3535/65536 14140/262144 ( 5.4%)
HDR ambient table 3535/65536 14140/262144 ( 5.4%)
LDR leaf ambient 8891/65536 248948/1835008 (13.6%)
HDR leaf ambient 3535/65536 98980/1835008 ( 5.4%)
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] 1/11400 ( 0.0%)
pakfile [variable] 5200229/0 ( 0.0%)
physics [variable] 455262/4194304 (10.9%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 13337
4 minutes, 50 seconds elapsed
Quote from ultradude25 on September 24, 2008, 12:33 amzoolook wrote:Total triangle count: 13337
Quote from Hober on September 24, 2008, 8:27 amzoolook wrote:Total triangle count: 13337
-> what does that mean ??
-> what does that mean ??
Quote from zoolook on September 24, 2008, 8:35 amhey, i am new to hammer, i dont know about and i didnt care about triangles. i created my level/map and it works fine. only reloading a gamesave leads often to crashes. where is the relation between triangles and these crashes??
the log file doesnt flag the amount of triangles as an error, so it cant be that bad.
the current bsp filesize is about 12 MB and the vmf file 2,3 MB. in fact very small files compared to other maps.
hey, i am new to hammer, i dont know about and i didnt care about triangles. i created my level/map and it works fine. only reloading a gamesave leads often to crashes. where is the relation between triangles and these crashes??
the log file doesnt flag the amount of triangles as an error, so it cant be that bad.
the current bsp filesize is about 12 MB and the vmf file 2,3 MB. in fact very small files compared to other maps.
Quote from Hober on September 24, 2008, 9:40 amzoolook wrote:hey, i am new to hammer, i dont know about and i didnt care about triangles. i created my level/map and it works fine. only reloading a gamesave leads often to crashes. where is the relation between triangles and these crashes??Easy there. Ultradude's response means he read your compile log and didn't find anything more interesting than a funny number.
It's not obviously helpful, but it means that we're doing what we can. We're not miracle workers, and it looks like the problem may not be in your log. Just hang on and see if someone else comes along with the same problem.
Easy there. Ultradude's response means he read your compile log and didn't find anything more interesting than a funny number.
It's not obviously helpful, but it means that we're doing what we can. We're not miracle workers, and it looks like the problem may not be in your log. Just hang on and see if someone else comes along with the same problem.
Quote from zoolook on September 24, 2008, 9:53 amthanx hober,
ok i thought they laught about me, because i am doing something horrible wrong.i try to find out if different render makes the point. because of the long render time i explored that a leak can increase render time. so i rendered most of the maps for testing with a leak, bacause the graphics only differ slightly. (light)
maybe the crashes uccure only in these leak-render maps...that ill find out. on my old P4 2,4gh pc the correct rendertime with water and without a leak is over 15 minutes...horribe for testing a small puzzle within the whole map. with a leak the time is about 4 minutes...may be there is an other option to save render time for testing?
thanx hober,
ok i thought they laught about me, because i am doing something horrible wrong.
i try to find out if different render makes the point. because of the long render time i explored that a leak can increase render time. so i rendered most of the maps for testing with a leak, bacause the graphics only differ slightly. (light)
maybe the crashes uccure only in these leak-render maps...that ill find out. on my old P4 2,4gh pc the correct rendertime with water and without a leak is over 15 minutes...horribe for testing a small puzzle within the whole map. with a leak the time is about 4 minutes...may be there is an other option to save render time for testing?