payload and normal train on 1 map

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blablubde

L1: Registered
Jun 4, 2013
14
1
hello,

i decided to sign up, as i just cant find the problem in my map. i already got lots of information from here, but for this problem i need some help.

i've created a map with a payload track. so far its working, but now i've added another track with a "normal" train. (like in cp_well)

the problem is, after compiling the map the game freezes / crashes. i can load the map, get into the game, but upon selecting the class it crashes.
if i remove one of the trains, its working, but not if both are present in the map.

please take a look at the map and give me a hint on whats the problem.
(to reduce compile time, i've extracted only the 2 trains from my map. all the other things are removed)

https://www.dropbox.com/s/dc5taf99jeds57q/trains.vmf

notes:
the red team can push the cart, red spawn is besides the payload track.
the blue team cant push it, blue spawn is besides the "big" train.
(the payload path_track points might not all be necessary, i've created it short after i've started with mapping, so its far away from perfect. bear with me) :blushing:


thx in advance
 

Toxindude

L3: Member
Aug 2, 2012
103
4
Please post your compile log.
 

blablubde

L1: Registered
Jun 4, 2013
14
1
you can have the compile log, maybe you can see more than interlopers.

Code:
** Executing...
** Command: "L:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "L:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "G:\Dropbox\Dropbox\TF2\trains.vmf"

Valve Software - vbsp.exe (May 20 2013)
8 threads
materialPath: L:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading G:\Dropbox\Dropbox\TF2\trains.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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing G:\Dropbox\Dropbox\TF2\trains.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 (0) (14205 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 143 texinfos to 38
Reduced 13 texdatas to 11 (352 bytes to 302)
Writing G:\Dropbox\Dropbox\TF2\trains.bsp
0 seconds elapsed

** Executing...
** Command: "L:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "L:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "G:\Dropbox\Dropbox\TF2\trains"

Valve Software - vvis.exe (May 20 2013)
8 threads
reading g:\dropbox\dropbox\tf2\trains.bsp
reading g:\dropbox\dropbox\tf2\trains.prt
 129 portalclusters
 327 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: 2 visible clusters (0.01%)
Total clusters visible: 15493
Average clusters visible: 120
Building PAS...
Average clusters audible: 129
visdatasize:5426  compressed from 6192
writing g:\dropbox\dropbox\tf2\trains.bsp
0 seconds elapsed

** Executing...
** Command: "L:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters:  -game "L:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "G:\Dropbox\Dropbox\TF2\trains"

Valve Software - vrad.exe SSE (May 20 2013)

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

Loading g:\dropbox\dropbox\tf2\trains.bsp
Setting up ray-trace acceleration structure... Done (0.01 seconds)
619 faces
606776 square feet [87375840.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
619 patches before subdivision
32097 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 4038759, max 648
transfer lists:  30.8 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<0.0107 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 (0)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  13/1024          624/49152    ( 1.3%) 
brushes                 34/8192          408/98304    ( 0.4%) 
brushsides             210/65536        1680/524288   ( 0.3%) 
planes                 296/65536        5920/1310720  ( 0.5%) 
vertexes               927/65536       11124/786432   ( 1.4%) 
nodes                  405/65536       12960/2097152  ( 0.6%) 
texinfos                38/12288        2736/884736   ( 0.3%) 
texdata                 11/2048          352/65536    ( 0.5%) 
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                  619/65536       34664/3670016  ( 0.9%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces               56/65536        3136/3670016  ( 0.1%) 
leaves                 419/65536       13408/2097152  ( 0.6%) 
leaffaces              680/65536        1360/131072   ( 1.0%) 
leafbrushes            200/65536         400/131072   ( 0.3%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             2913/512000      11652/2048000  ( 0.6%) 
edges                 1578/256000       6312/1024000  ( 0.6%) 
LDR worldlights          0/8192            0/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips             26/32768         260/327680   ( 0.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           411/65536         822/131072   ( 0.6%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      952544/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]        5426/16777216 ( 0.0%) 
entdata               [variable]       29613/393216   ( 7.5%) 
LDR ambient table      419/65536        1676/262144   ( 0.6%) 
HDR ambient table      419/65536        1676/262144   ( 0.6%) 
LDR leaf ambient       203/65536        5684/1835008  ( 0.3%) 
HDR leaf ambient       419/65536       11732/1835008  ( 0.6%) 
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]           1/3992     ( 0.0%) 
pakfile               [variable]         402/0        ( 0.0%) 
physics               [variable]       14205/4194304  ( 0.3%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 1453
Writing g:\dropbox\dropbox\tf2\trains.bsp
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "G:\Dropbox\Dropbox\TF2\trains.bsp" "L:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\trains.bsp"
 

Toxindude

L3: Member
Aug 2, 2012
103
4
Well after doing some reading. I have to ask how many Cart Cap Points are in your map. Make sure there are no more than 8. From what I have read TF can only support 8 rounds any more than that and the map will crash. So go into your ent's and make sure they are set for just 1 cap per zone.
 

blablubde

L1: Registered
Jun 4, 2013
14
1
Well after doing some reading. I have to ask how many Cart Cap Points are in your map. Make sure there are no more than 8. From what I have read TF can only support 8 rounds any more than that and the map will crash. So go into your ent's and make sure they are set for just 1 cap per zone.


thx for your answer, but im having only 2 payload cap points.

if its not too much work for you, please download the map file i have provided in the first link and take a look at it.
 

Izotope

Sourcerer
aa
May 13, 2013
698
764
I'm gonna take a look

EDIT:
I think the problem is that the ending path node is connected to the starting path node, disconnect them, and make the path_track under the last CP the last path node.

It could also be caused by the tf_gamerules entity, set the "HUD type" to "Default" instead of "CP HUD"

Another problem could be caused by the team_train_watcher entity, I've had some problems with it in the past.
You should only let this entity handle the train movement, if the map has 2 carts, one for each team, or if there are rollback zones on the tracks.

"Linked path_track" should always be the track that captures "Linked CP".
According to your settings, path_track1 captures CP2, but according to the I/O system, it does not. Be careful here :p

Your map also misses some important entities to have a properly working PL map.
You should look into Valve's PL maps to get an idea of how they did it.
And I suggest you to take a look into ABS's Gametype Library, which is included in this beauty.
 
Last edited:

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Crashing when a class is selected on a payload map usually means something HUD-related is not set up properly in the watcher. The HUD is initialized when you spawn, which is right after you pick a class.
 

goatcheese3

L1: Registered
Dec 30, 2012
37
5
Well, it seems your problem is that your HUD type is incorrectly set up. Or at least that's part of your problem.
 

blablubde

L1: Registered
Jun 4, 2013
14
1
thx a lot. i'll have to try the tipps you have posted.

it might take me a few days, i'll post again if i can fix it or not.
 

blablubde

L1: Registered
Jun 4, 2013
14
1
i've managed to get it working after compiling it like 1000 times.
no matter what i had tried, it was always crashing. i've even tried to recreate it with all new items.

the problem always was the payload track which was running in a circle.


what got it working was the following:
disconnect the first and last point of the payload track and create an output on the last track point with the following settings:

OnPass | func_tracktrain | TeleportToPathTrack | path_track_1 | 0.00 | No

which basically does nothing else than teleport the cart (func_tracktrain) to the first track point.

its working fine, just once its teleported to the first path, i have to walk out of its radius and get back in to get it moving again.
not a big deal, so i can live with it.