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Thread: New problem: map crashes (?)

  1. Junior Member
    Join Date
    05-16-09
    Posts
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    #1

    New problem: map crashes (?)

    I have really a strange problem. I have a file. I load it. I start it, and everything works. I can add things and i receive no errors, and the map keeps starting. I take this file, save as "file2". Open "file2" (that is exactly the same map, just resaved), compile the map, left 4 dead starts loading the map....BUM, again at the editor. I mean it doesn't write any error in the log, but the map doesn't start. If I take the older file, it starts. I can't continue this way.


    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\common\left 4 dead\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\common\left 4 dead\left4dead" "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\Operazione Basel\backup\Condominio11_broke"

    Valve Software - vbsp.exe (May 6 2009)
    2 threads
    materialPath: c:\program files (x86)\steam\steamapps\common\left 4 dead\left4dead\materials
    Loading C:\Program Files (x86)\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\Operazione Basel\backup\Condominio11_broke.vmf
    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 464 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\Operazione Basel\backup\Condominio11_broke.prt...Building visibility clusters...
    done (0)
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (356593 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 1102 texinfos to 734
    Reduced 253 texdatas to 218 (11590 bytes to 10029)
    Writing C:\Program Files (x86)\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\Operazione Basel\backup\Condominio11_broke.bsp
    3 seconds elapsed
    ***VPK: FindFile Attempting to use full path with VPK file!
    File: c:\program files (x86)\steam\steamapps\common\left 4 dead\left4dead\\cfg\commandline.cfg
    ***VPK: FindFile Attempting to use full path with VPK file!
    File: c:\program files (x86)\steam\steamapps\common\left 4 dead\left4dead\reslists\condominio11_broke.dict
    ***VPK: FindFile Attempting to use full path with VPK file!
    File: c:\program files (x86)\steam\steamapps\common\left 4 dead\left4dead\reslists_xbox\condominio11_broke.di ct

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\common\left 4 dead\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\common\left 4 dead\left4dead" "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\Operazione Basel\backup\Condominio11_broke"

    Valve Software - vvis.exe (May 6 2009)
    2 threads
    reading c:\program files (x86)\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\operazione basel\backup\Condominio11_broke.bsp
    reading c:\program files (x86)\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\operazione basel\backup\Condominio11_broke.prt
    642 portalclusters
    1883 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (70)
    Optimized: 2138 visible clusters (0.00%)
    Total clusters visible: 126766
    Average clusters visible: 197
    Building PAS...
    Average clusters audible: 571
    visdatasize:97652 compressed from 112992
    writing c:\program files (x86)\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\operazione basel\backup\Condominio11_broke.bsp
    1 minute, 10 seconds elapsed
    ***VPK: FindFile Attempting to use full path with VPK file!
    File: c:\program files (x86)\steam\steamapps\common\left 4 dead\left4dead\\cfg\commandline.cfg
    ***VPK: FindFile Attempting to use full path with VPK file!
    File: c:\program files (x86)\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\operazione basel\backup\condominio11_broke.bsp

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\common\left 4 dead\bin\vrad.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\common\left 4 dead\left4dead" "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\Operazione Basel\backup\Condominio11_broke"

    Valve Software - vrad.exe SSE (May 6 2009)

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

    Loading c:\program files (x86)\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\operazione basel\backup\Condominio11_broke.bsp
    Setting up ray-trace acceleration structure... Done (3.19 seconds)
    4224 faces
    225421 square feet [32460704.00 square inches]
    132 Displacements
    1525 Square Feet [219631.14 Square Inches]
    4224 patches before subdivision
    25918 patches after subdivision
    47 direct lights
    BuildFacelights: 0...1...2...3...4
    WARNING: Too many light styles on a face at (-1576.000000, -168.000015, 377.000000)
    ...5...6...7...8...9...10 (1)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)
    transfers 1378890, max 299
    transfer lists: 10.5 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(12665, 12752, 10119)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(2937, 2821, 1767)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(1242, 1122, 592)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(528, 451, 196)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(246, 200, 74)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(117, 91, 29)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(57, 43, 12)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(29, 21, 5)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #9 added RGB(15, 10, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(8, 5, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(4, 3, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(2, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(1, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #14 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0132 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 2/1024 96/49152 ( 0.2%)
    brushes 1007/8192 12084/98304 (12.3%)
    brushsides 6464/65536 51712/524288 ( 9.9%)
    planes 2796/65536 55920/1310720 ( 4.3%)
    vertexes 6929/65536 83148/786432 (10.6%)
    nodes 1339/65536 42848/2097152 ( 2.0%)
    texinfos 734/12288 52848/884736 ( 6.0%)
    texdata 218/2048 6976/65536 (10.6%)
    dispinfos 132/0 23232/0 ( 0.0%)
    disp_verts 12084/0 241680/0 ( 0.0%)
    disp_tris 19776/0 39552/0 ( 0.0%)
    disp_lmsamples 9286/0 9286/0 ( 0.0%)
    faces 4224/65536 236544/3670016 ( 6.4%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 3450/65536 193200/3670016 ( 5.3%)
    leaves 1342/65536 42944/2097152 ( 2.0%)
    leaffaces 5647/65536 11294/131072 ( 8.6%)
    leafbrushes 1904/65536 3808/131072 ( 2.9%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 35730/512000 142920/2048000 ( 7.0%)
    edges 21676/256000 86704/1024000 ( 8.5%)
    LDR worldlights 47/8192 4700/819200 ( 0.6%)
    HDR worldlights 0/8192 0/819200 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 721/32768 7210/327680 ( 2.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 14091/65536 28182/131072 (21.5%)
    cubemapsamples 20/1024 320/16384 ( 2.0%)
    overlays 278/512 97856/180224 (54.3%)
    LDR lightdata [variable] 1938992/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 97652/16777216 ( 0.6%)
    entdata [variable] 217298/393216 (55.3%)
    LDR ambient table 1342/65536 5368/262144 ( 2.0%)
    HDR ambient table 1342/65536 5368/262144 ( 2.0%)
    LDR leaf ambient 1470/65536 41160/1835008 ( 2.2%)
    HDR leaf ambient 1342/65536 37576/1835008 ( 2.0%)
    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] 1/41240 ( 0.0%)
    pakfile [variable] 1872409/0 ( 0.0%)
    physics [variable] 356593/4194304 ( 8.5%)
    physics terrain [variable] 19037/1048576 ( 1.8%)

    Level flags = 0

    Total triangle count: 13501
    Writing c:\program files (x86)\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\operazione basel\backup\Condominio11_broke.bsp
    22 seconds elapsed
    ***VPK: FindFile Attempting to use full path with VPK file!
    File: c:\program files (x86)\steam\steamapps\common\left 4 dead\left4dead\\cfg\commandline.cfg
    ***VPK: FastFindFile Attempting to use full path with VPK file!
    File: c:\program files (x86)\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\operazione basel\backup\Condominio11_broke.rad
    ***VPK: FindFile Attempting to use full path with VPK file!
    File: c:\program files (x86)\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\operazione basel\backup\condominio11_broke.bsp

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\Operazione Basel\backup\Condominio11_broke.bsp" "c:\program files (x86)\steam\steamapps\common\left 4 dead\left4dead\maps\Condominio11_broke.bsp"


    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\common\left 4 dead\left4dead.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\common\left 4 dead\left4dead" -toconsole -dev -console +sv_lan 1 +map "Condominio11_broke"

  2. Junior Member
    Join Date
    05-16-09
    Posts
    33
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    #2
    Ok, just tried again to be sure.

    I open FILE1. Map compiled, the game starts i can go round the map every object is in place and everything OK.

    I DON'T CHANGE anything in the map. The FILE1 remains the same. I save FILE1 as FILE2. I close FILE1. I open FILE2 (which is exactly the same), compile the map, L4D loads the map with the progress bar, and CRASH, return to editor.

    I really can't understand.

  3. Junior Member
    Join Date
    12-17-08
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    #3
    Are you using the L4D Authoring Tools?

  4. Junior Member
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    05-16-09
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    #4
    Yes, of course. The one released as 'L4D SDK'.

    I can't continue, because i need to save the file when I add things. And if I do that, the map won't start. It doesn't start even from the game (launch the game - load the map), instead of starting the map from the editor.

    I think already that file is 'broken'. I mean it works, but when I save again it, it saves also 'broken' things.

  5. Junior Member
    Join Date
    05-16-09
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    #5
    Oh, the only solution I can think is to take a previous STABLE file (a file that even if a save twice or three times keeps working) and add step by step (again...) all the props and walls i had. Because now with the final file no error is shown...and I can't know what to repair.

    I hate this, because I have always to go back and do everything again (everything i saved from one file to another, i mean). Repairing the final file would be much better.

  6. Junior Member
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    05-16-09
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    #6
    ok, i went back through my backups....and one or two previous files work the same way: i open them, resave them with different names, the map won't start.

    I've found the last 100% working file. I save it with another name, and it keeps starting without problems, as it should be. The biggest problem, like I said, is that i have to rebuild lots of things -_-

    Damn, this editor is not comfortable at all. Too strange this problem to be noticed the first time...

  7. Junior Member
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    05-16-09
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    #7
    Ok I won't open a new thread because I'm writing all the time new threads....

    Just tell me if the map here starts on your computer. As I said, the file is well compiled, check for problems gives no errors....the game loads it and then crashes. Sometimes I can see the first screen half a second (at the spawn point) and then crash, sometimes it crashes just after the loading.

    RapidShare Webhosting + Webspace

    I really can't understand. From the last working file, I added only some textures, some prop statics, a light with a cubemap and a room without furniture. And it doesn't start.

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