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Bug of unknown cause

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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

Code: Select all
Select all
    -------------------------------------------------------------------------------
    Running command: cd "c:program files (x86)steamsteamappscommonportal 2bin"

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

    -------------------------------------------------------------------------------
    Running command: "c:program files (x86)steamsteamappscommonportal 2binvbs
    p.exe" -game "c:program files (x86)steamsteamappscommonportal 2portal2" "C
    :Program Files (x86)SteamSteamAppscommonportal 2sdk_contentmapsTwo_of_ev
    erything.vmf"
    -------------------------------------------------------------------------------

    Valve Software - vbsp.exe (May  3 2011)
    4 threads
    materialPath: c:program files (x86)steamsteamappscommonportal 2portal2mat
    erials
    Loading C:Program Files (x86)SteamSteamAppscommonportal 2sdk_contentmaps
    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)SteamSteamAppscommonportal 2sdk_contentmaps
    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)SteamSteamAppscommonportal 2sdk_contentmaps
    Two_of_everything.bsp
    1 second elapsed

    -------------------------------------------------------------------------------
    Running command: cd "c:program files (x86)steamsteamappscommonportal 2bin"

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

    -------------------------------------------------------------------------------
    Running command: "c:program files (x86)steamsteamappscommonportal 2binvvi
    s.exe" -game "c:program files (x86)steamsteamappscommonportal 2portal2" -f
    ast "C:Program Files (x86)SteamSteamAppscommonportal 2sdk_contentmapsTwo
    _of_everything"
    -------------------------------------------------------------------------------

    Valve Software - vvis.exe (May  3 2011)
    fastvis = true
    4 threads
    reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
    Two_of_everything.bsp
    reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
    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)steamsteamappscommonportal 2sdk_contentmaps
    Two_of_everything.bsp
    0 seconds elapsed

    -------------------------------------------------------------------------------
    Running command: cd "c:program files (x86)steamsteamappscommonportal 2bin"

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

    -------------------------------------------------------------------------------
    Running command: "c:program files (x86)steamsteamappscommonportal 2binvra
    d.exe"  -game "c:program files (x86)steamsteamappscommonportal 2portal2" "
    C:Program Files (x86)SteamSteamAppscommonportal 2sdk_contentmapsTwo_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)steamsteamappscommonportal 2sdk_contentmaps
    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)steamsteamappscommonportal 2sdk_contentmaps
    Two_of_everything.bsp
    6 seconds elapsed

    -------------------------------------------------------------------------------
    Running command: copy "C:Program Files (x86)SteamSteamAppscommonportal 2sd
    k_contentmapsTwo_of_everything.bsp" "c:program files (x86)steamsteamappsco
    mmonportal 2portal2mapsTwo_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?

Seeing the Logic?

Did you know that American English isn't even my first language? It's actually [spoiler]British English[/spoiler]
Released maps of note:
[spoiler]Versatile Diversity
L-Circuts[/spoiler]

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?

[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.

got a Bit farther on that front, it just repeats the first sound in the map twice and THEN quits.

Seeing the Logic?

Did you know that American English isn't even my first language? It's actually [spoiler]British English[/spoiler]
Released maps of note:
[spoiler]Versatile Diversity
L-Circuts[/spoiler]

I am now in the process of removing all of the entities....

Seeing the Logic?

Did you know that American English isn't even my first language? It's actually [spoiler]British English[/spoiler]
Released maps of note:
[spoiler]Versatile Diversity
L-Circuts[/spoiler]

Don't double post.

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

[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.

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!

Seeing the Logic?

Did you know that American English isn't even my first language? It's actually [spoiler]British English[/spoiler]
Released maps of note:
[spoiler]Versatile Diversity
L-Circuts[/spoiler]

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.

[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.

So yeah. I was being a N00B

twice.

<Facepalms>

Seeing the Logic?

Did you know that American English isn't even my first language? It's actually [spoiler]British English[/spoiler]
Released maps of note:
[spoiler]Versatile Diversity
L-Circuts[/spoiler]

So yeah.

I am a n00b.

sigh.

anyway, here's the file.

Edit: DAMN double posted again.

[quote "msleeper"]NO need to upload to the DLDB.[/quote]

I need to read.

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

Seeing the Logic?

Did you know that American English isn't even my first language? It's actually [spoiler]British English[/spoiler]
Released maps of note:
[spoiler]Versatile Diversity
L-Circuts[/spoiler]

[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.

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