Bug of unknown cause

Avatar
AntiVector
102 Posts
Posted May 26, 2011
I've had a problem with Hammer on several different (yet simple!) maps.
All the map has in it entity-wise are 2 turrets, a hard-light bridge, a prefab Faith plate (not too skillful with the instance), a prop_tractor_beam, and some instances for elevators and the funnel frame.
oh, and some glass. that's it. The turrets worked fine in previous tests of the same file, but the save I currently have compiles the map, loads portal 2 has the loading screen for the map, but right as the map is about to spawn, Portal 2 quits. It doesn't crash, it just quits.

here's my compile log

 Select all
    -------------------------------------------------------------------------------
    Running command: cd "c:\program files (x86)\steam\steamapps\common\portal 2\bin"

    -------------------------------------------------------------------------------


    -------------------------------------------------------------------------------
    Running command: "c:\program files (x86)\steam\steamapps\common\portal 2\bin\vbs
    p.exe" -game "c:\program files (x86)\steam\steamapps\common\portal 2\portal2" "C
    :\Program Files (x86)\Steam\SteamApps\common\portal 2\sdk_content\maps\Two_of_ev
    erything.vmf"
    -------------------------------------------------------------------------------

    Valve Software - vbsp.exe (May  3 2011)
    4 threads
    materialPath: c:\program files (x86)\steam\steamapps\common\portal 2\portal2\mat
    erials
    Loading C:\Program Files (x86)\Steam\SteamApps\common\portal 2\sdk_content\maps\
    Two_of_everything.vmf
    [b]ConVarRef gpu_level doesn't point to an existing ConVar[/b]
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 180 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\SteamApps\common\portal 2\sdk_content\maps\
    Two_of_everything.prt...Building visibility clusters...
    done (0)
    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) (241957 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 1163 texinfos to 463
    Reduced 27 texdatas to 26 (760 bytes to 738)
    Writing C:\Program Files (x86)\Steam\SteamApps\common\portal 2\sdk_content\maps\
    Two_of_everything.bsp
    1 second elapsed

    -------------------------------------------------------------------------------
    Running command: cd "c:\program files (x86)\steam\steamapps\common\portal 2\bin"

    -------------------------------------------------------------------------------


    -------------------------------------------------------------------------------
    Running command: "c:\program files (x86)\steam\steamapps\common\portal 2\bin\vvi
    s.exe" -game "c:\program files (x86)\steam\steamapps\common\portal 2\portal2" -f
    ast "C:\Program Files (x86)\Steam\SteamApps\common\portal 2\sdk_content\maps\Two
    _of_everything"
    -------------------------------------------------------------------------------

    Valve Software - vvis.exe (May  3 2011)
    fastvis = true
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\
    Two_of_everything.bsp
    reading c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\
    Two_of_everything.prt
    104 portalclusters
    253 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 129 visible clusters (0.00%)
    Total clusters visible: 5511
    Average clusters visible: 52
    Building PAS...
    Average clusters audible: 58
    visdatasize:2915  compressed from 3328
    writing c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\
    Two_of_everything.bsp
    0 seconds elapsed

    -------------------------------------------------------------------------------
    Running command: cd "c:\program files (x86)\steam\steamapps\common\portal 2\bin"

    -------------------------------------------------------------------------------


    -------------------------------------------------------------------------------
    Running command: "c:\program files (x86)\steam\steamapps\common\portal 2\bin\vra
    d.exe"  -game "c:\program files (x86)\steam\steamapps\common\portal 2\portal2" "
    C:\Program Files (x86)\Steam\SteamApps\common\portal 2\sdk_content\maps\Two_of_e
    verything"
    -------------------------------------------------------------------------------

    Valve Software - vrad.exe SSE (May  3 2011)

          Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    [59 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\
    Two_of_everything.bsp
    Setting up ray-trace acceleration structure... Done (1.01 seconds)
    1262 faces
    275660 square feet [39695048.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    1262 patches before subdivision
    22224 patches after subdivision
    26 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (2)
    transfers 2315855, max 439
    transfer lists:  17.7 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #1 added RGB(2038, 2276, 2188)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #2 added RGB(551, 619, 580)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #3 added RGB(214, 239, 214)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #4 added RGB(103, 114, 99)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #5 added RGB(55, 61, 51)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #6 added RGB(31, 35, 28)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #7 added RGB(19, 21, 16)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #8 added RGB(12, 14, 10)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #9 added RGB(8, 9, 7)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #10 added RGB(6, 7, 4)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #11 added RGB(4, 5, 3)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #12 added RGB(3, 4, 2)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #13 added RGB(2, 3, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #14 added RGB(2, 2, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #15 added RGB(1, 2, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #16 added RGB(1, 1, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #17 added RGB(1, 1, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0123 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
    FinalLightFace Done
    8 of 8 (100% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Writing leaf ambient...done
    Ready to Finish

