OK, the game crashs when the last shot hits the body of the enemy
here is the compile log
Valve Software - vbsp.exe (Jul 7 2010)
6 threads
Patching WVT material: maps/koth_country_event/nature/blendgroundtograss005_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 (0)
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)
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.
Warning: overflowed 36 displacement corner-neighbor lists.Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (77376 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 207 texinfos to 125
Reduced 37 texdatas to 29 (1147 bytes to 892)
4 seconds elapsed
Valve Software - vvis.exe (Jul 7 2010)
fastvis = true
6 threads
639 portalclusters
2058 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 7549 visible clusters (0.00%)
Total clusters visible: 342138
Average clusters visible: 535
Building PAS...
Average clusters audible: 631
visdatasize:105863 compressed from 102240
0 seconds elapsed
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
6 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Setting up ray-trace acceleration structure... Done (3.48 seconds)
2220 faces
1849843 square feet [266377472.00 square inches]
114 Displacements
402839 Square Feet [58008820.00 Square Inches]
2220 patches before subdivision
75750 patches after subdivision
11 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (9)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (11)
transfers 3707553, max 565
transfer lists: 28.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(294563, 159978, 117231)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(32296, 11936, 7095)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(4265, 1178, 622)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(618, 151, 75)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(101, 24, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(18, 5, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(4, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0629 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 (8)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 211/8192 2532/98304 ( 2.6%)
brushsides 1350/65536 10800/524288 ( 2.1%)
planes 1004/65536 20080/1310720 ( 1.5%)
vertexes 2977/65536 35724/786432 ( 4.5%)
nodes 1221/65536 39072/2097152 ( 1.9%)
texinfos 125/12288 9000/884736 ( 1.0%)
texdata 29/2048 928/65536 ( 1.4%)
dispinfos 114/0 20064/0 ( 0.0%)
disp_verts 32946/0 658920/0 ( 0.0%)
disp_tris 58368/0 116736/0 ( 0.0%)
disp_lmsamples 1028023/0 1028023/0 ( 0.0%)
faces 2220/65536 124320/3670016 ( 3.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 804/65536 45024/3670016 ( 1.2%)
leaves 1226/65536 39232/2097152 ( 1.9%)
leaffaces 2324/65536 4648/131072 ( 3.5%)
leafbrushes 727/65536 1454/131072 ( 1.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 13470/512000 53880/2048000 ( 2.6%)
edges 7397/256000 29588/1024000 ( 2.9%)
LDR worldlights 11/8192 968/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 203/32768 2030/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3213/65536 6426/131072 ( 4.9%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 7432648/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 105863/16777216 ( 0.6%)
entdata [variable] 45854/393216 (11.7%)
LDR ambient table 1226/65536 4904/262144 ( 1.9%)
HDR ambient table 1226/65536 4904/262144 ( 1.9%)
LDR leaf ambient 6925/65536 193900/1835008 (10.6%)
HDR leaf ambient 1226/65536 34328/1835008 ( 1.9%)
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] 1/180 ( 0.6%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/684 ( 0.1%)
pakfile [variable] 214566/0 ( 0.0%)
physics [variable] 77376/4194304 ( 1.8%)
physics terrain [variable] 68884/1048576 ( 6.6%)
Level flags = 0
Total triangle count: 5818
42 seconds elapsed
** Executing...
** Command: Copy File
No i start it with the "Create Server" Button