Crash during Loading Resources

Eyce

L6: Sharp Member
Jan 13, 2010
370
225
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:
VBSP Started, Please Wait!

VBSP: c:\program files\steam\steamapps\<rawr>\sourcesdk\bin\orangebox\bin\vbsp.exe -game "c:\program files\steam\steamapps\<rawr>\team fortress 2\tf" "C:\Program Files\Steam\steamapps\<rawr>\sourcesdk_content\tf\mapsrc\ctf_rippleside_a10"

Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:\program files\steam\steamapps\<rawr>\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\<rawr>\sourcesdk_content\tf\mapsrc\ctf_rippleside_a10.vmf
Patching WVT material: maps/ctf_rippleside_a10/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/ctf_rippleside_a10/nature/blendgroundtograss007_nodetail_wvt_patch
Patching WVT material: maps/ctf_rippleside_a10/nature/blendgroundtograss007_reducedetail_wvt_patch
Patching WVT material: maps/ctf_rippleside_a10/winter/blendgraveltogravel001_wvt_patch
Patching WVT material: maps/ctf_rippleside_a10/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 26 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\<rawr>\sourcesdk_content\tf\mapsrc\ctf_rippleside_a10.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_alpinestorm_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_alpinestorm_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) (199275 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...
9Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!

...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1389 texinfos to 736
Reduced 61 texdatas to 47 (2002 bytes to 1321)
Writing C:\Program Files\Steam\steamapps\<rawr>\sourcesdk_content\tf\mapsrc\ctf_rippleside_a10.bsp
9 seconds elapsed

Compile Complete for this module.
VBSP Completed: Saturday, 20 February 2010, 2:15:14 AM
VBSP: Placing detail props : 0...1...2...3...4...5...6...7...8...
VBSP: 9Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
VBSP: Compile time: 9 seconds elapsed

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

VVIS: c:\program files\steam\steamapps\<rawr>\sourcesdk\bin\orangebox\bin\vvis.exe -game "c:\program files\steam\steamapps\<rawr>\team fortress 2\tf" "C:\Program Files\Steam\steamapps\<rawr>\sourcesdk_content\tf\mapsrc\ctf_rippleside_a10"

Valve Software - vvis.exe (May 19 2009)
4 threads
reading c:\program files\steam\steamapps\<rawr>\sourcesdk_content\tf\mapsrc\ctf_rippleside_a10.bsp
reading c:\program files\steam\steamapps\<rawr>\sourcesdk_content\tf\mapsrc\ctf_rippleside_a10.prt
871 portalclusters
2600 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 (111)
Optimized: 3317 visible clusters (0.00%)
Total clusters visible: 302420
Average clusters visible: 347
Building PAS...
Average clusters audible: 851
visdatasize:183026 compressed from 195104
writing c:\program files\steam\steamapps\<rawr>\sourcesdk_content\tf\mapsrc\ctf_rippleside_a10.bsp
1 minute, 51 seconds elapsed

Compile Complete for this module.
VVIS Completed: Saturday, 20 February 2010, 2:17:08 AM
VVIS: Compile time: 1 minute, 51 seconds elapsed

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

VRAD: c:\program files\steam\steamapps\<rawr>\sourcesdk\bin\orangebox\bin\vrad.exe -game "c:\program files\steam\steamapps\<rawr>\team fortress 2\tf" "C:\Program Files\Steam\steamapps\<rawr>\sourcesdk_content\tf\mapsrc\ctf_rippleside_a10"