    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------       ---------------  ---------------  --------
    models                  27/1024         1296/49152    ( 2.6%)
    brushes                641/8192         7692/98304    ( 7.8%)
    brushsides            5633/65536       45064/524288   ( 8.6%)
    planes                5288/65536      105760/1310720  ( 8.1%)
    vertexes              2350/65536       28200/786432   ( 3.6%)
    nodes                  586/65536       18752/2097152  ( 0.9%)
    texinfos               463/12288       33336/884736   ( 3.8%)
    texdata                 26/2048          832/65536    ( 1.3%)
    dispinfos                0/0               0/0        ( 0.0%)
    disp_verts               0/0               0/0        ( 0.0%)
    disp_tris                0/0               0/0        ( 0.0%)
    disp_multiblend          0/0               0/0        ( 0.0%)
    disp_lmsamples           0/0               0/0        ( 0.0%)
    faces                 1262/65536       70672/3670016  ( 1.9%)
    hdr faces                0/65536           0/3670016  ( 0.0%)
    origfaces              988/65536       55328/3670016  ( 1.5%)
    facebrushes            129/0             258/0        ( 0.0%)
    facebrushlists        1262/0            5048/0        ( 0.0%)
    leaves                 614/65536       19648/2097152  ( 0.9%)
    leaffaces             1665/65536        3330/131072   ( 2.5%)
    leafbrushes           1103/65536        2206/131072   ( 1.7%)
    areas                    6/256            48/2048     ( 2.3%)
    surfedges             9807/512000      39228/2048000  ( 1.9%)
    edges                 5727/256000      22908/1024000  ( 2.2%)
    LDR worldlights         26/8192         2600/819200   ( 0.3%)
    HDR worldlights          0/8192            0/819200   ( 0.0%)
    leafwaterdata            0/32768           0/393216   ( 0.0%)
    waterstrips            129/32768        1290/327680   ( 0.4%)
    waterverts               0/65536           0/786432   ( 0.0%)
    waterindices          2490/65536        4980/131072   ( 3.8%)
    cubemapsamples           2/1024           32/16384    ( 0.2%)
    overlays                 0/512             0/180224   ( 0.0%)
    LDR lightdata         [variable]     1880280/0        ( 0.0%)
    HDR lightdata         [variable]           0/0        ( 0.0%)
    visdata               [variable]        2915/16777216 ( 0.0%)
    entdata               [variable]       78260/393216   (19.9%)
    LDR ambient table      614/65536        2456/262144   ( 0.9%)
    HDR ambient table      614/65536        2456/262144   ( 0.9%)
    LDR leaf ambient       843/65536       23604/1835008  ( 1.3%)
    HDR leaf ambient       614/65536       17192/1835008  ( 0.9%)
    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]           1/10236    ( 0.0%)
    pakfile               [variable]      224024/0        ( 0.0%)
    physics               [variable]      241957/4194304  ( 5.8%)
    physics terrain       [variable]           2/1048576  ( 0.0%)

    Level flags = 0

    Total triangle count: 3349
    Writing c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\
    Two_of_everything.bsp
    6 seconds elapsed

    -------------------------------------------------------------------------------
    Running command: copy "C:\Program Files (x86)\Steam\SteamApps\common\portal 2\sd
    k_content\maps\Two_of_everything.bsp" "c:\program files (x86)\steam\steamapps\co
    mmon\portal 2\portal2\maps\Two_of_everything.bsp"
    -------------------------------------------------------------------------------

    Finished. Press a key to close. 

The bold stuff is in yellow on my screen, and the map isn't optimized yet.
(hence all the lighting bounces)
Is this glitch a common, explainable, facepalm-worthy occurrence or is it something specific that I've forked up?

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Avatar
msleeper
4,136 Posts
Admin
Posted May 26, 2011
Replied 2 minutes later
Lighting bounces are not bad, in fact they're good. That is lighting being calculated.

Are you able to load the map through the console, just starting Portal 2 normally? Without running it through Hammer?

