Crash Problem
hames
Join Date: 2002-11-12 Member: 8293Members
<div class="IPBDescription">need some help</div> This suddenly showing up and I have narrowed it down to light.
When I join the marine team from the ready room, it crashes.
I removed everything from my lights.rad file (I had no light entities) and tried to join the marine team. No crash.
I put in one light where the marines spawn at, and it crashes. I made another map and placed two lights in the RR and the marine spawn and there is no crash. I am not sure what is causing it but sometimes I get an error from windows saying something about a DEE/DDE.lld file has caused an error.
Anyways, here is from my log file of when it crashed:
hlcsg v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlcsg -----
Command line: C:\VALVEH~1\HLCSG.EXE "c:\valve hammer editor\maps\ns\ns_complex"
-= Current hlcsg Settings =-
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]
Wadinclude list :
[zhlt.wad]
entering c:\valve hammer editor\maps\ns\ns_complex.map
CreateBrush:
(3.85 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(4.34 seconds)
Using WAD File: \sierra\half-life\valve\halflife.wad
Using WAD File: \sierra\half-life\valve\liquids.wad
Using WAD File: \sierra\half-life\ns\ns.wad
added 1 additional animating textures.
Texture usage is at 1.98 mb (of 4.00 mb MAX)
9.06 seconds elapsed
----- END hlcsg -----
hlbsp v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlbsp -----
Command line: C:\VALVEH~1\HLBSP.EXE "c:\valve hammer editor\maps\ns\ns_complex"
-= Current hlbsp Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
nofill [ off ] [ off ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)
BSP generation successful, writing portal file 'c:\valve hammer editor\maps\ns\ns_complex.prt'
8.07 seconds elapsed
----- END hlbsp -----
hlvis v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlvis -----
Command line: C:\VALVEH~1\HLVIS.EXE "c:\valve hammer editor\maps\ns\ns_complex"
-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
fast vis [ off ] [ off ]
full vis [ off ] [ off ]
808 portalleafs
2215 numportals
BasePortalVis:
(8.35 seconds)
LeafThread:
(40.31 seconds)
average leafs visible: 113
g_visdatasize:22604 compressed from 81608
48.83 seconds elapsed
----- END hlvis -----
hlrad v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlrad -----
Command line: C:\VALVEH~1\HLRAD.EXE "c:\valve hammer editor\maps\ns\ns_complex"
-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 256.000 ] [ 256.000 ]
circus mode [ off ] [ off ]
smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]
texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]
global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 ] [ 1.000 ]
global gamma amount [ 0.500 ] [ 0.500 ]
global sky diffusion [ 1.000 ] [ 1.000 ]
opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]
[Reading texlights from 'C:\VALVE HAMMER EDITOR\lights.rad']
[0 texlights parsed from 'C:\VALVE HAMMER EDITOR\lights.rad']
3754 faces
Create Patches : 18462 base patches
0 opaque faces
116149 square feet [16725471.00 square inches]
1 direct lights
BuildFacelights:
(35.81 seconds)
visibility matrix : 20.3 megs
BuildVisLeafs:
(63.44 seconds)
MakeScales:
(48.33 seconds)
SwapTransfers:
(6.98 seconds)
Transfer Lists : 10034286 transfers
Indices : 6498584 bytes
Data : 40137144 bytes
GatherLight:
(0.98 seconds)
FinalLightFace:
(1.98 seconds)
159.89 seconds elapsed [2m 39s]
----- END hlrad -----
When I join the marine team from the ready room, it crashes.
I removed everything from my lights.rad file (I had no light entities) and tried to join the marine team. No crash.
I put in one light where the marines spawn at, and it crashes. I made another map and placed two lights in the RR and the marine spawn and there is no crash. I am not sure what is causing it but sometimes I get an error from windows saying something about a DEE/DDE.lld file has caused an error.
Anyways, here is from my log file of when it crashed:
hlcsg v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlcsg -----
Command line: C:\VALVEH~1\HLCSG.EXE "c:\valve hammer editor\maps\ns\ns_complex"
-= Current hlcsg Settings =-
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]
Wadinclude list :
[zhlt.wad]
entering c:\valve hammer editor\maps\ns\ns_complex.map
CreateBrush:
(3.85 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(4.34 seconds)
Using WAD File: \sierra\half-life\valve\halflife.wad
Using WAD File: \sierra\half-life\valve\liquids.wad
Using WAD File: \sierra\half-life\ns\ns.wad
added 1 additional animating textures.
Texture usage is at 1.98 mb (of 4.00 mb MAX)
9.06 seconds elapsed
----- END hlcsg -----
hlbsp v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlbsp -----
Command line: C:\VALVEH~1\HLBSP.EXE "c:\valve hammer editor\maps\ns\ns_complex"
-= Current hlbsp Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
nofill [ off ] [ off ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)
BSP generation successful, writing portal file 'c:\valve hammer editor\maps\ns\ns_complex.prt'
8.07 seconds elapsed
----- END hlbsp -----
hlvis v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlvis -----
Command line: C:\VALVEH~1\HLVIS.EXE "c:\valve hammer editor\maps\ns\ns_complex"
-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
fast vis [ off ] [ off ]
full vis [ off ] [ off ]
808 portalleafs
2215 numportals
BasePortalVis:
(8.35 seconds)
LeafThread:
(40.31 seconds)
average leafs visible: 113
g_visdatasize:22604 compressed from 81608
48.83 seconds elapsed
----- END hlvis -----
hlrad v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlrad -----
Command line: C:\VALVEH~1\HLRAD.EXE "c:\valve hammer editor\maps\ns\ns_complex"
-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 256.000 ] [ 256.000 ]
circus mode [ off ] [ off ]
smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]
texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]
global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 ] [ 1.000 ]
global gamma amount [ 0.500 ] [ 0.500 ]
global sky diffusion [ 1.000 ] [ 1.000 ]
opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]
[Reading texlights from 'C:\VALVE HAMMER EDITOR\lights.rad']
[0 texlights parsed from 'C:\VALVE HAMMER EDITOR\lights.rad']
3754 faces
Create Patches : 18462 base patches
0 opaque faces
116149 square feet [16725471.00 square inches]
1 direct lights
BuildFacelights:
(35.81 seconds)
visibility matrix : 20.3 megs
BuildVisLeafs:
(63.44 seconds)
MakeScales:
(48.33 seconds)
SwapTransfers:
(6.98 seconds)
Transfer Lists : 10034286 transfers
Indices : 6498584 bytes
Data : 40137144 bytes
GatherLight:
(0.98 seconds)
FinalLightFace:
(1.98 seconds)
159.89 seconds elapsed [2m 39s]
----- END hlrad -----
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