Template:Recruiting

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Revision as of 19:41, 4 October 2009 by ConspiraG (talk | contribs)
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Recruiting.jpg

This mod needs: {{{needs}}}

email

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

Problem signature:

 Problem Event Name:	APPCRASH
 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