I made a map today that always crashes empires (it just quits, no error report or anything) 4 or 5 bars into "loading resources" when I try to run it. The map isn't very complicated; it's pretty much just some dispgen displacements, a bit of water, and a skybox. This is on vista x64 with 3 gb RAM. Things compile quickly and without a hitch... the whole thing is simple and clean, nothing touching the edges of the grid, no errors... here's the compile log: " ** Executing... ** Command: "d:\program files\steam\steamapps\bokanovskyprocess\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "d:\program files\steam\steamapps\SourceMods\Empires" "C:\Users\xxx\Desktop\calderanew123" Valve Software - vbsp.exe (Mar 11 2008) 2 threads materialPath: d:\program files\steam\steamapps\SourceMods\Empires\materials Loading C:\Users\xxx\Desktop\calderanew123.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\xxx\Desktop\calderanew123.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_03*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_03*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. 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) (5329 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9.Material LOSTCOAST/NATURE/BLENDROCKGRAVEL002A uses unknown detail object type lostcoast_grass! Material LOSTCOAST/NATURE/BLENDROCKGRAVEL002A uses unknown detail object type lostcoast_grass! Material LOSTCOAST/NATURE/BLENDROCKGRAVEL002A uses unknown detail object type lostcoast_grass! Material LOSTCOAST/NATURE/BLENDROCKGRAVEL002A uses unknown detail object type lostcoast_grass! Material LOSTCOAST/NATURE/BLENDROCKGRAVEL002A uses unknown detail object type lostcoast_grass! Material LOSTCOAST/NATURE/BLENDROCKGRAVEL002A uses unknown detail object type lostcoast_grass! .Material LOSTCOAST/NATURE/BLENDROCKGRAVEL002A uses unknown detail object type lostcoast_grass! Material LOSTCOAST/NATURE/BLENDROCKGRAVEL002A uses unknown detail object type lostcoast_grass! object type lostcoast_grass! 10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 16 texinfos to 6 Reduced 8 texdatas to 6 (241 bytes to 173) Writing C:\Users\xxx\Desktop\calderanew123.bsp 7 seconds elapsed ** Executing... ** Command: "d:\program files\steam\steamapps\bokanovskyprocess\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "d:\program files\steam\steamapps\SourceMods\Empires" "C:\Users\xxx\Desktop\calderanew123" Valve Software - vvis.exe (Mar 11 2008) 2 threads reading c:\users\xxx\desktop\calderanew123.bsp reading c:\users\xxx\desktop\calderanew123.prt 499 portalclusters 1195 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 (23) Optimized: 0 visible clusters (0.00%) Total clusters visible: 249001 Average clusters visible: 499 Building PAS... Average clusters audible: 499 visdatasize:66870 compressed from 63872 writing c:\users\xxx\desktop\calderanew123.bsp 23 seconds elapsed ** Executing... ** Command: "d:\program files\steam\steamapps\bokanovskyprocess\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "d:\program files\steam\steamapps\SourceMods\Empires" "C:\Users\xxx\Desktop\calderanew123" Valve Software - vrad.exe SSE (Mar 11 2008) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\xxx\desktop\calderanew123.bsp Setting up ray-trace acceleration structure... Done (1.41 seconds) 1133 faces 8156982 square feet [1174605440.00 square inches] 64 Displacements 1983513 Square Feet [285625952.00 Square Inches] 1133 patches before subdivision 115979 patches after subdivision 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (19) transfers 3137198, max 366 transfer lists: 23.9 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.1038 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (37) 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 (9) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 2/1024 96/49152 ( 0.2%) brushes 13/8192 156/98304 ( 0.2%) brushsides 78/65536 624/524288 ( 0.1%) planes 186/65536 3720/1310720 ( 0.3%) vertexes 1006/65536 12072/786432 ( 1.5%) nodes 1177/65536 37664/2097152 ( 1.8%) texinfos 6/12288 432/884736 ( 0.0%) texdata 6/2048 192/65536 ( 0.3%) dispinfos 64/0 11264/0 ( 0.0%) disp_verts 18496/0 369920/0 ( 0.0%) disp_tris 32768/0 65536/0 ( 0.0%) disp_lmsamples 4574080/0 4574080/0 ( 0.0%) faces 1133/65536 63448/3670016 ( 1.7%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 80/65536 4480/3670016 ( 0.1%) leaves 1180/65536 37760/2097152 ( 1.8%) leaffaces 1097/65536 2194/131072 ( 1.7%) leafbrushes 1280/65536 2560/131072 ( 2.0%) areas 2/256 16/2048 ( 0.8%) surfedges 4904/512000 19616/2048000 ( 1.0%) edges 2605/256000 10420/1024000 ( 1.0%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 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] 16257280/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 66870/16777216 ( 0.4%) entdata [variable] 2553/393216 ( 0.6%) LDR ambient table 1180/65536 4720/262144 ( 1.8%) HDR ambient table 1180/65536 4720/262144 ( 1.8%) LDR leaf ambient 505/65536 14140/1835008 ( 0.8%) HDR leaf ambient 1180/65536 33040/1835008 ( 1.8%) 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] 1/12 ( 8.3%) pakfile [variable] 87072/0 ( 0.0%) physics [variable] 5329/4194304 ( 0.1%) physics terrain [variable] 84266/1048576 ( 8.0%) Level flags = 0 Total triangle count: 2318 Writing c:\users\xxx\desktop\calderanew123.bsp 1 minute, 7 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\xxx\Desktop\calderanew123.bsp" "d:\program files\steam\steamapps\SourceMods\Empires\maps\calderanew123.bsp" ** Executing... ** Command: "d:\program files\steam\steam.exe" ** Parameters: -game "d:\program files\steam\steamapps\SourceMods\Empires" +map "calderanew123" "
Thanks, I had forgotten to put those in... unfortunately, the thing still crashes. I didn't actually make a new minimap and res file (just renamed the bsp to an existing map to test); could this be a problem?
It shouldn't, but i suggest using a new name and copying the files needed (minimap vmt and vtf, resource file that points to the files).
Send me the map so I can check what crashes the game. Make a rar with password, upload it to some upload site like rapidshare and give me url and pw by PM.
its crashing on something to do with shaders.... I tried changing everything to orange texture, no dice... this could be a problem with displacements apparently, but they are just from dispgen, not too many polys or anything...
I get a crash in vphysics.dll. I have no idea what does this. Make everything that a correct map should have and send it again (minimap, .txt file).