An attempt to port a HL: Blue-Shift GoldSrc map that I fixed all geometry up keeps falling short as it consistently crashes both HL: Source and HL2, but it loads up in Garry's Mod and performs as I expect from an early compile.
(Both 32 and 64 bit tested, gmod results were the same)
What's odd is I can't find any noticeable errors in the compile log.
#Bsp-loading crash with no compiling error
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Through Task Manager or a console command?
task manager
seems to just be standard RAM usage
Should I provide BSP/VMF files? I don't want to accidentally break a rule here.
you can send it but I have no ideas
Bsp-loading crash with no compiling error
yes very strange how gmod can load the bsp but hls or sdk2013 can't
Copying everything over to a new map project doesn't work as well, wtf did I do wrong ๐ญ
when looking at the vmf i noticed you still have the goldsrc entities like monster_something , https://developer.valvesoftware.com/wiki/MapFool use this to convert the goldsrc entities to the source equivalent that might work , gmod might be coded to accept the old goldsrc ents so that could be why the bsp loads in gmod
I've used the obsolete entities in other HL: Source maps and had no problem, and even if they didn't exist normally the entity just fails to spawn, not crash the game.
I deactivated all point and brush entities + detail brushes from compiling (aside from info_player_start) and the game still crashed. Is it something with the geometry that SDK 2013 hates?
This is frustrating, there's barely anything about the error and all it suggests is either 'the geometry is fucked up????' and I don't see anything unusual in the grid or in the preview, or that it's a very deep error.
try con_log crash then it should out put a file where the gameinfo.txt is, hopfully it says why its crashing
do the cmd before you load the level
Set to developer 4 and this was the log.
I find the line Found soundscape entity with no soundscape name odd as there's no entity with soundscape in their classname placed in the map, but otherwise nothing unusual pops up.
I suppose I'll go try GMod con_logfile now.
GMod doesn't have the console command???
The closest thing I can find for GMod is log, and it just logs server activity a la likely meant for srcds. Nothing unusual is in that log for ba_tram1 either
My last few days of effort all down the drain, man, what a happy existence

Did anyone try to run it on their HL2 installations yet? Asking as a last desperation for the day.
yeah i try hl2 and a sourcemod then gmod :/
And I assume the results were the same, then ๐
yeah i even used cordon to make map smaller but that didn't help so brush geometry could be the reason
i don't think map size is the issue ,, what decompiler did you use
Well, guess it's as I feared...
https://github.com/SamVanheer/HalfLife.UnifiedSdk.MapDecompiler
I expected there to be screwy things but I didn't think something like this could happen even when I fixed all the geometry.
But the alternative was completely ancient and borked WinBSPC, which had the same crash behavior on an unfixed version of the map.
Now I see why there's very few attempts to port decompiled Goldsrc maps...
just testing something if it works i'll tell you what i did
download these https://valvedev.info/tools/bspfix/ https://www.moddb.com/games/return-to-castle-wolfenstein/downloads/rtcw-bsp-to-map-converter use bspfix to convert blueshift bsp to hl version then use rtcw bsp to map convertor to decompile bsp , you will have a .map file use jackhammer to save .map as an rmf file, then use default hl2 or sdk2013 hammer open the rmf file and convert WAD to vmt then save as vmf you can then fix up things and compile,, this crash log sows the bsp loading but i didn't do any fixing up thats why it crashed :/
Valve Developer Union
bspfix is a tool by tschumann for converting to and from the Half-Life: Blue Shift BSP format.
s-s-spending more days fixing everything..?
๐ซ
Fuck it. I'm just going to paste each and every brush one at a time to a new map file.
okay shit, copy-pasting each brush one-by-one works, thank GOD there's a solution that doesn't involve scrapping my work
nice
Fuck!
I copy-pasted all the geometry + func details and it's working fine, and now when I enable the entities I also copy-pasted one-by-one over, it's crashing!
Apparently only an info_player_start entity is wanted, if there's any other entity it crashes!
And now when I go back to my original project and do the same thing, it loads!
God damn it.
I'm nearing my mental limit. It's possible painstakingly testing which entities are causing the crash is going to be it, but I'm freaking done.
Oh my god.
I'm dumb.
No.
No.
No.
It was this keyvalue the entire time, scattered around many entities.
angle with no s.
Changed all of them to actual hammer angles, now everything's working completely fine.
If you'll excuse me, I'm going to sit in a corner and contemplate everything.
did you use the check for problems or press Alt+p to find that ?