Avatar
AntiVector
102 Posts
Posted May 26, 2011
Replied 5 minutes later
got a Bit farther on that front, it just repeats the first sound in the map twice and THEN quits.
Avatar
AntiVector
102 Posts
Posted May 26, 2011
Replied 2 minutes later
I am now in the process of removing all of the entities....
Avatar
msleeper
4,136 Posts
Admin
Posted May 26, 2011
Replied 2 minutes later
Don't double post.

And try posting your VMF or BSP. You can do it as attachments, no need to upload to the DLDB.

Avatar
AntiVector
102 Posts
Posted May 26, 2011
Replied 12 minutes later
I'm probably being a N00B and searching in the wrong place here, but it says both BSP and VMF are forbidden.

EDIT: so THATS how you edit posts!

Avatar
msleeper
4,136 Posts
Admin
Posted May 26, 2011
Replied 2 minutes later
Yeah, wow, the button that says "Edit" edits the post.

You can upload a BSP or a VMF as a post attachment. You can't upload them to the DLDB. Guess which one I was telling you to do.

Avatar
AntiVector
102 Posts
Posted May 26, 2011
Replied 1 minutes later
So yeah. I was being a N00B

twice.

<Facepalms>

Avatar
AntiVector
102 Posts
Posted May 26, 2011
Replied 4 minutes later
So yeah.

I am a n00b.

sigh.

anyway, here's the file.

Edit: DAMN double posted again.

msleeper wrote:
# NO need to upload to the DLDB.

I need to read.

I've made a mess of things, haven't I?

Attachments
Two_of_everything.vmf
0.09 MB 58 downloads
Avatar
Marlovious
111 Posts
Posted May 26, 2011
Replied 12 minutes later
[s]Your prop_tractor_beam isn't sealed. Put a noclip around it.[/s]

Nevermind. I'm also a noob. I opened the vmf from my downloads folder and Hammer didn't load the instances.

Avatar
AntiVector
102 Posts
Posted May 26, 2011
Replied 2 minutes later
[s]isn't it sealed by the instance?

or can't instances seal things?[/s]

Elevators. doy.

Avatar
Marlovious
111 Posts
Posted May 26, 2011
Replied 2 minutes later
Hmm... I just compiled and ran and it quit out on me.
Avatar
AntiVector
102 Posts
Posted May 26, 2011
Replied 14 minutes later
Okay, this is getting ridiculous...
I've stripped it down to a BOX and the elevators and it still doesn't work.
So it's not he entities.
Avatar
WinstonSmith
940 Posts
Posted May 26, 2011
Replied 5 minutes later

AntiVector wrote:
Okay, this is getting ridiculous...
I've stripped it down to a BOX and the elevators and it still doesn't work.
So it's not he entities.

Have you tried Hammer's "Check for Problems" tool?

Avatar
AntiVector
102 Posts
Posted May 26, 2011
Replied 4 minutes later
Learn something new every day.
it says there's no player start but there's 2 problems with that:
1. the player start is in the instance and has worked fine before
2. if there's no player start, doesn't Hammer automatically put one at (0,0,0)?
(that's happened to me before)

EDIT: Plus I added one and that didn't fix it.

Avatar
Marlovious
111 Posts
Posted May 26, 2011
Replied 5 minutes later
Got it. In the Map properties, I changed "Display game title" to no and it now works.
Avatar
WinstonSmith
940 Posts
Posted May 26, 2011
Replied 1 minute later

AntiVector wrote:
Learn something new every day.
it says there's no player start but there's 2 problems with that:
1. the player start is in the instance and has worked fine before
2. if there's no player start, doesn't Hammer automatically put one at (0,0,0)?
(that's happened to me before)

EDIT: Plus I added one and that didn't fix it.

  1. Don't trust them. Apparently the a4_base turbine elevator instance doesn't have one. I had to stick one in.
  2. Possibly, but I don't think you can move, it might just be a statically inserted viewpoint.

EDIT: Hmm. Don't know what's up then.

Avatar
Marlovious
111 Posts
Posted May 26, 2011
Replied 2 minutes later
See my comment above for the fix. Also, add some lighting.
Avatar
AntiVector
102 Posts
Posted May 26, 2011
Replied 9 minutes later

AntiVector wrote:

:blah: and the map isn't optimized yet.

Ahh...good. done. BTW how do you add those chapter titles anyway?

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Avatar
msleeper
4,136 Posts
Admin
Posted May 26, 2011
Replied 1 minutes later
The elevator instances don't have player starts, the arrival_departure_transition_ents instance does.