1. Post #1
    Gold Member
    Occlusion's Avatar
    March 2008
    6,632 Posts
    Pretty much what the title says really, i've fixed any leaks, got rid of any fancy geometry, removed and bad models and it still crashes whilst loading in l4d.

    If anyone is kind enough to take a quick look at the export log, i'd be eternally grateful, it's been causing me headaches for a while now.

    I am exporting with fast vvis.exe, as my computer is too slow and i haven't got the time to fully compile just yet.

    Code:
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\common\left 4 dead\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\common\left 4 dead\left4dead" "C:\Program Files\Steam\steamapps\common\left 4 dead\left4dead\maps\l4d_test_town_1"
    
    Valve Software - vbsp.exe (Jun 22 2009)
    2 threads
    materialPath: c:\program files\steam\steamapps\common\left 4 dead\left4dead\materials
    Loading C:\Program Files\Steam\steamapps\common\left 4 dead\left4dead\maps\l4d_test_town_1.vmf
    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...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files\Steam\steamapps\common\left 4 dead\left4dead\maps\l4d_test_town_1.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) (366303 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Water found with no water_lod_control entity, creating a default one.
    Compacting texture/material tables...
    Reduced 3297 texinfos to 1306
    Reduced 137 texdatas to 114 (5455 bytes to 4571)
    Writing C:\Program Files\Steam\steamapps\common\left 4 dead\left4dead\maps\l4d_test_town_1.bsp
    8 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\common\left 4 dead\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\common\left 4 dead\left4dead" -fast "C:\Program Files\Steam\steamapps\common\left 4 dead\left4dead\maps\l4d_test_town_1"
    
    Valve Software - vvis.exe (Jun 22 2009)
    fastvis = true
    2 threads
    reading c:\program files\steam\steamapps\common\left 4 dead\left4dead\maps\l4d_test_town_1.bsp
    reading c:\program files\steam\steamapps\common\left 4 dead\left4dead\maps\l4d_test_town_1.prt
    1441 portalclusters
    4867 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (5)
    Optimized: 67054 visible clusters (0.00%)
    Total clusters visible: 1828935
    Average clusters visible: 1269
    Building PAS...
    Average clusters audible: 1440
    visdatasize:526858  compressed from 530288
    writing c:\program files\steam\steamapps\common\left 4 dead\left4dead\maps\l4d_test_town_1.bsp
    5 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\common\left 4 dead\bin\vrad.exe"
    ** Parameters:  -game "c:\program files\steam\steamapps\common\left 4 dead\left4dead" "C:\Program Files\Steam\steamapps\common\left 4 dead\left4dead\maps\l4d_test_town_1"
    
    Valve Software - vrad.exe SSE (Jun 22 2009)
    
          Valve Radiosity Simulator     
    2 threads
    [Reading texlights from 'lights.rad']
    [2 texlights parsed from 'lights.rad']
    
