HALF-LIFE PORTAL
Your Gate To Valve's Games www.hl-forum.de
PORTAL
FORUM
LOGIN
User oder E-mail:


Passwort:


oder
Registrieren
Passwort vergessen?
OpenID-Login
MISC
PARTNER

PC GAMES

TFPortal.de

TF2 Crafting

Playnation.de

Special Artworks by
Hayungs

Link us:
HL PORTAL

Support us:


HLPortal
auf Facebook


›› Willkommen!   ›› 73.630.442 Visits   ›› 18.322 registrierte User   ›› 13 Besucher online (0 auf dieser Seite)
23.783 Themen, 325.106 Beiträge  
    FORUM 

Thema-Ansicht


Forum > Editing > Allgemeines > hl2.exe funktioniert nicht mehr
Status: Offen
4 Beiträge
Letzter Beitrag Seiten (1):  [1]


Autor Beitrag
# 1
Nachricht offline
Hound Eye
118 Punkte
Dabei seit: 02.10.2009
57 Beiträge
hl2.exe funktioniert nicht mehr
Hallo erstmal!

Ich hab ein Problem und zwar, ich arbeite grad an einer Mod und die dritte Map der Mod funzt nie egal ob ich sie per Konsole oder bis dahin spiele... Wie das Thema schon sagt, kommt immer die Fehlermeldung "hl2.exe funktioniert nicht mehr"
Spiel: Half-Life 2 | Engine: Source Engine 2006
Hier noch der Compile-Log:
04.09.2010, 16:12 Uhr Anzeigen
# 2
Nachricht offline
Thread-Starter
Hound Eye
118 Punkte
Dabei seit: 02.10.2009
57 Beiträge
** Executing...
** Command: "c:program filessteamsteamappsyutherasourcesdkbinep1binvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsSourceModscitadelcommando" "C:Program FilesSteamSteamAppsyutherahalf-life 2hl2mapscitadel_labcitadel_lab"

Valve Software - vbsp.exe (Dec 11 2006)
1 threads
materialPath: c:program filessteamsteamappsSourceModscitadelcommandomaterials
Loading C:Program FilesSteamSteamAppsyutherahalf-life 2hl2mapscitadel_labcitadel_lab.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity func_door (-73.50 1472.00 275.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0, 2560.0, 172.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0, 3072.0, 172.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 2560.0, 172.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1526.0, 2048.0, -300.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1814.0, 2048.0, -300.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1248.0, 2048.0, -300.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1264.5, 2048.0, -0.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1685.0, 2048.0, -0.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
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)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 to build the default cubemap!
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) (272348 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 873 texinfos to 468
Reduced 31 texdatas to 27 (746 bytes to 639)
Writing C:Program FilesSteamSteamAppsyutherahalf-life 2hl2mapscitadel_labcitadel_lab.bsp
6 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappsyutherasourcesdkbinep1binvvis.exe"
** Parameters: -game "c:program filessteamsteamappsSourceModscitadelcommando" "C:Program FilesSteamSteamAppsyutherahalf-life 2hl2mapscitadel_labcitadel_lab"

Valve Software - vvis.exe (Nov 8 2007)
1 threads
reading c:program filessteamsteamappsyutherahalf-life 2hl2mapscitadel_labcitadel_lab.bsp
reading c:program filessteamsteamappsyutherahalf-life 2hl2mapscitadel_labcitadel_lab.prt
LoadPortals: couldn't read c:program filessteamsteamappsyutherahalf-life 2hl2mapscitadel_labcitadel_lab.prt


** Executing...
** Command: "c:program filessteamsteamappsyutherasourcesdkbinep1binvrad.exe"
** Parameters: -game "c:program filessteamsteamappsSourceModscitadelcommando" "C:Program FilesSteamSteamAppsyutherahalf-life 2hl2mapscitadel_labcitadel_lab"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:program filessteamsteamappsyutherahalf-life 2hl2mapscitadel_labcitadel_lab.bsp
No vis information, direct lighting only.
3726 faces
279950 square feet [40312936.00 square inches]
0 displacements
0 square feet [0.00 square inches]
75 direct lights
BuildFacelights: 0..
WARNING: Too many light styles on a face (8,1960,84)

WARNING: Too many light styles on a face (8,1731,84)
.
WARNING: Too many light styles on a face (60,1032,140)
1
WARNING: Too many light styles on a face (-40,1592,84)

WARNING: Too many light styles on a face (-24,1960,84)

WARNING: Too many light styles on a face (-24,1731,84)

WARNING: Too many light styles on a face (-71,1384,84)

WARNING: Too many light styles on a face (-71,1384,120)
...2...3
WARNING: Too many light styles on a face (1854,814,264)

WARNING: Too many light styles on a face (1854,827,264)

WARNING: Too many light styles on a face (1728,945,140)

WARNING: Too many light styles on a face (1728,822,143)

WARNING: Too many light styles on a face (1728,948,264)

WARNING: Too many light styles on a face (1736,821,147)
.
WARNING: Too many light styles on a face (1608,822,134)

WARNING: Too many light styles on a face (1718,822,248)

WARNING: Too many light styles on a face (1725,822,261)

