Template:Recruiting: Difference between revisions

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<table style="border:5px ridge red;margin: 5px 5px 5px 5px;background-color:red;float:right;">
<div style="border:5px ridge red;margin:5px;background-color:red;color:#FFF;float:right;text-align:center;width:155px;">
<tr>
 
<td align="center">
[[Image:Recruiting.jpg]]
[[Image:Recruiting.jpg]]
</td>
</tr>
<tr>
<td align="center">
<table style="background-color:transparent;">
<tr>
<td align="left">
This mod needs:
{{{needs}}}
</td>
</tr>
</table>
</tr>
</td>
<tr>
<td align="center">
{{e|{{{email|email}}}|E-mail}}
</tr>
</td>
</table>
First of all, contact information is at the end, and getting to the point;
The problem I am having is that I am crashing the vphysics.dll, and causing apphangs, depending on how I play my map.
If I can find someone who can explain to me why my map is crashing it... I might invest some money in your skills.
It compiles fine, I am not over ANY entity limit, and that I know of, I'm not even close.
well, here is a copy of the FULL and STANDARD compile log with HDR:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\conspirag\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\SourceMods\hookedx" "C:\Program Files (x86)\Steam\steamapps\SourceMods\hookedx\maps\BIG"
Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\SourceMods\hookedx\materials
Loading C:\Program Files (x86)\Steam\steamapps\SourceMods\hookedx\maps\BIG.vmf
Patching WVT material: maps/big/nature/blendsandgrass008a_wvt_patch
Patching WVT material: maps/big/nature/blenddirtgrass008a_wvt_patch
Patching WVT material: maps/big/nature/blendmilground019_rock002_wvt_patch
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 (1)
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 (x86)\Steam\steamapps\SourceMods\hookedx\maps\BIG.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
  skybox/sky_ep02_06_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
  skybox/sky_ep02_06_hdr*.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) (12218 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 464 texinfos to 129
Reduced 29 texdatas to 21 (840 bytes to 532)
Writing C:\Program Files (x86)\Steam\steamapps\SourceMods\hookedx\maps\BIG.bsp
14 seconds elapsed
  85.275070 -44.675568 0.000000
  79.857597 -116.820152 0.000000
  85.330971 -44.675568 0.000000
  84.370010 -44.675568 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  85.275070 -44.675568 0.000000
  79.857597 -116.820152 0.000000
  85.330971 -44.675568 0.000000
  84.370010 -44.675568 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  79.044800 -116.820152 0.000000
  85.213699 -44.675568 0.000000
  85.330971 -44.675568 0.000000
  84.847656 -44.675568 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  84.787491 -44.675568 0.000000
  79.044800 -116.820152 0.000000
  84.847656 -44.675568 0.000000
  84.370010 -44.675568 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  76.639183 -112.512756 0.000000
  75.971687 -104.651543 0.000000
  76.512833 -104.651543 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  73.087585 -123.042946 0.000000
  74.470642 -123.042946 0.000000
  72.922432 -123.042946 0.000000
  72.149460 -119.898415 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  73.645164 -119.898415 0.000000
  74.470642 -123.042946 0.000000
  72.922432 -123.042946 0.000000
  73.261681 -123.042946 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\conspirag\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\SourceMods\hookedx" "C:\Program Files (x86)\Steam\steamapps\SourceMods\hookedx\maps\BIG"
Valve Software - vvis.exe (May 19 2009)
4 threads
reading c:\program files (x86)\steam\steamapps\sourcemods\hookedx\maps\BIG.bsp
reading c:\program files (x86)\steam\steamapps\sourcemods\hookedx\maps\BIG.prt
369 portalclusters
869 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 (44)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 136161
Average clusters visible: 369
Building PAS...
Average clusters audible: 369
visdatasize:37642  compressed from 35424
writing c:\program files (x86)\steam\steamapps\sourcemods\hookedx\maps\BIG.bsp
44 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\conspirag\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files (x86)\steam\steamapps\SourceMods\hookedx" "C:\Program Files (x86)\Steam\steamapps\SourceMods\hookedx\maps\BIG"
Valve Software - vrad.exe SSE (May 19 2009)
      Valve Radiosity Simulator   
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\sourcemods\hookedx\maps\BIG.bsp
Setting up ray-trace acceleration structure... Done (12.26 seconds)
1093 faces
6350694 square feet [914500032.00 square inches]
105 Displacements
1306993 Square Feet [188207072.00 Square Inches]