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\<rawr>\sourcesdk_content\tf\mapsrc\ctf_rippleside_a10.bsp
Setting up ray-trace acceleration structure... Done (1.67 seconds)
2941 faces
7 degenerate faces
1080397 square feet [155577216.00 square inches]
94 Displacements
303771 Square Feet [43743096.00 Square Inches]
2934 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
51734 patches after subdivision
sun extent from map=0.258819
48 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (21)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (14)
transfers 4122594, max 666
transfer lists: 31.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(224359, 198482, 163762)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(27853, 17717, 12545)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(4540, 2157, 1281)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(740, 265, 141)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(134, 37, 18)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(24, 5, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(5, 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<0.0450 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 (20)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 47/1024 2256/49152 ( 4.6%)
brushes 545/8192 6540/98304 ( 6.7%)
brushsides 3632/65536 29056/524288 ( 5.5%)
planes 2004/65536 40080/1310720 ( 3.1%)
vertexes 5157/65536 61884/786432 ( 7.9%)
nodes 1890/65536 60480/2097152 ( 2.9%)
texinfos 736/12288 52992/884736 ( 6.0%)
texdata 47/2048 1504/65536 ( 2.3%)
dispinfos 94/0 16544/0 ( 0.0%)
disp_verts 6270/0 125400/0 ( 0.0%)
disp_tris 9728/0 19456/0 ( 0.0%)
disp_lmsamples 358304/0 358304/0 ( 0.0%)
faces 2941/65536 164696/3670016 ( 4.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1687/65536 94472/3670016 ( 2.6%)
leaves 1938/65536 62016/2097152 ( 3.0%)
leaffaces 4437/65536 8874/131072 ( 6.8%)
leafbrushes 2943/65536 5886/131072 ( 4.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 20955/512000 83820/2048000 ( 4.1%)
edges 12648/256000 50592/1024000 ( 4.9%)
LDR worldlights 48/8192 4224/720896 ( 0.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 442/32768 4420/327680 ( 1.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7581/65536 15162/131072 (11.6%)
cubemapsamples 23/1024 368/16384 ( 2.2%)
overlays 18/512 6336/180224 ( 3.5%)
LDR lightdata [variable] 3044392/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 183026/16777216 ( 1.1%)
entdata [variable] 43639/393216 (11.1%)
LDR ambient table 1938/65536 7752/262144 ( 3.0%)
HDR ambient table 1938/65536 7752/262144 ( 3.0%)
LDR leaf ambient 11063/65536 309764/1835008 (16.9%)
HDR leaf ambient 1938/65536 54264/1835008 ( 3.0%)
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] 1/9186 ( 0.0%)
pakfile [variable] 5959/0 ( 0.0%)
physics [variable] 199275/4194304 ( 4.8%)
physics terrain [variable] 7014/1048576 ( 0.7%)

Level flags = 0

Total triangle count: 8354
Writing c:\program files\steam\steamapps\<rawr>\sourcesdk_content\tf\mapsrc\ctf_rippleside_a10.bsp
1 minute, 7 seconds elapsed

Compile Complete for this module.
VRAD Completed: Saturday, 20 February 2010, 2:18:17 AM
VRAD: Compile time: 1 minute, 7 seconds elapsed

One Line Summary: 20/02/2010 2:18:17 AM, ctf_rippleside_a10.vmf, Team Fortress 2, normal , normal, normal, 00:00:12, 00:01:53, 00:01:09, 00:03:16
History.csv was updated.

Compile Summary - job mode: FULL
Map Name: ctf_rippleside_a10.vmf
VBSP - mode:normal , 9 seconds, 00:00:12 elapsed
VVIS - mode:normal, 1 minute, 51 seconds, 00:01:53 elapsed
VRAD - mode:normal, 1 minute, 7 seconds(LDR), n/a(HDR), 00:01:09 elapsed
Total Compile time: 00:03:16
(yes, I know how to fix the sprite issue too so don't worry about that. :3)
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
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).
 

Eyce

L6: Sharp Member
Jan 13, 2010
370
225
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. :/
 

Eyce

L6: Sharp Member
Jan 13, 2010
370
225
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. >_>
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
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.
 

Eyce

L6: Sharp Member
Jan 13, 2010
370
225
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.

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.
 

Freyja

aa
Jul 31, 2009
2,994
5,813
If you pakratted your nav file, which I know you were generating it the other day, it will crash.
 

Eyce

L6: Sharp Member
Jan 13, 2010
370
225
If you pakratted your nav file, which I know you were generating it the other day, it will crash.

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
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816