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Portal 2 will not launch after compiling

Hello Portal Community,

I am having a few difficulties with the relationship between Portal 2 and Hammer.
First, when I compiled my map (I am a relative newbie to this :boring:.)
I got no errors and Portal got launched. Then Portal crashed.

So I uninstalled Portal then installed again. Same thing.
Next I uninstalled everything, which had something to do with Portal.
After Installing everything again, Portal won't launch.

However I noticed a difference in the Compiling Console:
In the 4th Line (counted from the bottom) it now shows:

Code: Select all
Running Command: cd ""

Before (even though Portal crashed) it showed:

Code: Select all
Running Command: cd "D:ProgrammeSteamSteamAppscommonPortal 2portal2.exe"

Log

Spoiler
materialPath: D:ProgrammeSteamsteamappscommonPortal 2portal2materials
Loading D:ProgrammeSteamSteamAppscommonPortal 2sdk_contentmapstutorial01.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:ProgrammeSteamSteamAppscommonPortal 2sdk_contentmapstutorial01.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) (2279 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 12 texinfos to 3
Reduced 2 texdatas to 2 (54 bytes to 54)
Writing D:ProgrammeSteamSteamAppscommonPortal 2sdk_contentmapstutorial01.bsp

nummapplanes: ( 40 / 65536 )
nummapbrushes: ( 6 / 8192 )
nummapbrushsides: ( 36 / 65536 )
num_map_overlays: ( 0 / 512 )
nummodels: ( 1 / 1024 )
num_entities: ( 3 / 16384 )

0 seconds elapsed

4 threads
reading d:programmesteamsteamappscommonportal 2sdk_contentmapstutorial01.bsp
reading d:programmesteamsteamappscommonportal 2sdk_contentmapstutorial01.prt
4 portalclusters
4 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44 compressed from 64
writing d:programmesteamsteamappscommonportal 2sdk_contentmapstutorial01.bsp
0 seconds elapsed

[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']

Loading d:programmesteamsteamappscommonportal 2sdk_contentmapstutorial01.bsp
16 faces
11264 square feet [1622016.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
16 patches before subdivision
944 patches after subdivision
1 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 76977, max 197
transfer lists: 0.6 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(5528, 5287, 5099)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(4340, 4147, 3854)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(3416, 3260, 2917)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(2690, 2564, 2209)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(2121, 2019, 1674)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(1673, 1590, 1269)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1320, 1253, 963)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(1041, 988, 730)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(822, 778, 554)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(649, 614, 420)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(512, 484, 319)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(404, 381, 242)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(319, 301, 184)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(252, 237, 139)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(199, 187, 106)
0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(157, 147, 80)
0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(124, 116, 61)
0...1...2...3...4...5...6...7...8...9...10 Bounce #18 added RGB(98, 92, 46)
0...1...2...3...4...5...6...7...8...9...10 Bounce #19 added RGB(77, 72, 35)
0...1...2...3...4...5...6...7...8...9...10 Bounce #20 added RGB(61, 57, 27)
0...1...2...3...4...5...6...7...8...9...10 Bounce #21 added RGB(48, 45, 20)
0...1...2...3...4...5...6...7...8...9...10 Bounce #22 added RGB(38, 35, 15)
0...1...2...3...4...5...6...7...8...9...10 Bounce #23 added RGB(30, 28, 12)
0...1...2...3...4...5...6...7...8...9...10 Bounce #24 added RGB(24, 22, 9)
0...1...2...3...4...5...6...7...8...9...10 Bounce #25 added RGB(19, 17, 7)
0...1...2...3...4...5...6...7...8...9...10 Bounce #26 added RGB(15, 14, 5)
0...1...2...3...4...5...6...7...8...9...10 Bounce #27 added RGB(12, 11, 4)
0...1...2...3...4...5...6...7...8...9...10 Bounce #28 added RGB(9, 9, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #29 added RGB(7, 7, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #30 added RGB(6, 5, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #31 added RGB(5, 4, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #32 added RGB(4, 3, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #33 added RGB(3, 3, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #34 added RGB(2, 2, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #35 added RGB(2, 2, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #36 added RGB(1, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #37 added RGB(1, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #38 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0007 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 6/8192 72/98304 ( 0.1%)
brushsides 36/65536 288/524288 ( 0.1%)
planes 40/65536 800/1310720 ( 0.1%)
vertexes 35/65536 420/786432 ( 0.1%)
nodes 27/65536 864/2097152 ( 0.0%)
texinfos 3/12288 216/884736 ( 0.0%)
texdata 2/2048 64/65536 ( 0.1%)
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 16/65536 896/3670016 ( 0.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
facebrushes 0/0 0/0 ( 0.0%)
facebrushlists 16/0 64/0 ( 0.0%)
leaves 29/65536 928/2097152 ( 0.0%)
leaffaces 16/65536 32/131072 ( 0.0%)
leafbrushes 16/65536 32/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 88/512000 352/2048000 ( 0.0%)
edges 57/256000 228/1024000 ( 0.0%)
LDR worldlights 1/8192 100/819200 ( 0.0%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 111936/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 44/16777216 ( 0.0%)
entdata [variable] 528/393216 ( 0.1%)
LDR ambient table 29/65536 116/262144 ( 0.0%)
HDR ambient table 29/65536 116/262144 ( 0.0%)
LDR leaf ambient 57/65536 1596/1835008 ( 0.1%)
HDR leaf ambient 29/65536 812/1835008 ( 0.0%)
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] 1/216 ( 0.5%)
pakfile [variable] 74438/0 ( 0.0%)
physics [variable] 2279/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 32
Writing d:programmesteamsteamappscommonportal 2sdk_contentmapstutorial01.bsp
1 second elapsed