1093 patches before subdivision
66849 patches after subdivision
sun extent from map=0.000000
2 direct lights
BuildFacelights:    0...1...2...3...4...5...6...7...8...9...10 (32)
BuildVisLeafs:      0...1...2...3...4...5...6...7...8...9...10 (39)
transfers 1973706, max 403
transfer lists:  15.1 megs
GatherLight:        0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(3012, 2031, 1507)
GatherLight:        0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(218, 151, 102)
GatherLight:        0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(19, 12, 6)
GatherLight:        0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(5, 4, 2)
GatherLight:        0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1529 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (14)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (15)
Writing leaf ambient...done
Ready to Finish
Object names      Objects/Maxobjs  Memory / Maxmem  Fullness
------------      ---------------  ---------------  --------
models                  1/1024          48/49152    ( 0.1%)
brushes                23/8192          276/98304    ( 0.3%)
brushsides            473/65536        3784/524288  ( 0.7%)
planes                1168/65536      23360/1310720  ( 1.8%)
vertexes              1361/65536      16332/786432  ( 2.1%)
nodes                  990/65536      31680/2097152  ( 1.5%)
texinfos              129/12288        9288/884736  ( 1.0%)
texdata                21/2048          672/65536    ( 1.0%)
dispinfos              105/0          18480/0        ( 0.0%)
disp_verts          30345/0          606900/0        ( 0.0%)
disp_tris            53760/0          107520/0        ( 0.0%)
disp_lmsamples    2725786/0        2725786/0        ( 0.0%)
faces                1093/65536      61208/3670016  ( 1.7%)
hdr faces                0/65536          0/3670016  ( 0.0%)
origfaces              150/65536        8400/3670016  ( 0.2%)
leaves                992/65536      31744/2097152  ( 1.5%)
leaffaces            1261/65536        2522/131072  ( 1.9%)
leafbrushes            724/65536        1448/131072  ( 1.1%)
areas                    2/256            16/2048    ( 0.8%)
surfedges            5134/512000      20536/2048000  ( 1.0%)
edges                2877/256000      11508/1024000  ( 1.1%)
LDR worldlights          2/8192          176/720896  ( 0.0%)
HDR worldlights          0/8192            0/720896  ( 0.0%)
leafwaterdata            1/32768          12/393216  ( 0.0%)
waterstrips            26/32768        260/327680  ( 0.1%)
waterverts              0/65536          0/786432  ( 0.0%)
waterindices          429/65536        858/131072  ( 0.7%)
cubemapsamples          0/1024            0/16384    ( 0.0%)
overlays                0/512            0/180224  ( 0.0%)
LDR lightdata        [variable]    3295876/0        ( 0.0%)
HDR lightdata        [variable]          0/0        ( 0.0%)
visdata              [variable]      37642/16777216 ( 0.2%)
entdata              [variable]        6990/393216  ( 1.8%)
LDR ambient table      992/65536        3968/262144  ( 1.5%)
HDR ambient table      992/65536        3968/262144  ( 1.5%)
LDR leaf ambient      3001/65536      84028/1835008  ( 4.6%)
HDR leaf ambient      992/65536      27776/1835008  ( 1.5%)
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]          1/59712    ( 0.0%)
dtl prp lght          [variable]          1/4        (25.0%)
HDR dtl prp lght      [variable]          1/4        (25.0%)
static props          [variable]          1/15242    ( 0.0%)
pakfile              [variable]      213983/0        ( 0.0%)
physics              [variable]      12218/4194304  ( 0.3%)
physics terrain      [variable]      81516/1048576  ( 7.8%)
Level flags = 0
Total triangle count: 2348
Writing c:\program files (x86)\steam\steamapps\sourcemods\hookedx\maps\BIG.bsp
1 minute, 57 seconds elapsed
Valve Software - vrad.exe SSE (May 19 2009)
      Valve Radiosity Simulator   
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\sourcemods\hookedx\maps\BIG.bsp
Setting up ray-trace acceleration structure... Done (12.27 seconds)
1093 faces
6350694 square feet [914500032.00 square inches]
105 Displacements
1306993 Square Feet [188207072.00 Square Inches]
1093 patches before subdivision
66849 patches after subdivision
sun extent from map=0.000000
2 direct lights
BuildFacelights:    0...1...2...3...4...5...6...7...8...9...10 (31)
BuildVisLeafs:      0...1...2...3...4...5...6...7...8...9...10 (38)
transfers 1973706, max 403
transfer lists:  15.1 megs
GatherLight:        0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(3012, 2031, 1507)
GatherLight:        0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(218, 151, 102)
GatherLight:        0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(19, 12, 6)
