Map crashes TF2, no error message.

Techyworm

L1: Registered
Dec 30, 2009
10
1
My map I'm making, when I compile it and run it, causes TF2 to crash. It crashes with VVIS running on fast and with it running on normal, and I entered the compile log onto the error checker on Interlopers.com, nothing. No leaks or any other errors I can see. Can anyone here help me? D:
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
You need to be a bit more specific. When does it crash? does it freeze or just closes to desktop? Have you tried to compile with a small area (cordon)? Try hiding visgroups that could cause it?
 

Techyworm

L1: Registered
Dec 30, 2009
10
1
When I load up the map, it gets to "Loading resources" then closes, and the window that says HL2.exe has stopped responding pops up. I'll try hiding visgroups and compiling with a cordon, though.

Thanks!
 

Boylee

pew pew pew
aa
Apr 29, 2008
1,068
709
Don't know if this will help but it's what I'd try so I'll say it anyway. Try running a compile with all props, displacements, brush entities and lights turned off. If that compiles then turn on each visgroup one by one to see what's causing the problem.

Any chance you can post the compile log here?
 

DrummerX

L1: Registered
Nov 22, 2009
23
2
Remember if you're running vista or Win7, it will stop responding according to windows, just give it time, if you're curious if vvis or vrad is still running, open up your task manager and if vvis.exe of vrad.exe is still taking more resources than you think it should, then its still running, just give it time. If its still running after 20 mins, there's something wrong with the map or you just have a low-end comp that hates the source engine (like my laptop, which refuses to compile anything related to source but will cook any UT3 map out there)
 

Techyworm

L1: Registered
Dec 30, 2009
10
1
Remember if you're running vista or Win7, it will stop responding according to windows, just give it time, if you're curious if vvis or vrad is still running, open up your task manager and if vvis.exe of vrad.exe is still taking more resources than you think it should, then its still running, just give it time. If its still running after 20 mins, there's something wrong with the map or you just have a low-end comp that hates the source engine (like my laptop, which refuses to compile anything related to source but will cook any UT3 map out there)

VBCT was still running, I'll try playing the map now. Thanks.

And sorry, I closed the compile window, I'll run a fast compile soon and post it here. Thanks for the help though. :D
 

Techyworm

L1: Registered
Dec 30, 2009
10
1
Hey guys, sorry for taking so long, but here is my compile log:


** Executing...
** Command: "c:\program files\steam\steamapps\techyworm\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\techyworm\team fortress 2\tf" "C:\Program Files\Steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps\techyworm\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4.vmf
Patching WVT material: maps/ctf_internment_a4/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/ctf_internment_a4/dev/dev_blendmeasure2_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files\Steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_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_badlands_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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 (0) (345031 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1493 texinfos to 901
Reduced 23 texdatas to 18 (739 bytes to 594)
Writing C:\Program Files\Steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4.bsp
15 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\techyworm\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\techyworm\team fortress 2\tf" -fast "C:\Program Files\Steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4"

Valve Software - vvis.exe (May 19 2009)
fastvis = true
2 threads
reading c:\program files\steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4.bsp
reading c:\program files\steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4.prt
2428 portalclusters
7625 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (8)
Optimized: 290692 visible clusters (0.00%)
Total clusters visible: 4962944
Average clusters visible: 2044
Building PAS...
Average clusters audible: 2427
visdatasize:1473776 compressed from 1476224
writing c:\program files\steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4.bsp
9 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\techyworm\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\techyworm\team fortress 2\tf" -noextra "C:\Program Files\Steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4"

Valve Software - vrad.exe SSE (May 19 2009)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4.bsp
Setting up ray-trace acceleration structure... Done (1.86 seconds)
8743 faces
4 degenerate faces
1812090 square feet [260941056.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
8739 patches before subdivision
zero area child patch
109549 patches after subdivision
light has _fifty_percent_distance of 2381.000000 but _zero_percent_distance of 301.000000
119 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (26)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (98)
transfers 13047249, max 1201
transfer lists: 99.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(953292, 742855, 842015)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(123973, 73097, 98719)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(18303, 7245, 12252)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(3019, 754, 1631)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(547, 79, 227)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(103, 8, 32)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(21, 1, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(4, 0, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0841 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (21)
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 (22)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 51/1024 2448/49152 ( 5.0%)
brushes 918/8192 11016/98304 (11.2%)
brushsides 6230/65536 49840/524288 ( 9.5%)
planes 5536/65536 110720/1310720 ( 8.4%)
vertexes 14092/65536 169104/786432 (21.5%)
nodes 5528/65536 176896/2097152 ( 8.4%)
texinfos 901/12288 64872/884736 ( 7.3%)
texdata 18/2048 576/65536 ( 0.9%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 8743/65536 489608/3670016 (13.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3251/65536 182056/3670016 ( 5.0%)
leaves 5580/65536 178560/2097152 ( 8.5%)
leaffaces 9816/65536 19632/131072 (15.0%)
leafbrushes 4981/65536 9962/131072 ( 7.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 55781/512000 223124/2048000 (10.9%)
edges 29903/256000 119612/1024000 (11.7%)
LDR worldlights 118/8192 10384/720896 ( 1.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 802/32768 8020/327680 ( 2.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 11967/65536 23934/131072 (18.3%)
cubemapsamples 22/1024 352/16384 ( 2.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2883960/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1473776/16777216 ( 8.8%)
entdata [variable] 77098/393216 (19.6%)
LDR ambient table 5580/65536 22320/262144 ( 8.5%)
HDR ambient table 5580/65536 22320/262144 ( 8.5%)
LDR leaf ambient 20274/65536 567672/1835008 (30.9%)
HDR leaf ambient 5580/65536 156240/1835008 ( 8.5%)
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] 1/12516 ( 0.0%)
pakfile [variable] 2431927/0 ( 0.0%)
physics [variable] 345031/4194304 ( 8.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 25275
Writing c:\program files\steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4.bsp
2 minutes, 52 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4.bsp" "c:\program files\steam\steamapps\techyworm\team fortress 2\tf\maps\ctf_internment_a4.bsp"



I've put it into the error checker at Interlopers.net, and that came up empty, thanks in advance.

(Yes, I ran Fastvis, but I've compiled it with normal VVIS before, and it still crashed.)
 

Techyworm

L1: Registered
Dec 30, 2009
10
1
Uh, hey. Sorry to double post but this is still a problem, any solutions?
 
Last edited:

Eradicatus

L1: Registered
Oct 2, 2009
30
7
I noticed you have a light where the 50% falloff distance is farther away than the 0% falloff distance. This should not be possible.
I doubt it's the error that crashes your level though.

light has _fifty_percent_distance of 2381.000000 but _zero_percent_distance of 301.000000
 

Techyworm

L1: Registered
Dec 30, 2009
10
1
I noticed you have a light where the 50% falloff distance is farther away than the 0% falloff distance. This should not be possible.
I doubt it's the error that crashes your level though.

light has _fifty_percent_distance of 2381.000000 but _zero_percent_distance of 301.000000

Hhm, thanks.

I have no idea how that happened, because I copy and pasted most of my lights across the map. :blink: