Can someone check my logs?

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r3dw3r3w0lf

L1: Registered
Nov 19, 2009
32
1
When i compile, it starts TF2 like normal but in game, it uses an old version of my map i tested out instead of the updated version i compiled. I cannot understand why it's doing this so it's kind of annoying. My Water disappears at the top but when i jump in, it's fine. Ive got no clue. :(

Code:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\koth_edelsparadise"

Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\koth_edelsparadise.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity trigger_hurt (0.00 0.00 -1440.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-8192.0 7680.0 880.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-8704.0 8192.0 880.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-8192.0 6656.0 880.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-8192.0 5632.0 880.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-8192.0 4608.0 880.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-8192.0 3584.0 880.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-8192.0 2560.0 880.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-8192.0 1536.0 880.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_hydro_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_hydro_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 80 displacement corner-neighbor lists.Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
Displacement 38 has bad geometry near -13392.00 912.00 -463.00
Can't compile displacement physics, exiting.  Texture is CAVE TEXTURES/CAVEFLOOR


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\koth_edelsparadise"

Valve Software - vvis.exe (May 19 2009)
4 threads
reading c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\koth_edelsparadise.bsp
reading c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\koth_edelsparadise.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\koth_edelsparadise.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\koth_edelsparadise"

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 (x86)\steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\koth_edelsparadise.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (15.45 seconds)
1369 faces
9173745 square feet [1321019392.00 square inches]
276 Displacements
5482947 Square Feet [789544448.00 Square Inches]
sun extent from map=0.000000
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (27)
Build Patch/Sample Hash Table(s).....Done<0.2132 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (12)
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 (62)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   2/1024           96/49152    ( 0.2%) 
brushes                  7/8192           84/98304    ( 0.1%) 
brushsides              42/65536         336/524288   ( 0.1%) 
planes                 206/65536        4120/1310720  ( 0.3%) 
vertexes              1309/65536       15708/786432   ( 2.0%) 
nodes                 1296/65536       41472/2097152  ( 2.0%) 
texinfos               111/12288        7992/884736   ( 0.9%) 
texdata                 11/2048          352/65536    ( 0.5%) 
dispinfos              276/0           48576/0        ( 0.0%) 
disp_verts           79764/0         1595280/0        ( 0.0%) 
disp_tris           141312/0          282624/0        ( 0.0%) 
disp_lmsamples     3167376/0         3167376/0        ( 0.0%) 
faces                 1369/65536       76664/3670016  ( 2.1%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              301/65536       16856/3670016  ( 0.5%) 
leaves                1299/65536       41568/2097152  ( 2.0%) 
leaffaces             1099/65536        2198/131072   ( 1.7%) 
leafbrushes            505/65536        1010/131072   ( 0.8%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             6702/512000      26808/2048000  ( 1.3%) 
edges                 3462/256000      13848/1024000  ( 1.4%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips              7/32768          70/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices            84/65536         168/131072   ( 0.1%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]    10248864/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]        9098/393216   ( 2.3%) 
LDR ambient table     1299/65536        5196/262144   ( 2.0%) 
HDR ambient table     1299/65536        5196/262144   ( 2.0%) 
LDR leaf ambient      8874/65536      248472/1835008  (13.5%) 
HDR leaf ambient      1299/65536       36372/1835008  ( 2.0%) 
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]           1/12       ( 8.3%) 
pakfile               [variable]         380/0        ( 0.0%) 
physics               [variable]        3152/4194304  ( 0.1%) 
physics terrain       [variable]       92058/1048576  ( 8.8%) 

Level flags = 0

Total triangle count: 2760
Writing c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\koth_edelsparadise.bsp
1 minute, 58 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\koth_edelsparadise.bsp" "c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\team fortress 2\tf\maps\koth_edelsparadise.bsp"


** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\team fortress 2\tf" -toconsole -dev -console +sv_lan 1 +map "koth_edelsparadise"

-r3d :)
 

r3dw3r3w0lf

L1: Registered
Nov 19, 2009
32
1
out of curiosity, can the trigger_hurt or no draw water textures touch skyboxes or does that cause leaks?
 

Cynick

L4: Comfortable Member
Feb 7, 2010
153
284
They can touch, those things don't cause leaks.

Leaks are caused by holes in the map, entities outside the map, or origins of brush entities outside the map. Click on the map menu, click Load Pointfile and load the default pointfile when it asks. This will display a bright red line in your hammer viewports leading from the offending entity into the void so you can see where the hole is. Seal the hole and the leak will go away (and your water should work again)

EDIT: It also looks like you've got a bad displacement:
Code:
Can't compile displacement physics, exiting.  Texture is CAVE TEXTURES/CAVEFLOOR
Displacement 38 has bad geometry near -13392.00 912.00 -463.00

Make sure that all of your displacements have 4 sides and 4 vertices, no more, no less. Also, make sure that none of your displacements are tied to a func_detail. Use the Go To Position tool to go to -13392.00 912.00 -463.00 and check the displacements around there.
 
Last edited:

Knight-Errant

L3: Member
Mar 12, 2010
131
36
You may want to check by turning off visgroups where this leak may be, it is not always obvious to the eye. Keep in mind when you hunting for that actual leak: Displacements won't seal map, nor will func_details. Sometimes, entities have misaligned origins pointing out to space. Make sure all area portals sealing the map by touching solid geometry.... etc.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
You can find the leak so easily though! Just go to Map -> Load Pointfile and follow the red line until it leaves the area. That's where the leak is.