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Portal quits when I try to load map.

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I accidentally posted this topic in the Single-Player forum and meant to place it here. Portal quits for no apparent reason whenever I try to run my map, even manually. If I try compiling it, It quits before any error report shows up on the console. If I load it manually, the same thing happens. No error report, no nothing. It just quits. I have run my map before, and it would run despite leaks and errors. Now it doesn't. No matter how I run it, it won't run. Please help

To help, here are my PC specs:

System Product Name
BIOS Version: American Megatrends Inc. 0506

Operating System
Microsoft Windows XP Home Edition
Version: 5.1.2600
Service Pack: 2.0
Location: C:WINDOWS

Memory (RAM)
Capacity: 1 GB

Processor
AMD Athlon(tm) 64 Processor 3200+
Version: x86 Family 15 Model 47 Stepping 2
Speed: 2009 MHz

Local Disk
Total Capacity: 633.41 GB
Sum of Hard Disks: (C: F: L: )
Used: 271.46 GB

Free: 361.95 GB

And Here is a compile log (with fastVIS and fastRAD):

** Executing...
** Command: "c:program filesvalvesteamsteamappstoddflesourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappstoddfleportalportal" "C:Program FilesValveSteamSteamAppstoddflesourcesdk_contentportalmapsrcchapter_01b2"

Valve Software - vbsp.exe (Mar 11 2008)
1 threads
materialPath: c:program filesvalvesteamsteamappstoddfleportalportalmaterials
Loading C:Program FilesValveSteamSteamAppstoddflesourcesdk_contentportalmapsrcchapter_01b2.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (3)
**** leaked ****
Entity info_teleport_destination (407.17 -1925.01 -1340.24) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 104.0 -2124.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 616.0 -2124.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 96.0 -1240.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 244.0 -1272.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 660.0 -1272.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 608.0 -1176.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 92.0 -1140.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 92.0 140.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 6 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
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 (1) (412257 bytes)
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 4136 texinfos to 1864
Reduced 105 texdatas to 79 (4028 bytes to 3226)
Writing C:Program FilesValveSteamSteamAppstoddflesourcesdk_contentportalmapsrcchapter_01b2.bsp
26 seconds elapsed

** Executing...
** Command: "c:program filesvalvesteamsteamappstoddflesourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappstoddfleportalportal" -fast "C:Program FilesValveSteamSteamAppstoddflesourcesdk_contentportalmapsrcchapter_01b2"

Valve Software - vvis.exe (Mar 11 2008)
fastvis = true
1 threads
reading c:program filesvalvesteamsteamappstoddflesourcesdk_contentportalmapsrcchapter_01b2.bsp
reading c:program filesvalvesteamsteamappstoddflesourcesdk_contentportalmapsrcchapter_01b2.prt
LoadPortals: couldn't read c:program filesvalvesteamsteamappstoddflesourcesdk_contentportalmapsrcchapter_01b2.prt

** Executing...
** Command: "c:program filesvalvesteamsteamappstoddflesourcesdkbinorangeboxbinvrad.exe"
** Parameters: -game "c:program filesvalvesteamsteamappstoddfleportalportal" -noextra "C:Program FilesValveSteamSteamAppstoddflesourcesdk_contentportalmapsrcchapter_01b2"

Valve Software - vrad.exe SSE (Mar 11 2008)

Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[53 texlights parsed from 'lights.rad']

Loading c:program filesvalvesteamsteamappstoddflesourcesdk_contentportalmapsrcchapter_01b2.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (5.40 seconds)
6973 faces
19 degenerate faces
334631 square feet [48186972.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
139 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (17)
Build Patch/Sample Hash Table(s).....Done<0.0347 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
FinalLightFace Done
52 of 76 (68% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (59)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 80/1024 3840/49152 ( 7.8%)
brushes 908/8192 10896/98304 (11.1%)
brushsides 13345/65536 106760/524288 (20.4%)
planes 19398/65536 387960/1310720 (29.6%)
vertexes 12406/65536 148872/786432 (18.9%)
nodes 5896/65536 188672/2097152 ( 9.0%)
texinfos 1864/12288 134208/884736 (15.2%)
texdata 79/2048 2528/65536 ( 3.9%)
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 6973/65536 390488/3670016 (10.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3473/65536 194488/3670016 ( 5.3%)
leaves 5977/65536 191264/2097152 ( 9.1%)
leaffaces 8295/65536 16590/131072 (12.7%)
leafbrushes 3328/65536 6656/131072 ( 5.1%)
areas 3/256 24/2048 ( 1.2%)
surfedges 48360/512000 193440/2048000 ( 9.4%)
edges 28094/256000 112376/1024000 (11.0%)
LDR worldlights 139/8192 12232/720896 ( 1.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 839/32768 8390/327680 ( 2.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 13335/65536 26670/131072 (20.3%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 84/512 29568/180224 (16.4%)
LDR lightdata [variable] 2809596/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 119004/393216 (30.3%)
LDR ambient table 5977/65536 23908/262144 ( 9.1%)
HDR ambient table 5977/65536 23908/262144 ( 9.1%)
LDR leaf ambient 12920/65536 361760/1835008 (19.7%)
HDR leaf ambient 5977/65536 167356/1835008 ( 9.1%)
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] 1/8862 ( 0.0%)
pakfile [variable] 331438/0 ( 0.0%)
physics [variable] 412257/4194304 ( 9.8%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 19957
Writing c:program filesvalvesteamsteamappstoddflesourcesdk_contentportalmapsrcchapter_01b2.bsp
1 minute, 31 seconds elapsed

:( :(

No, I moved your other thread to Single Player because you didn't say this was a map you made, you only said you were having problems with custom maps. Anyway whatever.

Claud1o wrote:
Valve Software - vbsp.exe (Mar 11 2008)
1 threads
materialPath: c:program filesvalvesteamsteamappstoddfleportalportalmaterials
Loading C:Program FilesValveSteamSteamAppstoddflesourcesdk_contentportalmapsrcchapter_01b2.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (3)
**** leaked ****
Entity info_teleport_destination (407.17 -1925.01 -1340.24) leaked!

There's your problem. Fix your leak.

[Important Threads] Forum Rules | Welcome to the new Thinking With Portals
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.

Might I add that you can easily check problems such as leaks and other issues here. Bookmark that page so you can prevent problems and other errors in the future. You can also use alt+p in hammer. Great tools to use!

:A Little Higher: :Tornate: :Blue Portals: :Vectronic: :Youtube: :Twitter: : ModDB: :Old Sig:

The more you give, the less appreciated it will be received.

Thanks. I didn't know that leaks prevented maps from running. Don't worry, I'll have a problem with fixing a leak soon, so you haven't heard the last of me! :|

You better not just put a big box around your map and call it a day.

[Important Threads] Forum Rules | Welcome to the new Thinking With Portals
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.

Okay, I removed all of the leaks. The game only does this for MY map, not any of Valve's. I don't understand it!!! WTF why is it doing this?! When playing on one of Valve's maps (Map 15 least portals challenge), I did come across this error messge in the console:

env_cubemap used on world geometry without rebuilding map. . ignoring: maps/testchmb_a_10/concrete/observationwall_001b_-448_-1408_-48
env_cubemap used on world geometry without rebuilding map. . ignoring: maps/testchmb_a_10/concrete/observationwall_001b_-96_-2096_-288
env_cubemap used on world geometry without rebuilding map. . ignoring: maps/testchmb_a_10/concrete/observationwall_001b_-654_-1599_-168
env_cubemap used on world geometry without rebuilding map. . ignoring: maps/testchmb_a_10/concrete/observationwall_001b_-768_-2752_-112
env_cubemap used on world geometry without rebuilding map. . ignoring: maps/testchmb_a_10/concrete/observationwall_001b_256_-640_-16

Honestly, I think something else other than the map is screwy. Is there anyone who has had this problem!? I'm strating to get nervous that this glitch may ruin alll the hard work I've put in to my map!!

:notwant:

You can ignore that message, it is saying that the cubemaps have not been rebuilt for some reason.

[Important Threads] Forum Rules | Welcome to the new Thinking With Portals
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.

:sigh: build cubemaps...

Image
http://thespaceturkey.wordpress.com/
The following statement is false
The preceding statement is true

^I can't build cubemaps if I can't load my level! In order to build cubemaps, you have to run your map succesfully and type "buildcubemaps" into the console... something I will do WHEN THE GAME DOES NOT QUIT ON ME WHEN I TRY TO LOAD MY MAP.

I know you're trying, guys. Maybe is it having trouble finding the map file?

The only problems that alt+p shows are unused keyvalues, which SHOULD NOT PREVENT THE MAP FROM LOADING...

Maybe its something simple, maybe its something I could never guess... or maybe I'm screwed.

maybe you could upload the map and we can take a look around?

Image
http://thespaceturkey.wordpress.com/
The following statement is false
The preceding statement is true
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