GatherLight:        0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(5, 4, 2)
GatherLight:        0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1687 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (14)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (15)
Writing leaf ambient...done
Ready to Finish
Object names      Objects/Maxobjs  Memory / Maxmem  Fullness
------------      ---------------  ---------------  --------
models                  1/1024          48/49152    ( 0.1%)
brushes                23/8192          276/98304    ( 0.3%)
brushsides            473/65536        3784/524288  ( 0.7%)
planes                1168/65536      23360/1310720  ( 1.8%)
vertexes              1361/65536      16332/786432  ( 2.1%)
nodes                  990/65536      31680/2097152  ( 1.5%)
texinfos              129/12288        9288/884736  ( 1.0%)
texdata                21/2048          672/65536    ( 1.0%)
dispinfos              105/0          18480/0        ( 0.0%)
disp_verts          30345/0          606900/0        ( 0.0%)
disp_tris            53760/0          107520/0        ( 0.0%)
disp_lmsamples    2725786/0        2725786/0        ( 0.0%)
faces                1093/65536      61208/3670016  ( 1.7%)
hdr faces            1093/65536      61208/3670016  ( 1.7%)
origfaces              150/65536        8400/3670016  ( 0.2%)
leaves                992/65536      31744/2097152  ( 1.5%)
leaffaces            1261/65536        2522/131072  ( 1.9%)
leafbrushes            724/65536        1448/131072  ( 1.1%)
areas                    2/256            16/2048    ( 0.8%)
surfedges            5134/512000      20536/2048000  ( 1.0%)
edges                2877/256000      11508/1024000  ( 1.1%)
LDR worldlights          2/8192          176/720896  ( 0.0%)
HDR worldlights          2/8192          176/720896  ( 0.0%)
leafwaterdata            1/32768          12/393216  ( 0.0%)
waterstrips            26/32768        260/327680  ( 0.1%)
waterverts              0/65536          0/786432  ( 0.0%)
waterindices          429/65536        858/131072  ( 0.7%)
cubemapsamples          0/1024            0/16384    ( 0.0%)
overlays                0/512            0/180224  ( 0.0%)
LDR lightdata        [variable]    3295876/0        ( 0.0%)
HDR lightdata        [variable]    3295876/0        ( 0.0%)
visdata              [variable]      37642/16777216 ( 0.2%)
entdata              [variable]        6990/393216  ( 1.8%)
LDR ambient table      992/65536        3968/262144  ( 1.5%)
HDR ambient table      992/65536        3968/262144  ( 1.5%)
LDR leaf ambient      3001/65536      84028/1835008  ( 4.6%)
HDR leaf ambient      3000/65536      84000/1835008  ( 4.6%)
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]          1/59712    ( 0.0%)
dtl prp lght          [variable]          1/4        (25.0%)
HDR dtl prp lght      [variable]          1/4        (25.0%)
static props          [variable]          1/15242    ( 0.0%)
pakfile              [variable]      213983/0        ( 0.0%)
physics              [variable]      12218/4194304  ( 0.3%)
physics terrain      [variable]      81516/1048576  ( 7.8%)
Level flags = 0
Total triangle count: 2348
Writing c:\program files (x86)\steam\steamapps\sourcemods\hookedx\maps\BIG.bsp
1 minute, 55 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\SourceMods\hookedx\maps\BIG.bsp" "c:\program files (x86)\steam\steamapps\SourceMods\hookedx\maps\BIG.bsp"
the errors shown about make_triangles:calc_triangle_representation: Cannot convert I have been told, by experienced mappers, are harmless. I don't believe they are wrong until someone gives me good reason to believe they are wrong... and yes, I am trying to build a big damn map.


here is the important info from the crash log for the vphysics error
This mod needs {{{needs}}} {{#if: {{{email|}}} |


Problem signature:
[mailto:{{{email}}} {{{email}}}]}}
  Problem Event Name: APPCRASH
</div>
  Application Name: hl2.exe
  Fault Module Name: vphysics.dll_unloaded
If anyone has encountered this problem, or has a solution to this problem. My steam ID is ConspiraG and my email is maxxandrewrkl@live.com


<includeonly>[[Category:Help Wanted]]</includeonly>


UPDATE:


Interlopers have helped me a bit, but still, the problem stands. I am trying to not to reduce the size as much as possible.
<noinclude>
== Description ==
Recruiting template. See usage below.


[[Category:Help Wanted]]
== Syntax ==
<pre>
{{recruiting|needs=Message text}}
{{recruiting|needs=Message text|email=Email adress}}
</pre>
{{protected}}
</noinclude>

Latest revision as of 11:40, 25 October 2010

Recruiting.jpg

This mod needs {{{needs}}}



Description

Recruiting template. See usage below.

Syntax

{{recruiting|needs=Message text}}
{{recruiting|needs=Message text|email=Email adress}}