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launcher issues **Error -1073741819**

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Created 9 years ago
by iBarnett
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               **ERROR**    Error -1073741819

So this is really starting to piss me off and I cant seem to find an answer anywhere. While in launcher I go to compile my map and it just stops with no errors in the console but it the bottom right where it says "successful" it will come up as "Error -1073741819" . I have probably 15 different back-ups of my map which all run fine and could be compiled I tried to load a back-up up and same thing happens. So this error has happened before and just went away after i tried to re-compile my map about 10 tires. I then went ahead to try and compile the tutorial map that sniperbolt includes with his mod tools patch. exact same error occurred.
But if I un-check build fastfiles then i get a success compile which dosnt really help me much though. I have re-installed the mod tools many times hoping it would fix it but it always seems to come back at some point.

I'm wondering if i send someone my radiant files then could attempt to compile my map to see if it is just my computer/mod tools or what ever.

   thanks -iBarnett


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Check for anything outside your skybox.

Any other errors when compiling?

Open your map in radiant.
Press "m" to list everything.
How many brushes?
How many lights
how many worldspawn?
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don't use a skybox. and here's a pic of all my map stuff.

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Use a skybox. it it necessary for proper world lighting and it defines boundaries when compiling.
Skybox texture on the inside faces of a hollow caulk box around your map.
Skyboxmodel in your worldspawn
Xmodel,skybox_model in your  mapname_patch.csv
//
you also have over 6500 structural brushes in your map, limit is 5000. Make brushes into detail brushes(limit is 30000}
press f
Hide the.following
Terrain curves Pathnodes Detail Static_models
Select all brushes that aren't walls floor and roof and make into detail brushes by right clicking "make detail"
make 2000 brushes into detail recompile.

Stairs, trim and small debris should be detail.
//
Pm me if it doesn't compile.
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Use a skybox. it it necessary for proper world lighting and it defines boundaries when compiling.
Skybox texture on the inside faces of a hollow caulk box around your map.
Skyboxmodel in your worldspawn
Xmodel,skybox_model in your  mapname_patch.csv
//
you also have over 6500 structural brushes in your map, limit is 5000. Make brushes into detail brushes(limit is 30000}
press f
Hide the.following
Terrain curves Pathnodes Detail Static_models
Select all brushes that aren't walls floor and roof and make into detail brushes by right clicking "make detail"
make 2000 brushes into detail recompile.

Stairs, trim and small debris should be detail.
//
Pm me if it doesn't compile.
Hey just read your post. I'll make a skybox and give it a go. As far detail goes 90% of my map is detail brushes. Wish I knew the limits before hand!! But funny thing is that it compiled before hundreds of times. I only do small portion of mapping then compile and check for errors and what not (had to many maps fail because of doing to much and not being able to find my errors) and the last thing I did to my map before this error happened was add 2 zones, zombies spawns, pathnodes, and a couple doors.
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As far detail goes 90% of my map is detail brushes.
A map needs proper distribution of structural brushes or it will get bad fps and take long to compile.
//
make small brushes, tiles, trim, steps/stairs into detail brushes(right click in radiant).
Make walls floors and roofs into structural.(right click in radiant)
it takes about 20 minutes to sort a maps brushes. when your done hide detail terrain and curves you be left with a basic shell of your map.
//
treyarch stock prefabs aren't sorted between structural/detail so they will use up your limits quickly if you are using them as placeholders.
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So I added a skybox and tried to compile it again but nothing same weird error.

As far as brushes go im pretty sure im doing right. I took some pics just so you could see whats goin on for detail brushes.


normal



with the deatail turned off through the filter 

I tried a compile after with un-checking connect paths and it worked but would let me build the mod.

If I sent you the needed files for compiling it would you see if you could compile it?
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Your images are hard to see with that giant white border. What happens when you hide "Structural" brushes. (just incase)
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Your images are hard to see with that giant white border. What happens when you hide "Structural" brushes. (just incase)

thats with structure turned off
https://i.gyazo.com/163aba457c935fa938e0461965dda83e.jpg

thats with detail turned off
https://i.gyazo.com/0e6961ca27564e2da28e0526e5d4b47e.jpg

this is normal
https://i.gyazo.com/0f45c9c429b20975682b379203351613.jpg
Last Edit: September 05, 2015, 10:46:17 pm by iBarnett
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I found this, this might help.

Quote
Your map has a hole in it, called a leak. Image that your map is a small snow-globe world, and the area you want to see is going to be filled with water. All the entities MUST be inside the water. If it finds a hole to run into the void, everything goes to hell.

What you need to do is to load the point-file (.lin) generated when you compile. Problem, when the compiler is finished it deletes the file.

Have 3 things open:
You map (Extinction.map) in Radiant
The Map_source folder containing MAPNAME.map
Level Compile window

Read this section first, so you know how to do this. As soon as you click 'Compile Level', switch to the map_source folder, select the .lin file, and copy and paste it. When the compile is finished, it should of deleted the old file. Rename the copy back to MAPNAME.lin, then switch to Radiant.

In Radiant, with your map open, click File > Pointfile.

The redder the line, the closer to the leak. Follow the lines to the hole, if a burning red line goes through a brush into the void then delete the brush and try again.

Complicated, but a good (I think) habit to get into when leaks are not obvious and brushes appear to be flush.
« Last Edit: May 29, 2014, 10:21:28 am by mrpeanut188 »
Last Edit: September 05, 2015, 10:48:08 pm by ProGamerzFTW
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I found this, this might help.
that sounds beyond my mapping abilities. I personally don't think it has to do with brushes or leaks cuz it happens with all maps if trying to be compiled. I have tried old back-ups which i know are able to be compiled but dont work, installed the mod tools again with the same error. thats whats makin me think it has to do with my actual computer or something.

maybe your willing to try and compile my map and see if it works?
 
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that sounds beyond my mapping abilities. I personally don't think it has to do with brushes or leaks cuz it happens with all maps if trying to be compiled. I have tried old back-ups which i know are able to be compiled but dont work, installed the mod tools again with the same error. thats whats makin me think it has to do with my actual computer or something.

maybe your willing to try and compile my map and see if it works?

sure, i can give it a go. PM me.

Edit: or add me on skype. "live:progamerzftw"
Last Edit: September 05, 2015, 11:38:25 pm by ProGamerzFTW
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sure, i can give it a go. PM me.

Edit: or add me on skype. "live:progamerzftw"

So like i said this has happened before. And it just fixed it self over time.

Well after trying to compile it about 15 times it worked..... cant explain why. didnt change a thing.
https://gyazo.com/4298bc84952c98851ea40f3c5f09e9dc

dont know what to tell you but i'll still send you the files if you want to look at them maybe see something that might be causing the issue
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So like i said this has happened before. And it just fixed it self over time.

Well after trying to compile it about 15 times it worked..... cant explain why. didnt change a thing.
https://gyazo.com/4298bc84952c98851ea40f3c5f09e9dc

dont know what to tell you but i'll still send you the files if you want to look at them maybe see something that might be causing the issue

That sounds like, if you generally didn't change anything, it was a memory issue where the linker_pc.exe didn't have enough memory to run, but usually there is a specific error for that. Oh well. xD
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That sounds like, if you generally didn't change anything, it was a memory issue where the linker_pc.exe didn't have enough memory to run, but usually there is a specific error for that. Oh well. xD
Is there a way to allocate more memory to linker_pc.exe?

 
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