materialPath: D:ProgrammeSteamsteamappscommonPortal 2portal2materials
Loading D:ProgrammeSteamSteamAppscommonPortal 2sdk_contentmapstutorial01.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:ProgrammeSteamSteamAppscommonPortal 2sdk_contentmapstutorial01.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) (2279 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 12 texinfos to 3
Reduced 2 texdatas to 2 (54 bytes to 54)
Writing D:ProgrammeSteamSteamAppscommonPortal 2sdk_contentmapstutorial01.bsp

nummapplanes: ( 40 / 65536 )
nummapbrushes: ( 6 / 8192 )
nummapbrushsides: ( 36 / 65536 )
num_map_overlays: ( 0 / 512 )
nummodels: ( 1 / 1024 )
num_entities: ( 3 / 16384 )

0 seconds elapsed

4 threads
reading d:programmesteamsteamappscommonportal 2sdk_contentmapstutorial01.bsp
reading d:programmesteamsteamappscommonportal 2sdk_contentmapstutorial01.prt
4 portalclusters
4 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44 compressed from 64
writing d:programmesteamsteamappscommonportal 2sdk_contentmapstutorial01.bsp
0 seconds elapsed

[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']

Loading d:programmesteamsteamappscommonportal 2sdk_contentmapstutorial01.bsp
16 faces
11264 square feet [1622016.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
16 patches before subdivision
944 patches after subdivision
1 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 76977, max 197
transfer lists: 0.6 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(5528, 5287, 5099)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(4340, 4147, 3854)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(3416, 3260, 2917)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(2690, 2564, 2209)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(2121, 2019, 1674)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(1673, 1590, 1269)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1320, 1253, 963)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(1041, 988, 730)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(822, 778, 554)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(649, 614, 420)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(512, 484, 319)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(404, 381, 242)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(319, 301, 184)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(252, 237, 139)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(199, 187, 106)
0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(157, 147, 80)
0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(124, 116, 61)
0...1...2...3...4...5...6...7...8...9...10 Bounce #18 added RGB(98, 92, 46)
0...1...2...3...4...5...6...7...8...9...10 Bounce #19 added RGB(77, 72, 35)
0...1...2...3...4...5...6...7...8...9...10 Bounce #20 added RGB(61, 57, 27)
0...1...2...3...4...5...6...7...8...9...10 Bounce #21 added RGB(48, 45, 20)
0...1...2...3...4...5...6...7...8...9...10 Bounce #22 added RGB(38, 35, 15)
0...1...2...3...4...5...6...7...8...9...10 Bounce #23 added RGB(30, 28, 12)
0...1...2...3...4...5...6...7...8...9...10 Bounce #24 added RGB(24, 22, 9)
0...1...2...3...4...5...6...7...8...9...10 Bounce #25 added RGB(19, 17, 7)
