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Crash during Loading Resources

Discussion in 'Mapping Questions & Discussion' started by Eyce, Feb 19, 2010.

  1. Eyce

    Eyce L6: Sharp Member

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    I was adding in a new section in place of the large placeholder tower in my ctf map just before, adding in a couple of props to fill it in + the usual playerclip/nobuild trigger needed.

    The map compiles fine, Hammer returns no problems (nor does Interloper mention anything that could crash the client), yet when I load the map in a created server for testing, the initialising Resources/Loading Resources bit crashes TF2 to desktop.

    VBCT Compile log below:
    (yes, I know how to fix the sprite issue too so don't worry about that. :3)
     
  2. Nutomic

    Nutomic L11: Posh Member

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    Can you see any errors in the console before it crashes?

    Besides that, i think you can only try to compile the map part by part and see which part crashes (cordon tool).
     
  3. Eyce

    Eyce L6: Sharp Member

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    It crashes straight to desktop saying hl2.exe is not responding etc. when it's in the screen where it displays stats (That loading bit), so I can't actually view the console during or after it.

    I've got the idea it has something to do with the props but I'm not 100% sure. :/
     
  4. Eyce

    Eyce L6: Sharp Member

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    Same issue again, newer version of the map.

    I can compile and run other maps fine.

    There's no errors in hammer's checker or the compile log through interlopers. No func_detail displacements, either.

    Map just keeps crashing on load in game.

    I've also tried copying and pasting the entire map over to see if there's any problem with the old file or something, nope.

    Latest compile log:
    Code:
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\eycecube\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\eycecube\team fortress 2\tf" "C:\Program Files\Steam\steamapps\eycecube\sourcesdk_content\tf\mapsrc\ctf_testingripplesidea12"
    
    Valve Software - vbsp.exe (May 19 2009)
    4 threads
    materialPath: c:\program files\steam\steamapps\eycecube\team fortress 2\tf\materials
    Loading C:\Program Files\Steam\steamapps\eycecube\sourcesdk_content\tf\mapsrc\ctf_testingripplesidea12.vmf
    Patching WVT material: maps/ctf_testingripplesidea12/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/ctf_testingripplesidea12/nature/blendgroundtograss007_nodetail_wvt_patch
    Patching WVT material: maps/ctf_testingripplesidea12/nature/blendgroundtograss007_reducedetail_wvt_patch
    Patching WVT material: maps/ctf_testingripplesidea12/nature/blendrockgroundwallforest_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 (1)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 6 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files\Steam\steamapps\eycecube\sourcesdk_content\tf\mapsrc\ctf_testingripplesidea12.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 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) (193004 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    ..10
    Compacting texture/material tables...
    Reduced 1405 texinfos to 752
    Reduced 46 texdatas to 38 (1256 bytes to 878)
    Writing C:\Program Files\Steam\steamapps\eycecube\sourcesdk_content\tf\mapsrc\ctf_testingripplesidea12.bsp
    4 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\eycecube\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\eycecube\team fortress 2\tf" "C:\Program Files\Steam\steamapps\eycecube\sourcesdk_content\tf\mapsrc\ctf_testingripplesidea12"
    
    Valve Software - vvis.exe (May 19 2009)
    4 threads
    reading c:\program files\steam\steamapps\eycecube\sourcesdk_content\tf\mapsrc\ctf_testingripplesidea12.bsp
    reading c:\program files\steam\steamapps\eycecube\sourcesdk_content\tf\mapsrc\ctf_testingripplesidea12.prt
     790 portalclusters
    2430 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (132)
    Optimized: 2027 visible clusters (0.00%)
    Total clusters visible: 242459
    Average clusters visible: 306
    Building PAS...
    Average clusters audible: 748
    visdatasize:146610  compressed from 164320
    writing c:\program files\steam\steamapps\eycecube\sourcesdk_content\tf\mapsrc\ctf_testingripplesidea12.bsp
    2 minutes, 13 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\eycecube\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "c:\program files\steam\steamapps\eycecube\team fortress 2\tf" "C:\Program Files\Steam\steamapps\eycecube\sourcesdk_content\tf\mapsrc\ctf_testingripplesidea12"
    
