TF2 Map Crash

Dr.Jeckyll

L1: Registered
Mar 5, 2011
3
0
Hi, this is my first entry and i'm sorry for my bad english,

so, here is my problem:
i made a map for TF2 and it looks pretty good. The first time, i was testing the map, it works fine but after i added the control point ( it is a KOTH map) and some other stuff, the map crashes when sombody dies or sombody change his class.

i dont know how to solve this problem. First i tried to remove all things, i have changed before the first crash but this didnt worked.

please help me
Dr.Jeckyll
 

tyler

aa
Sep 11, 2013
5,102
4,621
I've run several maps without a spectator camera.

Uh, invalid solids? Displacement as func_detail? More areaportals than portals? Can't think of what makes my maps crash. I guess they don't.
 

Dr.Jeckyll

L1: Registered
Mar 5, 2011
3
0
No i don't try it on public server, just with a frind on a LAN Server.
A info_observer_point was one of the first things i added to the map.

@yyler hmm, how can i find out if i have to many areaportals than portals, and how can i fix it?

what is the reason for crashing when a player die? maybe there is something wrong with the env_cubemap? i tried to remove all but nothing worked

BTW THX for the fast reaction
Dr.Jeckyll
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
env_cubemap wouldn't crash the game unless you have a fajillion of them in a small room.

Does the game crash when someone dies or respawns? If the latter, it may have something to do with a lack of func_respawnroom.
 

tyler

aa
Sep 11, 2013
5,102
4,621
@yyler hmm, how can i find out if i have to many areaportals than portals, and how can i fix it?

On second though, you'd know if it was this, because the game engine tells you and hl2.exe crashes almost immediately

I was thinking maybe you have closed areaportals that are opening, but that's unlikely since it happens on respawn or death or whatever, rather than when you go through a door or at launch
 

Dr.Jeckyll

L1: Registered
Mar 5, 2011
3
0
OK, the game crashs when the last shot hits the body of the enemy

here is the compile log



Valve Software - vbsp.exe (Jul 7 2010)
6 threads
Patching WVT material: maps/koth_country_event/nature/blendgroundtograss005_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 (0)
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)
visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_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_day01_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 36 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...
done (1) (77376 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 207 texinfos to 125
Reduced 37 texdatas to 29 (1147 bytes to 892)
4 seconds elapsed

Valve Software - vvis.exe (Jul 7 2010)
fastvis = true
6 threads
639 portalclusters
2058 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 7549 visible clusters (0.00%)
Total clusters visible: 342138
Average clusters visible: 535
Building PAS...
Average clusters audible: 631
visdatasize:105863 compressed from 102240
0 seconds elapsed


Valve Software - vrad.exe SSE (Jul 7 2010)

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


Setting up ray-trace acceleration structure... Done (3.48 seconds)
2220 faces
1849843 square feet [266377472.00 square inches]
114 Displacements
402839 Square Feet [58008820.00 Square Inches]
2220 patches before subdivision
75750 patches after subdivision
11 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 (11)
transfers 3707553, max 565
transfer lists: 28.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(294563, 159978, 117231)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(32296, 11936, 7095)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(4265, 1178, 622)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(618, 151, 75)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(101, 24, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(18, 5, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(4, 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<0.0629 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 (8)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 211/8192 2532/98304 ( 2.6%)
brushsides 1350/65536 10800/524288 ( 2.1%)
planes 1004/65536 20080/1310720 ( 1.5%)
vertexes 2977/65536 35724/786432 ( 4.5%)
nodes 1221/65536 39072/2097152 ( 1.9%)
texinfos 125/12288 9000/884736 ( 1.0%)
texdata 29/2048 928/65536 ( 1.4%)
dispinfos 114/0 20064/0 ( 0.0%)
disp_verts 32946/0 658920/0 ( 0.0%)
disp_tris 58368/0 116736/0 ( 0.0%)
disp_lmsamples 1028023/0 1028023/0 ( 0.0%)
faces 2220/65536 124320/3670016 ( 3.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 804/65536 45024/3670016 ( 1.2%)
leaves 1226/65536 39232/2097152 ( 1.9%)
leaffaces 2324/65536 4648/131072 ( 3.5%)
leafbrushes 727/65536 1454/131072 ( 1.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 13470/512000 53880/2048000 ( 2.6%)
edges 7397/256000 29588/1024000 ( 2.9%)
LDR worldlights 11/8192 968/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 203/32768 2030/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3213/65536 6426/131072 ( 4.9%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 7432648/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 105863/16777216 ( 0.6%)
entdata [variable] 45854/393216 (11.7%)
LDR ambient table 1226/65536 4904/262144 ( 1.9%)
HDR ambient table 1226/65536 4904/262144 ( 1.9%)
LDR leaf ambient 6925/65536 193900/1835008 (10.6%)
HDR leaf ambient 1226/65536 34328/1835008 ( 1.9%)
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] 1/180 ( 0.6%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/684 ( 0.1%)
pakfile [variable] 214566/0 ( 0.0%)
physics [variable] 77376/4194304 ( 1.8%)
physics terrain [variable] 68884/1048576 ( 6.6%)

Level flags = 0

Total triangle count: 5818
42 seconds elapsed

** Executing...
** Command: Copy File


No i start it with the "Create Server" Button
 
Last edited: