For some reason when I load my map it crashes the game.The log looks fine to me though.
I have checked for errors using ALT + P but no luck.
For some reason when I load my map it crashes the game.The log looks fine to me though.
I have checked for errors using ALT + P but no luck.
You look like you’re running a custom VVIS replacement. Could be something related to that.
Who knows.I’m using VBCT because Hammer would eat my processors speed.
The compile log doesn’t show anything useful in this situation. What exactly is the error message on crash?
If it’s the “specified module could not be found” error, then usually running the game you’re compiling for first then going back to the SDK fixes it. If not then there’s something else going on and I forget what it was and how to fix it.
Basicilly HL2 crashes when loading the map.
Crashes with no error?
Check the mdmp file?
^Dont got the SourceCode so its no use.And I dont think I’ll ever get either, because of a small project.
Nope, no error.It just says “HL2.exe stopped working”, and thats it.
Dont got it with other maps though.
About the only other thing I can think of is doing cordon compiles to figure out which part of the map is causing the crash.
Do you have anything like lots of complex, intersecting brushwork?
Nope, most of it are just blocks.I havent func_detailed the things though, could that be a problem?
Always func_detail things out of habit. It’s not hard. Just ctrl+t. Doing it as you go prevents massive errors from popping up later on due to shoddy brushwork that you did ages ago.
As for fixing it, there isn’t much to do except use the Cordon tool to isolate the issue.
From my memory, one thing which can potentially cause the game to crash but the compiler to work fine is when you have some brushwork textures screwed up somehow. In the editor the texture will look like it’s been stretched infinitely, or something like that. I had this happen on a CS map once and if I remember correctly, I got no compile errors, but the map would crash. Check through parts you’ve recently worked on and look to see if any of the textures look really, really wrong.
Bad textures and weird brushwork are things which the editor might be okay with, but the engine won’t be. So as others have said, check these things. The culprit is likely to be there somewhere.
If that’s not it, which it very well may not be, you could try using the -condebug switch under the launch options for HL2. This prints the output of the console to console.log, in the game’s folder. This might give you some clue as to why the map crashes, provided you have developer mode enabled (“developer 2”) in the console when you launch the game.
I can’t really say a lack of func_details is the problem, since the only thing that does is tell vbsp not to cut visleaves there. Then again, it could be possible there’s just far too many visleaves in the map. I just don’t know. Either way, I agree with dky; I would start thinking about detailing, especially since you are trying to run the map.
Good luck in solving this problem!
Detailed the place up, and still the same problem :/.
Already tried cordon, it also just crashes right when its loading up.Besides, I’ve already fixed all the leaks.
I had that in the past, most of them are deleted and replaced by a model that has been sealed off by a nodraw brush.
Oh yeah, and Interlopers error check came up with this:
It’s not about leaks. You want to cordon and compile different areas of the map to see see which areas load up fine and which don’t, to help isolate the problem area.
Holy shit, it took a while to realize what its purpose was.
I didn’t learn about Cordon until last year. And I’ve technically been mapping since 2005. Don’t feel bad about it dude
Cordon has several uses. In this case, it can be used to compile only certain portions of the map to figure out where an error is happening. Usually you only need to resort to that in extreme cases though… which this probably qualifies for.
In other times, the Cordon tool is a convenience tool that allows you to compile only a certain portion of the map in order to save time compiling and testing things out in a specific area without having to spend 10 minutes waiting for the whole map to compile.
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