    Valve Software - vrad.exe SSE (May 19 2009)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\program files\steam\steamapps\eycecube\sourcesdk_content\tf\mapsrc\ctf_testingripplesidea12.bsp
    Setting up ray-trace acceleration structure... Done (1.51 seconds)
    3090 faces
    8 degenerate faces
    769483 square feet [110805592.00 square inches]
    68 Displacements
    197623 Square Feet [28457718.00 Square Inches]
    3082 patches before subdivision
    zero area child patch
    51996 patches after subdivision
    sun extent from map=0.258819
    44 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (22)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (15)
    transfers 4105933, max 676
    transfer lists:  31.3 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #1 added RGB(140208, 117718, 103998)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #2 added RGB(18875, 10835, 7856)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #3 added RGB(2950, 1180, 739)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #4 added RGB(501, 144, 82)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #5 added RGB(89, 19, 10)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #6 added RGB(16, 3, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #7 added RGB(3, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #8 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0422 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (7)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (12)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  41/1024         1968/49152    ( 4.0%) 
    brushes                517/8192         6204/98304    ( 6.3%) 
    brushsides            3513/65536       28104/524288   ( 5.4%) 
    planes                2160/65536       43200/1310720  ( 3.3%) 
    vertexes              5229/65536       62748/786432   ( 8.0%) 
    nodes                 1829/65536       58528/2097152  ( 2.8%) 
    texinfos               752/12288       54144/884736   ( 6.1%) 
    texdata                 38/2048         1216/65536    ( 1.9%) 
    dispinfos               68/0           11968/0        ( 0.0%) 
    disp_verts            5508/0          110160/0        ( 0.0%) 
    disp_tris             8704/0           17408/0        ( 0.0%) 
    disp_lmsamples      329376/0          329376/0        ( 0.0%) 
    faces                 3090/65536      173040/3670016  ( 4.7%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces             1666/65536       93296/3670016  ( 2.5%) 
    leaves                1871/65536       59872/2097152  ( 2.9%) 
    leaffaces             4168/65536        8336/131072   ( 6.4%) 
    leafbrushes           2092/65536        4184/131072   ( 3.2%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges            21891/512000      87564/2048000  ( 4.3%) 
    edges                13005/256000      52020/1024000  ( 5.1%) 
    LDR worldlights         44/8192         3872/720896   ( 0.5%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips            487/32768        4870/327680   ( 1.5%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices          8274/65536       16548/131072   (12.6%) 
    cubemapsamples          22/1024          352/16384    ( 2.1%) 
    overlays                24/512          8448/180224   ( 4.7%) 
    LDR lightdata         [variable]     2728120/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]      146610/16777216 ( 0.9%) 
    entdata               [variable]       39488/393216   (10.0%) 
    LDR ambient table     1871/65536        7484/262144   ( 2.9%) 
    HDR ambient table     1871/65536        7484/262144   ( 2.9%) 
    LDR leaf ambient      8698/65536      243544/1835008  (13.3%) 
    HDR leaf ambient      1871/65536       52388/1835008  ( 2.9%) 
    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]           1/12       ( 8.3%) 
    static props          [variable]           1/8122     ( 0.0%) 
    pakfile               [variable]        2006/0        ( 0.0%) 
    physics               [variable]      193004/4194304  ( 4.6%) 
    physics terrain       [variable]        5006/1048576  ( 0.5%) 
    
    Level flags = 0
    
    Total triangle count: 9106
    Writing c:\program files\steam\steamapps\eycecube\sourcesdk_content\tf\mapsrc\ctf_testingripplesidea12.bsp
    1 minute, 0 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\steamapps\eycecube\sourcesdk_content\tf\mapsrc\ctf_testingripplesidea12.bsp" "c:\program files\steam\steamapps\eycecube\team fortress 2\tf\maps\ctf_testingripplesidea12.bsp"
    This is really starting to shit me. >_>
     
  5. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    The most common mistake is that people use 9 or more team_control_point_entities or mess up with other map systems that control hud features and such. When they are bugged they often crash the map during that.
     
  6. Eyce

    Eyce L6: Sharp Member

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    The problem here is I only did some minor edits to brush vertices and added a few props to the map- I didn't touch any of those.
     
  7. Freyja

    aa Freyja Unpronounceable map names since 2013

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    If you pakratted your nav file, which I know you were generating it the other day, it will crash.
     
  8. Eyce

    Eyce L6: Sharp Member

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    wat

    I've never pakratted anything ever, so I'm not sure who you were confusing me with in the chat :p

    Also: Found the issue: It's something to do with the basic light entities. I have no idea what caused it but after deleting all the basic light things, the map compiled.

    /shrugs
     
  9. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    That part showed up in the console and often indicates an invalid brush. Invalid brushes can couse those crashes.

    Check the compile logs in here next time btw
    http://www.interlopers.net/errors/