WARNING: Too many light styles on a face (1727,822,262)

WARNING: Too many light styles on a face (1720,948,248)

WARNING: Too many light styles on a face (1727,948,262)

WARNING: Too many light styles on a face (1727,945,140)

WARNING: Too many light styles on a face (1592,885,113)

WARNING: Too many light styles on a face (1560,949,77)
..4...5...6
WARNING: Too many light styles on a face (446,948,261)

WARNING: Too many light styles on a face (319,948,264)

WARNING: Too many light styles on a face (442,948,262)

WARNING: Too many light styles on a face (184,1016,140)

WARNING: Too many light styles on a face (445,822,261)
.
WARNING: Too many light styles on a face (472,885,113)

WARNING: Too many light styles on a face (488,949,77)

WARNING: Too many light styles on a face (442,822,262)

WARNING: Too many light styles on a face (442,947,140)

WARNING: Too many light styles on a face (315,819,140)

WARNING: Too many light styles on a face (319,947,140)

WARNING: Too many light styles on a face (318,827,264)

WARNING: Too many light styles on a face (315,728,329)

WARNING: Too many light styles on a face (313,744,329)

WARNING: Too many light styles on a face (185,760,264)

WARNING: Too many light styles on a face (308,680,329)

WARNING: Too many light styles on a face (188,808,140)

WARNING: Too many light styles on a face (296,438,325)

WARNING: Too many light styles on a face (296,504,140)

WARNING: Too many light styles on a face (296,504,329)
..7...8...9...
WARNING: Too many light styles on a face (445,947,140)
10 (62)
Build Patch/Sample Hash Table(s).....Done<0.0303 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
4 of 25 (16% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 98/1024 4704/49152 ( 9.6%)
brushes 690/8192 8280/98304 ( 8.4%)
brushsides 4206/65536 33648/524288 ( 6.4%)
planes 1856/65536 37120/1310720 ( 2.8%)
vertexes 5060/65536 60720/786432 ( 7.7%)
nodes 2583/65536 82656/2097152 ( 3.9%)
texinfos 468/12288 33696/884736 ( 3.8%)
texdata 27/2048 864/65536 ( 1.3%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 3726/65536 208656/3670016 ( 5.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2405/65536 134680/3670016 ( 3.7%)
leaves 2682/65536 85824/2097152 ( 4.1%)
leaffaces 4100/65536 8200/131072 ( 6.3%)
leafbrushes 1099/65536 2198/131072 ( 1.7%)
areas 3/256 24/2048 ( 1.2%)
surfedges 27245/512000 108980/2048000 ( 5.3%)
edges 15041/256000 60164/1024000 ( 5.9%)
LDR worldlights 75/8192 6600/720896 ( 0.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 292/32768 2920/327680 ( 0.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4602/65536 9204/131072 ( 7.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 4422756/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 124737/393216 (31.7%)
LDR leaf ambient 2682/65536 64368/1572864 ( 4.1%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/2998 ( 0.0%)
pakfile [variable] 20326/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 272348/4194304 ( 6.5%)
==== Total Win32 BSP file data space used: 5793675 bytes ====

Total triangle count: 10173
Writing c:program filessteamsteamappsyutherahalf-life 2hl2mapscitadel_labcitadel_lab.bsp
1 minute, 7 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamSteamAppsyutherahalf-life 2hl2mapscitadel_labcitadel_lab.bsp" "c:program filessteamsteamappsSourceModscitadelcommandomapscitadel_lab.bsp"
04.09.2010, 16:13 Uhr Anzeigen
# 3
Nachricht offline
Ichthyosaur
11.469 Punkte
Dabei seit: 23.12.2007
4.157 Beiträge
1. mal du hast nen Leak.

http://www.thewall.de/content/half-life_2:tutorials:leaks

2. Warum benutzt du für HL2 Source 2006? Soweit ich weiß is das inzwischen 2009.

Wenn bei dir aber HL2 bei Source 2006 angezeigt wird, dann mach ma bei allen Engine versionen im SDK "Reset Game configurations". Dann sollte Half-life 2 bei SOurce 2009 im SDK auftauchen mit den entsprechenden Compilern.
[Beitrag wurde 1x editiert, zuletzt von Drakon am 05.09.2010, 11:08]
05.09.2010, 11:08 Uhr Anzeigen
# 4
Nachricht offline
Thread-Starter
Hound Eye
118 Punkte
Dabei seit: 02.10.2009
57 Beiträge
Super! Funktioniert wieder! Danke dir Speed!
05.09.2010, 13:00 Uhr Anzeigen
nach oben
4 Beiträge

Seiten (1):  [1]


Gehe zu:  feed_mini Beiträge: RSS, RSS2, ATOM

Sections:  HLP  Board  Mods  Steam      Games:  HL  Op4  HLBS  HL2  HL2:Ep1  HL2:Ep2  Prtl  TF2  TFC  CS  DoD  L4D  Gunman
    USER ONLINE 
Insgesamt sind 13 Benutzer online. Davon sind 0 registriert:
    SITE OPTIONS 
- Zu Favoriten hinzufügen
- Als Startseite festlegen (IE only)
- Fehler auf dieser Seite?