Can't pause the game or bring up console
Quote from TheBenjiNecessity on October 14, 2011, 12:30 pmOkay everybody, first time poster here. Anyways, the problem I'm having is that whenever I try to pause the game or bring up the developer console while testing a custom map I made, it immediately goes back into the game and says that I unpaused the game in the top left corner. No matter how many times I press ESC or the console, it just quits out again and goes back to the game. This doesn't happen on real portal 2 maps or some of my old maps. I don't know why this is happening. I don't have any leaks in my level and no strange geometry or props or anything. Here is the output of the compilation of the map:
[spoiler]-------------------------------------------------------------------------------
Running command: cd "h:steamsteamappscommonportal 2bin"
--------------------------------------------------------------------------------------------------------------------------------------------------------------
Running command: "h:steamsteamappscommonportal 2binvbsp.exe" -game "h:ste
amsteamappscommonportal 2portal2" "H:Steamsteamappscommonportal 2sdk_co
ntentmapsmp_coop_survival_01.vmf"
-------------------------------------------------------------------------------Valve Software - vbsp.exe (Sep 30 2011)
4 threads
materialPath: h:steamsteamappscommonportal 2portal2materials
Loading H:Steamsteamappscommonportal 2sdk_contentmapsmp_coop_survival_01.
vmf
ConVarRef gpu_level doesn't point to an existing ConVar
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 8 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing H:Steamsteamappscommonportal 2sdk_contentmapsmp_coop_survival_01.
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 (0) (46255 bytes)
Error! To use model "models/elevator/elevator_tube_512.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/elevator/elevator_tube_512.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 401 texinfos to 135
Reduced 19 texdatas to 19 (468 bytes to 468)
Writing H:Steamsteamappscommonportal 2sdk_contentmapsmp_coop_survival_01.
bsp
0 seconds elapsed-------------------------------------------------------------------------------
Running command: cd "h:steamsteamappscommonportal 2bin"
--------------------------------------------------------------------------------------------------------------------------------------------------------------
Running command: "h:steamsteamappscommonportal 2binvvis.exe" -game "h:ste
amsteamappscommonportal 2portal2" "H:Steamsteamappscommonportal 2sdk_co
ntentmapsmp_coop_survival_01"
-------------------------------------------------------------------------------Valve Software - vvis.exe (Sep 30 2011)
4 threads
reading h:steamsteamappscommonportal 2sdk_contentmapsmp_coop_survival_01.
bsp
reading h:steamsteamappscommonportal 2sdk_contentmapsmp_coop_survival_01.
prt
191 portalclusters
541 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 (1)
Optimized: 12 visible clusters (0.00%)
Total clusters visible: 31789
Average clusters visible: 166
Building PAS...
Average clusters audible: 191
visdatasize:10697 compressed from 9168
writing h:steamsteamappscommonportal 2sdk_contentmapsmp_coop_survival_01.
bsp
1 second elapsed-------------------------------------------------------------------------------
Running command: cd "h:steamsteamappscommonportal 2bin"
--------------------------------------------------------------------------------------------------------------------------------------------------------------
Running command: "h:steamsteamappscommonportal 2binvrad.exe" -game "h:st
eamsteamappscommonportal 2portal2" "H:Steamsteamappscommonportal 2sdk_c
ontentmapsmp_coop_survival_01"
-------------------------------------------------------------------------------Valve Software - vrad.exe SSE (Sep 30 2011)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading h:steamsteamappscommonportal 2sdk_contentmapsmp_coop_survival_01.
