Please or Register to create posts and topics.

Portal2 crashes when i place 2 portals

My Portal2 crashes when i try to shoot two portal on my custom map...

Image
Image

The last thing i changed was adding a func_reflective_glass. I deleted it but the game is still crashing.

compile log:

Spoiler
-------------------------------------------------------------------------------
Running command: cd "E:GamesSteamsteamappscommonPortal 2bin"
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
Running command: "E:GamesSteamsteamappscommonPortal 2binvbsp.exe" -game "
E:GamesSteamsteamappscommonPortal 2portal2" "e:gamessteamsteamappscomm
onportal 2sdk_contentmapstest"
-------------------------------------------------------------------------------

Valve Software - vbsp.exe (May 3 2011)
2 threads
materialPath: E:GamesSteamsteamappscommonPortal 2portal2materials
Loading e:gamessteamsteamappscommonportal 2sdk_contentmapstest.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 (1)
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 328 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing e:gamessteamsteamappscommonportal 2sdk_contentmapstest.prt...Bui
lding 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) (458340 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1330 texinfos to 567
Reduced 45 texdatas to 41 (1319 bytes to 1184)
Writing e:gamessteamsteamappscommonportal 2sdk_contentmapstest.bsp
5 seconds elapsed

-------------------------------------------------------------------------------
Running command: cd "E:GamesSteamsteamappscommonPortal 2bin"
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
Running command: "E:GamesSteamsteamappscommonPortal 2binvvis.exe" -game "
E:GamesSteamsteamappscommonPortal 2portal2" "e:gamessteamsteamappscomm
onportal 2sdk_contentmapstest"
-------------------------------------------------------------------------------

Valve Software - vvis.exe (May 3 2011)
2 threads
reading e:gamessteamsteamappscommonportal 2sdk_contentmapstest.bsp
reading e:gamessteamsteamappscommonportal 2sdk_contentmapstest.prt
543 portalclusters
1453 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 (69)
Optimized: 925 visible clusters (0.00%)
Total clusters visible: 74394
Average clusters visible: 137
Building PAS...
Average clusters audible: 441
visdatasize:64805 compressed from 78192
writing e:gamessteamsteamappscommonportal 2sdk_contentmapstest.bsp
1 minute, 9 seconds elapsed

-------------------------------------------------------------------------------
Running command: cd "E:GamesSteamsteamappscommonPortal 2bin"
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
Running command: "E:GamesSteamsteamappscommonPortal 2binvrad.exe" -game "
E:GamesSteamsteamappscommonPortal 2portal2" "e:gamessteamsteamappscomm
onportal 2sdk_contentmapstest"
-------------------------------------------------------------------------------

Valve Software - vrad.exe SSE (May 3 2011)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']

Loading e:gamessteamsteamappscommonportal 2sdk_contentmapstest.bsp
Setting up ray-trace acceleration structure... Done (1.72 seconds)
2633 faces
1 degenerate faces
188295 square feet [27114574.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2632 patches before subdivision
24362 patches after subdivision
88 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (7)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (25)
transfers 3147957, max 581
transfer lists: 24.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(94800, 100056, 101358)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(53600, 56049, 56092)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(30135, 31399, 31211)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(17299, 17964, 17759)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(9934, 10292, 10131)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(5753, 5946, 5832)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(3340, 3446, 3368)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1948, 2005, 1954)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1139, 1170, 1137)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(667, 685, 664)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(392, 402, 388)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(231, 236, 228)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(136, 139, 134)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(80, 82, 79)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(48, 48, 46)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(28, 29, 27)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(17, 17, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #18 added RGB(10, 10, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(6, 6, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(3, 4, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(2, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #23 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0149 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
FinalLightFace Done
74 of 77 (96% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (12)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 59/1024 2832/49152 ( 5.8%)
brushes 1311/8192 15732/98304 (16.0%)
brushsides 9381/65536 75048/524288 (14.3%)
planes 5110/65536 102200/1310720 ( 7.8%)
vertexes 5527/65536 66324/786432 ( 8.4%)
nodes 1722/65536 55104/2097152 ( 2.6%)
texinfos 567/12288 40824/884736 ( 4.6%)
texdata 41/2048 1312/65536 ( 2.0%)
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 2633/65536 147448/3670016 ( 4.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1979/65536 110824/3670016 ( 3.0%)
facebrushes 1154/0 2308/0 ( 0.0%)
facebrushlists 2633/0 10532/0 ( 0.0%)
leaves 1782/65536 57024/2097152 ( 2.7%)
leaffaces 3123/65536 6246/131072 ( 4.8%)
leafbrushes 2645/65536 5290/131072 ( 4.0%)
areas 5/256 40/2048 ( 2.0%)
surfedges 20090/512000 80360/2048000 ( 3.9%)
edges 12041/256000 48164/1024000 ( 4.7%)
LDR worldlights 88/8192 8800/819200 ( 1.1%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 298/32768 2980/327680 ( 0.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4968/65536 9936/131072 ( 7.6%)
cubemapsamples 8/1024 128/16384 ( 0.8%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2000500/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 64805/16777216 ( 0.4%)
entdata [variable] 69793/393216 (17.7%)
LDR ambient table 1782/65536 7128/262144 ( 2.7%)
HDR ambient table 1782/65536 7128/262144 ( 2.7%)
LDR leaf ambient 3707/65536 103796/1835008 ( 5.7%)
HDR leaf ambient 1782/65536 49896/1835008 ( 2.7%)
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] 1/8776 ( 0.0%)
pakfile [variable] 671112/0 ( 0.0%)
physics [variable] 458340/4194304 (10.9%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 7036
Writing e:gamessteamsteamappscommonportal 2sdk_contentmapstest.bsp
59 seconds elapsed

-------------------------------------------------------------------------------
Running command: copy "e:gamessteamsteamappscommonportal 2sdk_contentmaps
test.bsp" "E:GamesSteamsteamappscommonPortal 2portal2mapstest.bsp"
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
Running command: cd "E:GamesSteamsteamappscommonPortal 2"
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
Running command: "E:GamesSteamsteamappscommonPortal 2portal2.exe" -dev -ga
me "E:GamesSteamsteamappscommonPortal 2portal2" +map "test" +sv_lan 1
-------------------------------------------------------------------------------

Finished. Press a key to close.

please help me! im working on my first map and im almost done :/

My Maps-1-2-3-4-5-

My PTI Tests-1-2-3-

ok i noticed the func_reflective_glass was still in the game... after i deleted it the game works fine
should i delete this post?

My Maps-1-2-3-4-5-

My PTI Tests-1-2-3-

Don't delete it, it may prove helpful to somebody with the same problem.

Released Maps
[spoiler]WOM Test 1
Laser Cube Quest
Mho' Power - Community Spotlight!
Four Corners[/spoiler]

Solution: Use only one Portal :-p

Image

"Such monstrous sucking-constructions aren't built within one afternoon"