f9 wont open tf2?

DragonFlame

L1: Registered
Apr 23, 2008
38
2
I press f9, click ok, and it does the log stuff...but tf2 never opens. here is the lof

Code:
** Executing...
** Command: "d:\steam\steamapps\draconianflame\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\steam\steamapps\draconianflame\team fortress 2\tf" "D:\Steam\steamapps\draconianflame\sourcesdk_content\tf\mapsrc\BuildingPrefabs"

Valve Software - vbsp.exe (Mar 11 2008)
1 threads
materialPath: d:\steam\steamapps\draconianflame\team fortress 2\tf\materials
Loading D:\Steam\steamapps\draconianflame\sourcesdk_content\tf\mapsrc\BuildingPrefabs.vmf
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\steamapps\draconianflame\sourcesdk_content\tf\mapsrc\BuildingPrefabs.prt...Building 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...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (8473 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 40 texinfos to 30
Reduced 3 texdatas to 3 (88 bytes to 88)
Writing D:\Steam\steamapps\draconianflame\sourcesdk_content\tf\mapsrc\BuildingPrefabs.bsp
0 seconds elapsed

** Executing...
** Command: "d:\steam\steamapps\draconianflame\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\steam\steamapps\draconianflame\team fortress 2\tf" "D:\Steam\steamapps\draconianflame\sourcesdk_content\tf\mapsrc\BuildingPrefabs"

Valve Software - vvis.exe (Mar 11 2008)
1 threads
reading d:\steam\steamapps\draconianflame\sourcesdk_content\tf\mapsrc\BuildingPrefabs.bsp
reading d:\steam\steamapps\draconianflame\sourcesdk_content\tf\mapsrc\BuildingPrefabs.prt
  26 portalclusters
  51 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 494
Average clusters visible: 19
Building PAS...
Average clusters audible: 26
visdatasize:423  compressed from 416
writing d:\steam\steamapps\draconianflame\sourcesdk_content\tf\mapsrc\BuildingPrefabs.bsp
0 seconds elapsed

** Executing...
** Command: "d:\steam\steamapps\draconianflame\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "d:\steam\steamapps\draconianflame\team fortress 2\tf" "D:\Steam\steamapps\draconianflame\sourcesdk_content\tf\mapsrc\BuildingPrefabs"

Valve Software - vrad.exe SSE (Mar 11 2008)

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

Loading d:\steam\steamapps\draconianflame\sourcesdk_content\tf\mapsrc\BuildingPrefabs.bsp
Setting up ray-trace acceleration structure... Done (0.02 seconds)
87 faces
95464 square feet [13746884.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
87 patches before subdivision
87 patches after subdivision
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 1028, max 41
transfer lists:   0.0 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0000 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
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 (1)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                 24/8192          288/98304    ( 0.3%) 
brushsides             147/65536        1176/524288   ( 0.2%) 
planes                  80/65536        1600/1310720  ( 0.1%) 
vertexes               131/65536        1572/786432   ( 0.2%) 
nodes                   67/65536        2144/2097152  ( 0.1%) 
texinfos                30/12288        2160/884736   ( 0.2%) 
texdata                  3/2048           96/65536    ( 0.1%) 
dispinfos                0/0               0/0        ( 0.0%) 
disp_verts               0/0               0/0        ( 0.0%) 
disp_tris                0/0               0/0        ( 0.0%) 
disp_lmsamples           0/0               0/0        ( 0.0%) 
faces                   87/65536        4872/3670016  ( 0.1%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces               64/65536        3584/3670016  ( 0.1%) 
leaves                  69/65536        2208/2097152  ( 0.1%) 
leaffaces              111/65536         222/131072   ( 0.2%) 
leafbrushes             42/65536          84/131072   ( 0.1%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges              650/512000       2600/2048000  ( 0.1%) 
edges                  388/256000       1552/1024000  ( 0.2%) 
LDR worldlights          0/8192            0/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips              6/32768          60/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           102/65536         204/131072   ( 0.2%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]           0/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]         423/16777216 ( 0.0%) 
entdata               [variable]         335/393216   ( 0.1%) 
LDR ambient table       69/65536         276/262144   ( 0.1%) 
HDR ambient table       69/65536         276/262144   ( 0.1%) 
LDR leaf ambient        26/65536         728/1835008  ( 0.0%) 
HDR leaf ambient        69/65536        1932/1835008  ( 0.1%) 
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]      105691/0        ( 0.0%) 
physics               [variable]        8473/4194304  ( 0.2%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 222
Writing d:\steam\steamapps\draconianflame\sourcesdk_content\tf\mapsrc\BuildingPrefabs.bsp
2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Steam\steamapps\draconianflame\sourcesdk_content\tf\mapsrc\BuildingPrefabs.bsp" "d:\steam\steamapps\draconianflame\team fortress 2\tf\maps\BuildingPrefabs.bsp"


** Executing...
** Command: "d:\steam\steamapps\draconianflame\team fortress 2\hl2.exe"
** Parameters: -game "d:\steam\steamapps\draconianflame\team fortress 2\tf" -dev -console +sv_lan 1 +map "BuildingPrefabs"

settings are -dev -console +sv_lan 1

Help please :thumbup:
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
2 things I could think of...
You may not have set the game to run after the compile
Or, tf2 might have been updated, in which case the update needs to run before tf2 can be opened by hammer