Computer freezes when playing my map

qpingu

L1: Registered
Jul 5, 2008
25
9
My game completely freezes anywhere from 2 seconds to 2 minutes into playing the map. It happens on Fast and Normal compile, and I can't find anything that would give a clue as to what is happening. There doesn't seem to be any connection between the freezes, other than that they occur on my map.

Here is the compile log, please see if you can find something wrong or odd. If you want to help more, I can upload a copy of the broken map.


Anything will help, thanks!


Code:
Full Compile Selected!
Compile Start Time: Wednesday, August 12, 2009,  5:04:27 PM

-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!

VBSP:  d:\steam\steamapps\qpingu\sourcesdk\bin\orangebox\bin\vbsp.exe  -game  "d:\steam\steamapps\qpingu\team fortress 2\tf" "C:\Users\pingu\Documents\TF2\Maps\cp_drip_a2"

Valve Software - vbsp.exe (May 19 2009)
8 threads
materialPath: d:\steam\steamapps\qpingu\team fortress 2\tf\materials
Loading C:\Users\pingu\Documents\TF2\Maps\cp_drip_a2.vmf
Patching WVT material: maps/cp_drip_a2/maps/cp_drip_a1/blendrockgroundwallforest_fixed_wvt_patch
Patching WVT material: maps/cp_drip_a2/nature/blendgroundtograss007_wvt_patch
Patching WVT material: maps/cp_drip_a2/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 (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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\pingu\Documents\TF2\Maps\cp_drip_a2.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 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 (0) (370769 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 812 texinfos to 416
Reduced 76 texdatas to 64 (2698 bytes to 2215)
Writing C:\Users\pingu\Documents\TF2\Maps\cp_drip_a2.bsp
3 seconds elapsed

Compile Complete for this module.
VBSP Completed: Wednesday, August 12, 2009,  5:04:32 PM
VBSP:  Compile time: 3 seconds elapsed

-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!

VVIS:  d:\steam\steamapps\qpingu\sourcesdk\bin\orangebox\bin\vvis.exe  -game  "d:\steam\steamapps\qpingu\team fortress 2\tf" "C:\Users\pingu\Documents\TF2\Maps\cp_drip_a2"

Valve Software - vvis.exe (May 19 2009)
8 threads
reading c:\users\pingu\documents\tf2\maps\cp_drip_a2.bsp
reading c:\users\pingu\documents\tf2\maps\cp_drip_a2.prt
1309 portalclusters
4140 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (1370)
Optimized: 3794 visible clusters (0.00%)
Total clusters visible: 531761
Average clusters visible: 406
Building PAS...
Average clusters audible: 995
visdatasize:332967  compressed from 439824
writing c:\users\pingu\documents\tf2\maps\cp_drip_a2.bsp
22 minutes, 51 seconds elapsed

Compile Complete for this module.
VVIS Completed: Wednesday, August 12, 2009,  5:27:24 PM
VVIS: Compile time: 22 minutes, 51 seconds elapsed

-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!

VRAD:  d:\steam\steamapps\qpingu\sourcesdk\bin\orangebox\bin\vrad.exe  -game  "d:\steam\steamapps\qpingu\team fortress 2\tf" "C:\Users\pingu\Documents\TF2\Maps\cp_drip_a2"