bsp
Setting up ray-trace acceleration structure... Done (0.20 seconds)
1381 faces
742357 square feet [106899408.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1381 patches before subdivision
70229 patches after subdivision
13 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 18140999, max 997
transfer lists: 138.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(7187, 8714, 8748)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(4124, 4795, 4641)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2204, 2638, 2598)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(1254, 1491, 1462)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(702, 839, 825)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(396, 473, 465)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(223, 267, 262)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(126, 150, 148)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(71, 85, 83)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(40, 48, 47)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(22, 27, 26)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(13, 15, 15)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(7, 9,
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(4, 5, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(2, 3, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(1, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0383 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 10/1024 480/49152 ( 1.0%)
brushes 128/8192 1536/98304 ( 1.6%)
brushsides 817/65536 6536/524288 ( 1.2%)
planes 500/65536 10000/1310720 ( 0.8%)
vertexes 1790/65536 21480/786432 ( 2.7%)
nodes 505/65536 16160/2097152 ( 0.8%)
texinfos 135/12288 9720/884736 ( 1.1%)
texdata 19/2048 608/65536 ( 0.9%)
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 1381/65536 77336/3670016 ( 2.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 316/65536 17696/3670016 ( 0.5%)
facebrushes 48/0 96/0 ( 0.0%)
facebrushlists 1381/0 5524/0 ( 0.0%)
leaves 516/65536 16512/2097152 ( 0.8%)
leaffaces 1651/65536 3302/131072 ( 2.5%)
leafbrushes 435/65536 870/131072 ( 0.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7319/512000 29276/2048000 ( 1.4%)
edges 3941/256000 15764/1024000 ( 1.5%)
LDR worldlights 13/8192 1300/819200 ( 0.2%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 49/32768 490/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 714/65536 1428/131072 ( 1.1%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 7737936/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 10697/16777216 ( 0.1%)
entdata [variable] 71097/393216 (18.1%)
LDR ambient table 516/65536 2064/262144 ( 0.8%)
HDR ambient table 516/65536 2064/262144 ( 0.8%)
LDR leaf ambient 926/65536 25928/1835008 ( 1.4%)
HDR leaf ambient 516/65536 14448/1835008 ( 0.8%)
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] 1/6814 ( 0.0%)
pakfile [variable] 223322/0 ( 0.0%)
physics [variable] 46255/4194304 ( 1.1%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 3294
Writing h:steamsteamappscommonportal 2sdk_contentmapsmp_coop_survival_01.
bsp
18 seconds elapsed-------------------------------------------------------------------------------
Running command: copy "H:Steamsteamappscommonportal 2sdk_contentmapsmp_co
op_survival_01.bsp" "h:steamsteamappscommonportal 2portal2mapsmp_coop_sur
vival_01.bsp"
-------------------------------------------------------------------------------[/spoiler]
Okay everybody, first time poster here. Anyways, the problem I'm having is that whenever I try to pause the game or bring up the developer console while testing a custom map I made, it immediately goes back into the game and says that I unpaused the game in the top left corner. No matter how many times I press ESC or the console, it just quits out again and goes back to the game. This doesn't happen on real portal 2 maps or some of my old maps. I don't know why this is happening. I don't have any leaks in my level and no strange geometry or props or anything. Here is the output of the compilation of the map:
Running command: cd "h:steamsteamappscommonportal 2bin"
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "h:steamsteamappscommonportal 2binvbsp.exe" -game "h:ste
amsteamappscommonportal 2portal2" "H:Steamsteamappscommonportal 2sdk_co
ntentmapsmp_coop_survival_01.vmf"
-------------------------------------------------------------------------------
Valve Software - vbsp.exe (Sep 30 2011)
4 threads
materialPath: h:steamsteamappscommonportal 2portal2materials
Loading H:Steamsteamappscommonportal 2sdk_contentmapsmp_coop_survival_01.
vmf
ConVarRef gpu_level doesn't point to an existing ConVar
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 8 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing H:Steamsteamappscommonportal 2sdk_contentmapsmp_coop_survival_01.
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 (0) (46255 bytes)
Error! To use model "models/elevator/elevator_tube_512.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/elevator/elevator_tube_512.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 401 texinfos to 135
Reduced 19 texdatas to 19 (468 bytes to 468)
Writing H:Steamsteamappscommonportal 2sdk_contentmapsmp_coop_survival_01.
bsp
0 seconds elapsed
-------------------------------------------------------------------------------
Running command: cd "h:steamsteamappscommonportal 2bin"
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "h:steamsteamappscommonportal 2binvvis.exe" -game "h:ste
amsteamappscommonportal 2portal2" "H:Steamsteamappscommonportal 2sdk_co
ntentmapsmp_coop_survival_01"
-------------------------------------------------------------------------------
Valve Software - vvis.exe (Sep 30 2011)
4 threads
reading h:steamsteamappscommonportal 2sdk_contentmapsmp_coop_survival_01.
bsp
reading h:steamsteamappscommonportal 2sdk_contentmapsmp_coop_survival_01.
prt
191 portalclusters
541 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 (1)
Optimized: 12 visible clusters (0.00%)
Total clusters visible: 31789
Average clusters visible: 166
Building PAS...