0...1...2...3...4...5...6...7...8...9...10 Bounce #26 added RGB(15, 14, 5)
0...1...2...3...4...5...6...7...8...9...10 Bounce #27 added RGB(12, 11, 4)
0...1...2...3...4...5...6...7...8...9...10 Bounce #28 added RGB(9, 9, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #29 added RGB(7, 7, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #30 added RGB(6, 5, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #31 added RGB(5, 4, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #32 added RGB(4, 3, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #33 added RGB(3, 3, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #34 added RGB(2, 2, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #35 added RGB(2, 2, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #36 added RGB(1, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #37 added RGB(1, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #38 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0006 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 6/8192 72/98304 ( 0.1%)
brushsides 36/65536 288/524288 ( 0.1%)
planes 40/65536 800/1310720 ( 0.1%)
vertexes 35/65536 420/786432 ( 0.1%)
nodes 27/65536 864/2097152 ( 0.0%)
texinfos 3/12288 216/884736 ( 0.0%)
texdata 2/2048 64/65536 ( 0.1%)
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 16/65536 896/3670016 ( 0.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
facebrushes 0/0 0/0 ( 0.0%)
facebrushlists 16/0 64/0 ( 0.0%)
leaves 29/65536 928/2097152 ( 0.0%)
leaffaces 16/65536 32/131072 ( 0.0%)
leafbrushes 16/65536 32/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 88/512000 352/2048000 ( 0.0%)
edges 57/256000 228/1024000 ( 0.0%)
LDR worldlights 1/8192 100/819200 ( 0.0%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 111936/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 44/16777216 ( 0.0%)
entdata [variable] 528/393216 ( 0.1%)
LDR ambient table 29/65536 116/262144 ( 0.0%)
HDR ambient table 29/65536 116/262144 ( 0.0%)
LDR leaf ambient 57/65536 1596/1835008 ( 0.1%)
HDR leaf ambient 29/65536 812/1835008 ( 0.0%)
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] 1/216 ( 0.5%)
pakfile [variable] 74438/0 ( 0.0%)
physics [variable] 2279/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 32
Writing d:programmesteamsteamappscommonportal 2sdk_contentmapstutorial01.bsp
1 second elapsed

Thank you. :)

Are you using Expert mode? Depends what commands are selected. Anyways, You can just launch you're map via the Developer console: map "filenamehere". Better than compiling each time.

No, I don't have the expert-mode enabled.
I followed the Getting Started guide,
https://developer.valvesoftware.com/wiki/Level_Design_Introduction_(Portal_2)/Getting_Started and I wanted to test the map.

Settings

Spoiler
Image
Image
Image

However, when I tried it with the Dev Console, and it worked fine.

Ok, I think I've got it. After you gave me the Expert-Mode Idea, I looked around there, if I could find anything useful. Well, yea, I did :thumbup:
I found the Command, which launches the map and added it to the Default Command-List.
Image

Spoiler
Image

It may not be the best of Ideas, but at least it works for now :)

No, it's a perfectly fine idea. That's the best way to do it. :)

Falsi sumus crusto!

Thanks ;)