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

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

Loading c:\users\pingu\documents\tf2\maps\cp_drip_a2.bsp
Setting up ray-trace acceleration structure... Done (2.16 seconds)
3258 faces
1559766 square feet [224606432.00 square inches]
314 Displacements
97408 Square Feet [14026818.00 Square Inches]
3258 patches before subdivision
79682 patches after subdivision
sun extent from map=0.000000
91 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 (6)
transfers 7742389, max 603
transfer lists:  59.1 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(468148, 371559, 330955)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(69022, 48223, 38596)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(14168, 9173, 6419)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(3650, 2190, 1297)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(1151, 638, 322)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(399, 197, 82)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(150, 65, 23)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(58, 22, 6)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(23, 7, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(9, 3, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(4, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #12 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #13 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0341 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (2)
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 (10)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  52/1024         2496/49152    ( 5.1%) 
brushes               1048/8192        12576/98304    (12.8%) 
brushsides            8308/65536       66464/524288   (12.7%) 
planes                4668/65536       93360/1310720  ( 7.1%) 
vertexes              6338/65536       76056/786432   ( 9.7%) 
nodes                 2841/65536       90912/2097152  ( 4.3%) 
texinfos               416/12288       29952/884736   ( 3.4%) 
texdata                 64/2048         2048/65536    ( 3.1%) 
dispinfos              314/0           55264/0        ( 0.0%) 
disp_verts            7850/0          157000/0        ( 0.0%) 
disp_tris            10048/0           20096/0        ( 0.0%) 
disp_lmsamples      358084/0          358084/0        ( 0.0%) 
faces                 3258/65536      182448/3670016  ( 5.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1756/65536       98336/3670016  ( 2.7%) 
leaves                2894/65536       92608/2097152  ( 4.4%) 
leaffaces             3830/65536        7660/131072   ( 5.8%) 
leafbrushes           3027/65536        6054/131072   ( 4.6%) 
areas                   11/256            88/2048     ( 4.3%) 
surfedges            22051/512000      88204/2048000  ( 4.3%) 
edges                13021/256000      52084/1024000  ( 5.1%) 
LDR worldlights         91/8192         8008/720896   ( 1.1%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            3/32768          36/393216   ( 0.0%) 
waterstrips            308/32768        3080/327680   ( 0.9%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          4845/65536        9690/131072   ( 7.4%) 
cubemapsamples          25/1024          400/16384    ( 2.4%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     7295152/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      332967/16777216 ( 2.0%) 
entdata               [variable]      109937/393216   (28.0%) 
LDR ambient table     2894/65536       11576/262144   ( 4.4%) 
HDR ambient table     2894/65536       11576/262144   ( 4.4%) 
LDR leaf ambient     18207/65536      509796/1835008  (27.8%) 
HDR leaf ambient      2894/65536       81032/1835008  ( 4.4%) 
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]           1/1121480  ( 0.0%) 
dtl prp lght          [variable]           1/4        (25.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/14896    ( 0.0%) 
pakfile               [variable]       12844/0        ( 0.0%) 
physics               [variable]      370769/4194304  ( 8.8%) 
physics terrain       [variable]       60394/1048576  ( 5.8%) 

Level flags = 0

Total triangle count: 8521
Writing c:\users\pingu\documents\tf2\maps\cp_drip_a2.bsp
46 seconds elapsed

Compile Complete for this module.
VRAD Completed: Wednesday, August 12, 2009,  5:28:12 PM
VRAD: Compile time: 46 seconds elapsed

One Line Summary: 8/12/2009 5:28:12 PM, cp_drip_a2.vmf, Team Fortress 2, normal , normal, normal, 00:00:04, 00:22:52, 00:00:47, 00:23:44
History.csv was updated.

Compile Summary - job mode: FULL
Map Name: cp_drip_a2.vmf
VBSP - mode:normal , 3 seconds, 00:00:04 elapsed
VVIS - mode:normal, 22 minutes, 51 seconds, 00:22:52 elapsed
VRAD - mode:normal, 46 seconds(LDR), n/a(HDR), 00:00:47 elapsed
Total Compile time: 00:23:44
                                                                  

NOTE: old BSP file deleted: d:\steam\steamapps\qpingu\team fortress 2\tf\maps\cp_drip_a2_old.bsp
NOTE: old BSP file renamed to : d:\steam\steamapps\qpingu\team fortress 2\tf\maps\cp_drip_a2_old.bsp

File copied: C:\Users\pingu\Documents\TF2\Maps\cp_drip_a2.bsp to d:\steam\steamapps\qpingu\team fortress 2\tf\maps\cp_drip_a2.bsp
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
Are you sure it doesn't just freeze when moving in to capture zones?
 

qpingu

L1: Registered
Jul 5, 2008
25
9
I have gone through two run-through's of the map recently with no freeze in site, so I'm going to say that it's been fixed until it happens again. I had a giant trigger_hurt surrounding the first stage that may have been the issue (so I could enable it to destroy buildings).
 

notalbanian

L1: Registered
Aug 8, 2009
36
15
If you don't want buildings, just use nobuild in that area. I don't know why people who have problems with buildings keep overlooking that.
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
Because if it looks like you should be able to build there and it won't let you, it becomes very frustrating.
 

qpingu

L1: Registered
Jul 5, 2008
25
9
If you don't want buildings, just use nobuild in that area. I don't know why people who have problems with buildings keep overlooking that.

Actually, I have an area that I originally allow building for but then disallow as it can be used for griefing. I can use nobuild, but there might be some clever individuals who build their things first and I just assumed that nobuild would not destroy them.

Freeze update: I actually think the problem is with Hammer now! It makes sense that TF2 was only freezing on my map because I would have Hammer open in the background, and I believe the other freezes occured when I've had Hammer open. It might still be my system, but nothing to suggest so yet.
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
Hmmm.. well when it freezes, try leaving it until an error comes up. If it does a "memory cannot be allocated" error then probably running hammer at the same time doesn't help.



If your computer dies because you push it over the edge, I will take no responsibility!
 

qpingu

L1: Registered
Jul 5, 2008
25
9
Actually, I managed to fix the problem! I went through the windows error logs (typically useless or too generic) and apparently, Apache has been erroring because I moved the htdocs folder and must have missed changing a reference. I've stopped the service and no crashes yet, huzzah!