Error Kernel32.dll...

MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
<div class="IPBDescription">...any one know how to fix?</div> I have worked for a long time on a map and it is almost done. I thought I had solved all the problems until this one showed up. The map compiled fine, but when I tried to run it in Natural Selection, I got an error saying "error in KERNEL32.DLL".

I got this error when trying to load the map from a non-dedicated LAN server off of my own computer. I have 2.0 client and was running the client side for cheating death at the time. I don't know if that is relevent, but I'll say it anyway.

Here is a log of the map compile, incase it my have any clues for you guys.
I am thankful for any help you are able to give me and the sooner I can fix this, the sooner I can recompile the map.

<span style='color:gray'><span style='font-size:8pt;line-height:100%'>hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: C:\PROGRA~1\VALVEH~1\HLCSG.EXE "c:\program files\valve hammer editor\maps\ns_depths"-hullfile c:\Sierra\Half-Life\NS\nshulls.txt
Loading hull definitions from 'c:\Sierra\Half-Life\NS\nshulls.txt'
Entering c:\program files\valve hammer editor\maps\ns_depths.map

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 ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ c:\Sierra\Half-Life\NS\nshulls.txt ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

2 brushes (totalling 12 sides) discarded from clipping hulls
CreateBrush:
(21.86 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(5.11 seconds)

Using Wadfile: \sierra\half-life\valve\halflife.wad
- Contains 21 used textures, 28.00 percent of map (3116 textures in wad)
Using Wadfile: \sierra\half-life\ns\ns.wad
- Contains 54 used textures, 72.00 percent of map (578 textures in wad)

added 9 additional animating textures.
Texture usage is at 2.43 mb (of 4.00 mb MAX)
29.22 seconds elapsed

----- END hlcsg -----



hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: C:\PROGRA~1\VALVEH~1\HLBSP.EXE "c:\program files\valve hammer editor\maps\ns_depths"

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 ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'c:\program files\valve hammer editor\maps\ns_depths.prt'
9.72 seconds elapsed

----- END hlbsp -----



hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: C:\PROGRA~1\VALVEH~1\HLVIS.EXE "c:\program files\valve hammer editor\maps\ns_depths"
1316 portalleafs
4237 numportals

-= 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 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]


BasePortalVis:
(36.25 seconds)
LeafThread:
(175.05 seconds)
average leafs visible: 147
g_visdatasize:100013 compressed from 217140
211.63 seconds elapsed [3m 31s]

----- END hlvis -----



hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: C:\PROGRA~1\VALVEH~1\HLRAD.EXE "c:\program files\valve hammer editor\maps\ns_depths"-extra -lights c:\Sierra\Half-Life\NS\nslight.rad -dscale 3 -bounce 1

-= 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)[ on ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 3.000 ] [ 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 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]


7953 faces
Create Patches : 60222 base patches
0 opaque faces
824074 square feet [118666688.00 square inches]
18 direct lights

BuildFacelights:
(252.99 seconds)
visibility matrix : 216.2 megs
BuildVisLeafs:
(1491.39 seconds)
MakeScales:
(1466.24 seconds)
SwapTransfers:
(3111.64 seconds)
Transfer Lists : 297070102 : 297.07M transfers
Indices : 50820428 : 48.47M bytes
Data : 1188280408 : 1133.23M bytes
GatherLight:
(1386.92 seconds)
FinalLightFace:
(43.66 seconds)
7914.21 seconds elapsed [2h 11m 54s]

----- END hlrad -----</span></span>

Comments

  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    What about compiling only one half of your level and then add another quarter and so on until you find which entity causes NS to crash?
  • MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
    edited September 2003
    So, it is the fault of an entity in my map? I know there are a list of entities that don't work in Natural-Selection (cameras, gravity) but I didn't use any of those. I'll look again.

    (By the way, I was compiling about 2/5ths of my map when I got that error)
  • MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
    Sorry to double post, but I have looked through the entities used in that section of the map, and the only abnormal one is an env_shake. Do env_shakes still work in Natural-Selection? I havn't seen any map using them, but I don't rember them being on any list with cameras and gravity
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