On pretty much every map I've made so far, I've noticed that when I go to respawn, if I'm the only one on the server, it will crash 100% of the time. Doesn't matter how I die or if I switch teams or not, it always crashes the game (Screen whites out, Windows pops up "hl2.exe has stopped working...". I'm running Windows 7 Professional x64.
With two players, it still crashes occasionally, but not as often, and as more players are added the chances of it crashing go down. Here's how my spawn areas are laid out:
Does anyone have any idea what's going on here? It's really hard to test maps when you have to restart the game every time you die.
And about env_cubemap:
How exactly does Hammer get the images for reflections? You run the command to generate them in the game, and next time you compile the map they're added. I assume they're stored in the .bsp, but at what point does Hammer acquire the cubemap images?
Also, how are the images stored? When you run buildcubemaps, it seems like it'd be inefficient to store every possible image from every possible position in the map. Does it store one for like every square foot or so, then env_cubemap uses the nearest one?
Last question, let's say you have a building surrounded on all sides by outdoor areas. Since (at least I assume) reflections use the nearest env_cubemap, that would mean that with one env_cubemap inside and one outside, there will be places near the outer wall that the indoors one would be the closest. Do you have to add them all around the outside to ensure when you''re outside, the closest one is outside as well, or does it work some other way?
With two players, it still crashes occasionally, but not as often, and as more players are added the chances of it crashing go down. Here's how my spawn areas are laid out:
- One func_respawnroom for each team, named respawn_[team], set to the team's color
- 16 spawnpoints, set to the team's color, spread out evenly around the room (still crashes even with one, so it's not like it's being blocked)
- A supply locker and a func_regenerate encompassing it, with no spawnpoints inside the func_regenerate
- A func_respawnroomvisualizer tied to the respawnroom
Does anyone have any idea what's going on here? It's really hard to test maps when you have to restart the game every time you die.
And about env_cubemap:
How exactly does Hammer get the images for reflections? You run the command to generate them in the game, and next time you compile the map they're added. I assume they're stored in the .bsp, but at what point does Hammer acquire the cubemap images?
Also, how are the images stored? When you run buildcubemaps, it seems like it'd be inefficient to store every possible image from every possible position in the map. Does it store one for like every square foot or so, then env_cubemap uses the nearest one?
Last question, let's say you have a building surrounded on all sides by outdoor areas. Since (at least I assume) reflections use the nearest env_cubemap, that would mean that with one env_cubemap inside and one outside, there will be places near the outer wall that the indoors one would be the closest. Do you have to add them all around the outside to ensure when you''re outside, the closest one is outside as well, or does it work some other way?