[Help] Map instantly crashes game

ApolloApollo Senior
edited 10:16PM in Community Maps
Hello, I am trying to create a map, but I can't even test it, as every time I try to load the map, whether through Hammer after compiling or doing it myself in the console, it instantly crashes the game. I'm fairly confident that it has to do with not being able to locate the GameData key (as said in the compiling notes which I will post). But, I do not know exactly what that means and how to fix it. I have followed the tutorial here on how to set up PVK's Hammer settings, so I don't know if I personally did something wrong or if the gameinfo.txt I have is somehow incorrect, or whatever. I would appreciate help, please.



** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\pirates, vikings and knights ii\sdkbase_pvkii\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\pirates, vikings and knights ii\pvkii" "C:\Program Files (x86)\Steam\steamapps\common\pirates, vikings and knights ii\pvkii\mapsrc\pvk_loadingscreen.vmf"

Valve Software - vbsp.exe (Sep 30 2014)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\pirates, vikings and knights ii\pvkii\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\pirates, vikings and knights ii\pvkii\mapsrc\pvk_loadingscreen.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\pirates, vikings and knights ii\pvkii\gameinfo.txt
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:\Program Files (x86)\Steam\steamapps\common\pirates, vikings and knights ii\pvkii\mapsrc\pvk_loadingscreen.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (1722001 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 38 texinfos to 19
Reduced 6 texdatas to 5 (179 bytes to 118)
Writing C:\Program Files (x86)\Steam\steamapps\common\pirates, vikings and knights ii\pvkii\mapsrc\pvk_loadingscreen.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\pirates, vikings and knights ii\sdkbase_pvkii\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\pirates, vikings and knights ii\pvkii" "C:\Program Files (x86)\Steam\steamapps\common\pirates, vikings and knights ii\pvkii\mapsrc\pvk_loadingscreen"

Valve Software - vvis.exe (Sep 30 2014)
4 threads
reading c:\program files (x86)\steam\steamapps\common\pirates, vikings and knights ii\pvkii\mapsrc\pvk_loadingscreen.bsp
reading c:\program files (x86)\steam\steamapps\common\pirates, vikings and knights ii\pvkii\mapsrc\pvk_loadingscreen.prt
75 portalclusters
170 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 5625
Average clusters visible: 75
Building PAS...
Average clusters audible: 75
visdatasize:2104 compressed from 2400
writing c:\program files (x86)\steam\steamapps\common\pirates, vikings and knights ii\pvkii\mapsrc\pvk_loadingscreen.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\pirates, vikings and knights ii\sdkbase_pvkii\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\pirates, vikings and knights ii\pvkii" "C:\Program Files (x86)\Steam\steamapps\common\pirates, vikings and knights ii\pvkii\mapsrc\pvk_loadingscreen"

Valve Software - vrad.exe SSE (Sep 30 2014)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[0 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\pirates, vikings and knights ii\pvkii\mapsrc\pvk_loadingscreen.bsp
Setting up ray-trace acceleration structure... Done (0.51 seconds)
190 faces
603171 square feet [86856704.00 square inches]
30 Displacements
226069 Square Feet [32553984.00 Square Inches]
190 patches before subdivision
5326 patches after subdivision
2 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 (1)
transfers 61177, max 281
transfer lists: 0.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(78, 189, 23)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(570, 1380, 166)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1, 5, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(7, 40, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0078 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (1)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness





models 1/1024 48/49152 ( 0.1%)
brushes 7/8192 84/98304 ( 0.1%)
brushsides 42/65536 336/524288 ( 0.1%)
planes 76/65536 1520/1310720 ( 0.1%)
vertexes 193/65536 2316/786432 ( 0.3%)
nodes 178/65536 5696/2097152 ( 0.3%)
texinfos 19/12288 1368/884736 ( 0.2%)
texdata 5/2048 160/65536 ( 0.2%)
dispinfos 30/0 5280/0 ( 0.0%)
disp_verts 8670/0 173400/0 ( 0.0%)
disp_tris 15360/0 30720/0 ( 0.0%)
disp_lmsamples 376282/0 376282/0 ( 0.0%)
faces 190/65536 10640/3670016 ( 0.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 38/65536 2128/3670016 ( 0.1%)
leaves 180/65536 5760/2097152 ( 0.3%)
leaffaces 160/65536 320/131072 ( 0.2%)
leafbrushes 119/65536 238/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 912/512000 3648/2048000 ( 0.2%)
edges 493/256000 1972/1024000 ( 0.2%)
LDR worldlights 2/8192 176/720896 ( 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] 334520/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 2104/16777216 ( 0.0%)
entdata [variable] 717/393216 ( 0.2%)
LDR ambient table 180/65536 720/262144 ( 0.3%)
HDR ambient table 180/65536 720/262144 ( 0.3%)
LDR leaf ambient 904/65536 25312/1835008 ( 1.4%)
HDR leaf ambient 180/65536 5040/1835008 ( 0.3%)
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] 1/10436 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/364 ( 0.3%)
pakfile [variable] 106038/0 ( 0.0%)
physics [variable] 1722001/4194304 (41.1%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 380
Writing c:\program files (x86)\steam\steamapps\common\pirates, vikings and knights ii\pvkii\mapsrc\pvk_loadingscreen.bsp
4 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\pirates, vikings and knights ii\pvkii\mapsrc\pvk_loadingscreen.bsp" "C:\Program Files (x86)\Steam\steamapps\common\pirates, vikings and knights ii\pvkii\maps\pvk_loadingscreen.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\pirates, vikings and knights ii\sdkbase_pvkii\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\pirates, vikings and knights ii\pvkii" +map "pvk_loadingscreen" -steam

Comments

  • Assigir The NordAssigir The Nord PVKII Team, Authorized Creator
    edited 10:16PM
    to me the gamedata files can be found in ...~ \Source Sdk Base\pvkii\pvkii.fgd
    <3 kegs! :3
  • FelisFelis Glitch Kitty PVKII Team
    edited August 2015
    Apollo wrote:

    I'm fairly confident that it has to do with not being able to locate the GameData key


    This should not be a problem, and the compile log has no errors so it's hard to see what's wrong. If you want, you can PM me the .bsp or .vmf and I could look into the issue.
  • ApolloApollo Senior
    edited 10:16PM
    Felis wrote:

    This should not be a problem, and the compile log has no errors so it's hard to see what's wrong. If you want, you can PM me the .bsp or .vmf and I could look into the issue.


    How would you prefer me to do this? With Google Drive?
  • GazGaz Sir PVKII Team
    edited August 2015
    I can't load my maps directly from hammer/compiler either. Your map has likely compiled fine, just launch it from inside PVKII itself
  • ApolloApollo Senior
    edited 10:16PM
    Gaz wrote:

    I can't load my maps directly from hammer/compiler either. Your map has likely compiled fine, just launch it from inside PVKII itself


    It instantly crashes from launching in game, too.
  • FelisFelis Glitch Kitty PVKII Team
    edited 10:16PM
    Apollo wrote:

    How would you prefer me to do this? With Google Drive?


    Works for me. Send it via PM or add me on Steam and send a message.
  • schatzmeisterschatzmeister PVKII Team, Beta Tester
    edited 10:16PM
    Is it just this very specific map? Then it's probably related to what you built (brushes or models).

    Will Turner: You didn't beat me. You ignored the rules of engagement. In a fair fight, I'd kill you.
    Jack Sparrow: That's not much incentive for me to fight fair, then, is it?

  • ApolloApollo Senior
    edited 10:16PM
    Felis wrote:

    Works for me. Send it via PM or add me on Steam and send a message.


    I did what you said and it still crashes.
  • Combine™Combine™ PVKII Team, Authorized Creator
    edited 10:16PM
    I had that problem before but it rarely happens, usually when it did i just re-compile my map or i paste my compile log into Interlopers.net and it always tells me the error. Other than that i'm not sure.
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