    Loading c:\program files\steam\steamapps\common\left 4 dead\left4dead\maps\l4d_test_town_1.bsp
    Setting up ray-trace acceleration structure... Done (3.53 seconds)
    4491 faces
    767864 square feet [110572496.00 square inches]
    1 Displacements
    136 Square Feet [19609.14 Square Inches]
    4491 patches before subdivision
    52393 patches after subdivision
    sun extent from map=-0.342020
    9 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (21)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (61)
    transfers 7203388, max 1263
    transfer lists:  55.0 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #1 added RGB(439350, 351116, 344177)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(63851, 56690, 54498)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #3 added RGB(10898, 9225, 9154)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #4 added RGB(2316, 2182, 2169)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #5 added RGB(579, 569, 567)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #6 added RGB(158, 164, 161)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #7 added RGB(46, 48, 47)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #8 added RGB(14, 15, 14)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #9 added RGB(4, 4, 4)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #10 added RGB(1, 1, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #11 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0954 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (16)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (18)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  17/1024          816/49152    ( 1.7%) 
    brushes                969/8192        11628/98304    (11.8%) 
    brushsides            7033/65536       56264/524288   (10.7%) 
    planes                4278/65536       85560/1310720  ( 6.5%) 
    vertexes              7114/65536       85368/786432   (10.9%) 
    nodes                 2688/65536       86016/2097152  ( 4.1%) 
    texinfos              1306/12288       94032/884736   (10.6%) 
    texdata                114/2048         3648/65536    ( 5.6%) 
    dispinfos                1/0             176/0        ( 0.0%) 
    disp_verts             289/0            5780/0        ( 0.0%) 
    disp_tris              512/0            1024/0        ( 0.0%) 
    disp_lmsamples         486/0             486/0        ( 0.0%) 
    faces                 4491/65536      251496/3670016  ( 6.9%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces             2279/65536      127624/3670016  ( 3.5%) 
    leaves                2706/65536       86592/2097152  ( 4.1%) 
    leaffaces             5099/65536       10198/131072   ( 7.8%) 
    leafbrushes           2195/65536        4390/131072   ( 3.3%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges            30757/512000     123028/2048000  ( 6.0%) 
    edges                17873/256000      71492/1024000  ( 7.0%) 
    LDR worldlights          9/8192          900/819200   ( 0.1%) 
    HDR worldlights          0/8192            0/819200   ( 0.0%) 
    leafwaterdata            1/32768          12/393216   ( 0.0%) 
    waterstrips            370/32768        3700/327680   ( 1.1%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices          5904/65536       11808/131072   ( 9.0%) 
    cubemapsamples           6/1024           96/16384    ( 0.6%) 
    overlays                65/512         22880/180224   (12.7%) 
    LDR lightdata         [variable]     2135668/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]      526858/16777216 ( 3.1%) 
    entdata               [variable]       19825/393216   ( 5.0%) 
    LDR ambient table     2706/65536       10824/262144   ( 4.1%) 
    HDR ambient table     2706/65536       10824/262144   ( 4.1%) 
    LDR leaf ambient     10790/65536      302120/1835008  (16.5%) 
    HDR leaf ambient      2706/65536       75768/1835008  ( 4.1%) 
    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]           1/22330    ( 0.0%) 
    pakfile               [variable]     1076723/0        ( 0.0%) 
    physics               [variable]      366303/4194304  ( 8.7%) 
    physics terrain       [variable]         788/1048576  ( 0.1%) 
    
    Level flags = 0
    
    Total triangle count: 12509
    Writing c:\program files\steam\steamapps\common\left 4 dead\left4dead\maps\l4d_test_town_1.bsp
    2 minutes, 1 second elapsed
    ***VPK: FastFindFile Attempting to use full path with VPK file!
    	File: c:\program files\steam\steamapps\common\left 4 dead\left4dead\maps\l4d_test_town_1.rad
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\steamapps\common\left 4 dead\left4dead\maps\l4d_test_town_1.bsp" "c:\program files\steam\steamapps\common\left 4 dead\left4dead\maps\l4d_test_town_1.bsp"

  2. Post #2
    Gold Member
    Occlusion's Avatar
    March 2008
    6,632 Posts
    No one got any ideas? Sorry for the bump but i've still got nothing.

  3. Post #3
    Gold Member
    Kwigg's Avatar
    January 2007
    1,013 Posts
    No one got any ideas? Sorry for the bump but i've still got nothing.
    ***VPK: FastFindFile Attempting to use full path with VPK file!
    ?

  4. Post #4
    Kool's Avatar
    April 2009
    79 Posts
    I can't see any errors..

    But I might be wrong.

  5. Post #5
    Joey1's Avatar
    April 2009
    1,117 Posts
    Did you put those parameters to launch game?..i mean this -toconsole -dev -console +sv_lan 1

    Im not sure, but i have same problems, because i didnt have them there

  6. Post #6
    -chu-'s Avatar
    August 2008
    1,143 Posts
    Are you using the airport_water texture? That texture causes my map to crash while loading.

  7. Post #7
    Gold Member
    Occlusion's Avatar
    March 2008
    6,632 Posts
    Are you using the airport_water texture? That texture causes my map to crash while loading.
    That did the trick, i can't believe it was such a stupid error. Thanks mate, i owe you one.

  8. Post #8
    Gold Member
    SnakeFace's Avatar
    July 2006
    1,478 Posts
    That did the trick, i can't believe it was such a stupid error. Thanks mate, i owe you one.
    Not really a stupid error on your part, mainly valve's fault! :3: