Problem with Source SDK and HL2

Hi everyone

So, yesterday, I’ve learned how to create maps using the Hammer - followed all the steps of the Souce website. The first map was ok - it had the textures and a total of 12 entities (8 zombies, 1 vortigaunt, 1 shotgun and 2 boxes of shotgun ammo) without counting the player’s start point (the “green gordon”). After inspecting the connections of the brushes, I’ve compiled and it ran great.

The problem was the 2nd map.
The only new things I’ve put there was a total of 16 lights (3 groups -1 white, intensity 800; 6 red, intensity 100; and 9 yellow, intensity 50), two static and one dynamic prop, and a door, besides the other entities, like civilians with weapons, 2 vortigaunts and a zombie army behind the door.
Half-Life crashed every time I tried to run this second map. I agree that, for a second map, I put too many things, but I don’t know about mapping too much to find the problem :slight_smile:

I already deleted the map, but if someone shows interest, I can remake it without problem.

OBS: To make this maps, I’ve downloaded the Souce SDK, Source SDK Base, Source from Orange Box, Half-Life 2 and Ep. 1.

Maps should not crash on such small entity numbers, and seeing that there are not so much props, you must have overdid the brush geometry or something even worse. Would you mind taking a few shots of the VMF or even upload it here so the people around here can look at it and identify the problem?

Ok, I will find the map on my computer, and I will post the screenshots, even the map itself for download if you wish

When you add lights it can take ages to compile

Sounds retarded, but I always used to think it had crashed when it did this :stuck_out_tongue:

He already compiled the second map.

Therefore, I can only assume that something overflowed hl2.exe (brushwork, leaks, or a great rendering time of models) which caused it to crash.

I’m interested in how big this “zombie army” was. If it was too big the AI could’ve overflowed hl2.exe itself.

Probably what Door said, try reducing the number of zombies in your map until you reach a balance between FPS and zombie numbers

here’s the link:
https://www.4shared.com/file/1BeaqP_p/Mapa_de_teste_02.html

Odd, the map crashes for me too, and I can’t find a reason for it.

Try adding a few cubemaps and info_nodes, maybe that solves the problem. Maybe you rendered it in HDR without any HDR enabled skybox, and without cubemaps. Try visiting Interlopers if all else fails, they have a bunch of good tutorials which should put you on the right track

Well, if there’s a suspicion that it’s a lighting problem, you could have it ONLY run BSP, without VRAD or VVIS. It’s what I do with the BM maps when I just want to test entity logic without compiling all the lighting.

@Savant: I didn’t run it on HDR. The only thing I did was placing the props and entities as it was on the Valve website (https://developer.valvesoftware.com/wiki/SDK_Docs), but placing more things

@Katana: I’m new about making maps. How do I do to make the modifications your are saying?

Thanks guys

Guys, I’ve just solved the problem. When choosing the type of the npc entities, I’ve put one as “Unique”. It was that who was crashing Half-Life, but not anymore.
By the way, what is this “Unique” type of the npc_citizen entity?

So far, I haven’t seen any documentation on what “Unique” does, and to do what Katana said, in the compile window, before you press run, set “VRAD” and “VVIS” to none.

<3 developer wiki.

Thanks again, guys.
I am making a new map now, and, when it’s done, I will show it for you.
OBS: show on the right thread.

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