Average clusters audible: 191
visdatasize:10697 compressed from 9168
writing h:steamsteamappscommonportal 2sdk_contentmapsmp_coop_survival_01.
bsp
1 second elapsed
-------------------------------------------------------------------------------
Running command: cd "h:steamsteamappscommonportal 2bin"
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "h:steamsteamappscommonportal 2binvrad.exe" -game "h:st
eamsteamappscommonportal 2portal2" "H:Steamsteamappscommonportal 2sdk_c
ontentmapsmp_coop_survival_01"
-------------------------------------------------------------------------------
Valve Software - vrad.exe SSE (Sep 30 2011)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']
Loading h:steamsteamappscommonportal 2sdk_contentmapsmp_coop_survival_01.
bsp
Setting up ray-trace acceleration structure... Done (0.20 seconds)
1381 faces
742357 square feet [106899408.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1381 patches before subdivision
70229 patches after subdivision
13 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 18140999, max 997
transfer lists: 138.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(7187, 8714, 8748)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(4124, 4795, 4641)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2204, 2638, 2598)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(1254, 1491, 1462)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(702, 839, 825)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(396, 473, 465)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(223, 267, 262)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(126, 150, 148)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(71, 85, 83)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(40, 48, 47)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(22, 27, 26)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(13, 15, 15)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(7, 9, ![]()
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(4, 5, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(2, 3, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(1, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0383 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 10/1024 480/49152 ( 1.0%)
brushes 128/8192 1536/98304 ( 1.6%)
brushsides 817/65536 6536/524288 ( 1.2%)
planes 500/65536 10000/1310720 ( 0.8%)
vertexes 1790/65536 21480/786432 ( 2.7%)
nodes 505/65536 16160/2097152 ( 0.8%)
texinfos 135/12288 9720/884736 ( 1.1%)
texdata 19/2048 608/65536 ( 0.9%)
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 1381/65536 77336/3670016 ( 2.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 316/65536 17696/3670016 ( 0.5%)
facebrushes 48/0 96/0 ( 0.0%)
facebrushlists 1381/0 5524/0 ( 0.0%)
leaves 516/65536 16512/2097152 ( 0.8%)
leaffaces 1651/65536 3302/131072 ( 2.5%)
leafbrushes 435/65536 870/131072 ( 0.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7319/512000 29276/2048000 ( 1.4%)
edges 3941/256000 15764/1024000 ( 1.5%)
LDR worldlights 13/8192 1300/819200 ( 0.2%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 49/32768 490/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 714/65536 1428/131072 ( 1.1%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 7737936/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 10697/16777216 ( 0.1%)
entdata [variable] 71097/393216 (18.1%)
LDR ambient table 516/65536 2064/262144 ( 0.8%)
HDR ambient table 516/65536 2064/262144 ( 0.8%)
LDR leaf ambient 926/65536 25928/1835008 ( 1.4%)
HDR leaf ambient 516/65536 14448/1835008 ( 0.8%)
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] 1/6814 ( 0.0%)
pakfile [variable] 223322/0 ( 0.0%)
physics [variable] 46255/4194304 ( 1.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 3294
Writing h:steamsteamappscommonportal 2sdk_contentmapsmp_coop_survival_01.
bsp
18 seconds elapsed
-------------------------------------------------------------------------------
Running command: copy "H:Steamsteamappscommonportal 2sdk_contentmapsmp_co
op_survival_01.bsp" "h:steamsteamappscommonportal 2portal2mapsmp_coop_sur
vival_01.bsp"
-------------------------------------------------------------------------------
Quote from Vordwann on October 14, 2011, 3:28 pmIn the future can you put a log in a "Bigspoiler" window so we don't have to read a wall of text? Actually, why don't you edit and do that now?
In the future can you put a log in a "Bigspoiler" window so we don't have to read a wall of text? Actually, why don't you edit and do that now?
[spoiler][SP] Alternate[/spoiler]
Quote from MasterLagger on October 14, 2011, 10:53 pmI actually had this problem on the Co-op Hub (playing by myself), and the official levels too.
I actually had this problem on the Co-op Hub (playing by myself), and the official levels too.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]
