- Sep 13, 2009
- 19
- 2
So I've been trying to playtest my map for a couple weeks now but have been unable to because it crashes everyone's game, except mine, that tries to run it. Specifically, it freezes TF2 during the loading process. I've been able to run it, however, with zero problems both locally and on a server.
Since it only crashes on other people's systems, it has been difficult to troubleshoot (have to compile, upload and find people who want to watch their TF2 crash). Still, I've compiled and tested 5 or 6 different versions in an attempt to fix the problem. At this point I am at a total loss as to what is causing it.
Some things I've tried and other info:
- I'm not generating any relevant errors in my compile log or in-game
- tried both fast and normal compiles
- drastically improved optimization
- in one version I deleted all normal "light" entities (read somewhere that this worked for someone)
- no custom textures/particles/anything
- several different people have tried running the map with no success
- on an earlier version that I tested locally with bots, i noticed there were no announcer sounds.. this is probably unrelated, but thought i should mention it just in case
Map: http://dl.dropbox.com/u/10109531/cp_leat_a4_06.rar
Project file: http://dl.dropbox.com/u/10109531/cp_leat_a4_06.vmf
Most recent compile log:
** Executing...
** Command: "d:\steamall\steamapps\aweaklingchild\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\steamall\steamapps\aweaklingchild\team fortress 2\tf" "D:\steamALL\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06.vmf"
Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: d:\steamall\steamapps\aweaklingchild\team fortress 2\tf\materials
Loading D:\steamALL\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06.vmf
Patching WVT material: maps/cp_leat_a4_06/nature/blendrockgroundwallforest_wvt_patch
Patching WVT material: maps/cp_leat_a4_06/nature/blendgroundtogravel001_wvt_patch
Patching WVT material: maps/cp_leat_a4_06/nature/blendgrass_canyon02_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...
Merged 2182 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing D:\steamALL\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_gravel_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 (1) (1569824 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9514 texinfos to 6588
Reduced 180 texdatas to 150 (5832 bytes to 4505)
Writing D:\steamALL\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06.bsp
22 seconds elapsed
-2.337347 -1.299201 0.000000
-2.337347 -1.278825 0.000000
2.063540 1.299201 0.000000
-2.337347 1.299201 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing...
** Command: "d:\steamall\steamapps\aweaklingchild\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\steamall\steamapps\aweaklingchild\team fortress 2\tf" "D:\steamALL\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06"
Valve Software - vvis.exe (Jul 7 2010)
4 threads
reading d:\steamall\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06.bsp
reading d:\steamall\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06.prt
2440 portalclusters
6975 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (5693)
Optimized: 12008 visible clusters (0.00%)
Total clusters visible: 998658
Average clusters visible: 409
Building PAS...
Average clusters audible: 1400
visdatasize:914413 compressed from 1522560
writing d:\steamall\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06.bsp
1 hour, 34 minutes, 55 seconds elapsed
** Executing...
** Command: "d:\steamall\steamapps\aweaklingchild\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "d:\steamall\steamapps\aweaklingchild\team fortress 2\tf" "D:\steamALL\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading d:\steamall\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06.bsp
Setting up ray-trace acceleration structure... Done (9.58 seconds)
17873 faces
2 degenerate faces
1774963 square feet [255594736.00 square inches]
316 Displacements
367187 Square Feet [52874992.00 Square Inches]
17871 patches before subdivision
595005 patches after subdivision
sun extent from map=0.258819
324 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (341)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (387)
transfers 72660627, max 2124
transfer lists: 554.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(4212569, 2943972, 2108248)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #2 added RGB(908156, 533623, 337175)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(268243, 133448, 71956)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #4 added RGB(88336, 38036, 17668)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(32742, 12018, 4766)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #6 added RGB(12594, 3960, 1356)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(5073, 1356, 404)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #8 added RGB(2076, 472, 123)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(867, 167, 39)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #10 added RGB(365, 60, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(155, 22, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(66, 8, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(28, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(12, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #15 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #16 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #17 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.3927 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (53)
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 (48)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 36/1024 1728/49152 ( 3.5%)
brushes 4499/8192 53988/98304 (54.9%)
brushsides 30068/65536 240544/524288 (45.9%)
planes 10726/65536 214520/1310720 (16.4%)
vertexes 33919/65536 407028/786432 (51.8%)
nodes 5023/65536 160736/2097152 ( 7.7%)
texinfos 6588/12288 474336/884736 (53.6%)
texdata 150/2048 4800/65536 ( 7.3%)
dispinfos 316/0 55616/0 ( 0.0%)
disp_verts 9964/0 199280/0 ( 0.0%)
disp_tris 13760/0 27520/0 ( 0.0%)
disp_lmsamples 3642184/0 3642184/0 ( 0.0%)
faces 17873/65536 1000888/3670016 (27.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 11584/65536 648704/3670016 (17.7%)
leaves 5060/65536 161920/2097152 ( 7.7%)
leaffaces 25647/65536 51294/131072 (39.1%)
leafbrushes 12441/65536 24882/131072 (19.0%)
areas 18/256 144/2048 ( 7.0%)
surfedges 136479/512000 545916/2048000 (26.7%)
edges 87569/256000 350276/1024000 (34.2%)
LDR worldlights 324/8192 28512/720896 ( 4.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 8/32768 96/393216 ( 0.0%)
waterstrips 2698/32768 26980/327680 ( 8.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 47394/65536 94788/131072 (72.3%)
cubemapsamples 38/1024 608/16384 ( 3.7%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 33722756/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 914413/16777216 ( 5.5%)
entdata [variable] 194314/393216 (49.4%)
LDR ambient table 5060/65536 20240/262144 ( 7.7%)
HDR ambient table 5060/65536 20240/262144 ( 7.7%)
LDR leaf ambient 29679/65536 831012/1835008 (45.3%)
HDR leaf ambient 5060/65536 141680/1835008 ( 7.7%)
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] 1/58038 ( 0.0%)
pakfile [variable] 18659/0 ( 0.0%)
physics [variable] 1569824/4194304 (37.4%)
physics terrain [variable] 68486/1048576 ( 6.5%)
Level flags = 0
Total triangle count: 54303
Writing d:\steamall\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06.bsp
14 minutes, 25 seconds elapsed
-2.337347 -1.299201 0.000000
-2.337347 -1.278825 0.000000
2.063540 1.299201 0.000000
-2.337347 1.299201 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing...
** Command: Copy File
** Parameters: "D:\steamALL\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06.bsp" "d:\steamall\steamapps\aweaklingchild\team fortress 2\tf\maps\cp_leat_a4_06.bsp"
------------------------------
Fyi, the cause of the "cannot convert" error is a particular model I'm using and, as far as I can tell, is irrelevant. I've removed the model and had the same crashes.
Thanks in advance for any help you might be able to provide.
Since it only crashes on other people's systems, it has been difficult to troubleshoot (have to compile, upload and find people who want to watch their TF2 crash). Still, I've compiled and tested 5 or 6 different versions in an attempt to fix the problem. At this point I am at a total loss as to what is causing it.
Some things I've tried and other info:
- I'm not generating any relevant errors in my compile log or in-game
- tried both fast and normal compiles
- drastically improved optimization
- in one version I deleted all normal "light" entities (read somewhere that this worked for someone)
- no custom textures/particles/anything
- several different people have tried running the map with no success
- on an earlier version that I tested locally with bots, i noticed there were no announcer sounds.. this is probably unrelated, but thought i should mention it just in case
Map: http://dl.dropbox.com/u/10109531/cp_leat_a4_06.rar
Project file: http://dl.dropbox.com/u/10109531/cp_leat_a4_06.vmf
Most recent compile log:
** Executing...
** Command: "d:\steamall\steamapps\aweaklingchild\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\steamall\steamapps\aweaklingchild\team fortress 2\tf" "D:\steamALL\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06.vmf"
Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: d:\steamall\steamapps\aweaklingchild\team fortress 2\tf\materials
Loading D:\steamALL\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06.vmf
Patching WVT material: maps/cp_leat_a4_06/nature/blendrockgroundwallforest_wvt_patch
Patching WVT material: maps/cp_leat_a4_06/nature/blendgroundtogravel001_wvt_patch
Patching WVT material: maps/cp_leat_a4_06/nature/blendgrass_canyon02_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...
Merged 2182 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing D:\steamALL\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_gravel_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 (1) (1569824 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9514 texinfos to 6588
Reduced 180 texdatas to 150 (5832 bytes to 4505)
Writing D:\steamALL\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06.bsp
22 seconds elapsed
-2.337347 -1.299201 0.000000
-2.337347 -1.278825 0.000000
2.063540 1.299201 0.000000
-2.337347 1.299201 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing...
** Command: "d:\steamall\steamapps\aweaklingchild\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\steamall\steamapps\aweaklingchild\team fortress 2\tf" "D:\steamALL\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06"
Valve Software - vvis.exe (Jul 7 2010)
4 threads
reading d:\steamall\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06.bsp
reading d:\steamall\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06.prt
2440 portalclusters
6975 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (5693)
Optimized: 12008 visible clusters (0.00%)
Total clusters visible: 998658
Average clusters visible: 409
Building PAS...
Average clusters audible: 1400
visdatasize:914413 compressed from 1522560
writing d:\steamall\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06.bsp
1 hour, 34 minutes, 55 seconds elapsed
** Executing...
** Command: "d:\steamall\steamapps\aweaklingchild\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "d:\steamall\steamapps\aweaklingchild\team fortress 2\tf" "D:\steamALL\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading d:\steamall\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06.bsp
Setting up ray-trace acceleration structure... Done (9.58 seconds)
17873 faces
2 degenerate faces
1774963 square feet [255594736.00 square inches]
316 Displacements
367187 Square Feet [52874992.00 Square Inches]
17871 patches before subdivision
595005 patches after subdivision
sun extent from map=0.258819
324 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (341)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (387)
transfers 72660627, max 2124
transfer lists: 554.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(4212569, 2943972, 2108248)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #2 added RGB(908156, 533623, 337175)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(268243, 133448, 71956)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #4 added RGB(88336, 38036, 17668)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(32742, 12018, 4766)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #6 added RGB(12594, 3960, 1356)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(5073, 1356, 404)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #8 added RGB(2076, 472, 123)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(867, 167, 39)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #10 added RGB(365, 60, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(155, 22, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(66, 8, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(28, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(12, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #15 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #16 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #17 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.3927 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (53)
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 (48)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 36/1024 1728/49152 ( 3.5%)
brushes 4499/8192 53988/98304 (54.9%)
brushsides 30068/65536 240544/524288 (45.9%)
planes 10726/65536 214520/1310720 (16.4%)
vertexes 33919/65536 407028/786432 (51.8%)
nodes 5023/65536 160736/2097152 ( 7.7%)
texinfos 6588/12288 474336/884736 (53.6%)
texdata 150/2048 4800/65536 ( 7.3%)
dispinfos 316/0 55616/0 ( 0.0%)
disp_verts 9964/0 199280/0 ( 0.0%)
disp_tris 13760/0 27520/0 ( 0.0%)
disp_lmsamples 3642184/0 3642184/0 ( 0.0%)
faces 17873/65536 1000888/3670016 (27.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 11584/65536 648704/3670016 (17.7%)
leaves 5060/65536 161920/2097152 ( 7.7%)
leaffaces 25647/65536 51294/131072 (39.1%)
leafbrushes 12441/65536 24882/131072 (19.0%)
areas 18/256 144/2048 ( 7.0%)
surfedges 136479/512000 545916/2048000 (26.7%)
edges 87569/256000 350276/1024000 (34.2%)
LDR worldlights 324/8192 28512/720896 ( 4.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 8/32768 96/393216 ( 0.0%)
waterstrips 2698/32768 26980/327680 ( 8.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 47394/65536 94788/131072 (72.3%)
cubemapsamples 38/1024 608/16384 ( 3.7%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 33722756/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 914413/16777216 ( 5.5%)
entdata [variable] 194314/393216 (49.4%)
LDR ambient table 5060/65536 20240/262144 ( 7.7%)
HDR ambient table 5060/65536 20240/262144 ( 7.7%)
LDR leaf ambient 29679/65536 831012/1835008 (45.3%)
HDR leaf ambient 5060/65536 141680/1835008 ( 7.7%)
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] 1/58038 ( 0.0%)
pakfile [variable] 18659/0 ( 0.0%)
physics [variable] 1569824/4194304 (37.4%)
physics terrain [variable] 68486/1048576 ( 6.5%)
Level flags = 0
Total triangle count: 54303
Writing d:\steamall\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06.bsp
14 minutes, 25 seconds elapsed
-2.337347 -1.299201 0.000000
-2.337347 -1.278825 0.000000
2.063540 1.299201 0.000000
-2.337347 1.299201 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing...
** Command: Copy File
** Parameters: "D:\steamALL\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06.bsp" "d:\steamall\steamapps\aweaklingchild\team fortress 2\tf\maps\cp_leat_a4_06.bsp"
------------------------------
Fyi, the cause of the "cannot convert" error is a particular model I'm using and, as far as I can tell, is irrelevant. I've removed the model and had the same crashes.
Thanks in advance for any help you might be able to provide.