Map crashes

Joeakuaku

L1: Registered
Jul 19, 2014
15
2
I've been working on a slender map. I built it, created func_details, put all the correct entities, compiled until I rooted out all of the errors, and yet, when I open it in srcds/TF2, it crashes whatever I used to open it. I don't have any idea what could be causing it, I've triple-checked everything.

Compile log:
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\Joseph\Documents\slender_offices_b1a.vmf"

Valve Software - vbsp.exe (Jul 7 2014)
2 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Users\Joseph\Documents\slender_offices_b1a.vmf
Patching WVT material: maps/slender_offices_b1a/egypt/sky_sand_waves_01_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...
Merged 1996 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Joseph\Documents\slender_offices_b1a.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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (1) (1145516 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 181 texinfos to 111
Reduced 27 texdatas to 21 (853 bytes to 610)
Writing C:\Users\Joseph\Documents\slender_offices_b1a.bsp
2 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\Joseph\Documents\slender_offices_b1a"

Valve Software - vvis.exe (Jul 7 2014)
2 threads
reading c:\users\joseph\documents\slender_offices_b1a.bsp
reading c:\users\joseph\documents\slender_offices_b1a.prt
129 portalclusters
270 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: 14 visible clusters (0.30%)
Total clusters visible: 4711
Average clusters visible: 36
Building PAS...
Average clusters audible: 63
visdatasize:4343 compressed from 6192
writing c:\users\joseph\documents\slender_offices_b1a.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\Joseph\Documents\slender_offices_b1a"

Valve Software - vrad.exe SSE (Jul 7 2014)

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

Loading c:\users\joseph\documents\slender_offices_b1a.bsp
Setting up ray-trace acceleration structure... Done (3.41 seconds)
6108 faces
589301 square feet [84859368.00 square inches]
9 Displacements
39226 Square Feet [5648553.50 Square Inches]
6108 patches before subdivision
59126 patches after subdivision
103 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (21)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (27)
transfers 5994975, max 749
transfer lists: 45.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(263010, 282196, 273579)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(61574, 65709, 63595)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(16185, 16928, 16216)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(4679, 4664, 4374)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1441, 1312, 1191)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(474, 375, 326)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(166, 109, 90)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(62, 32, 25)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(25, 10, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(10, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(4, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0338 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
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 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/1024 144/49152 ( 0.3%)
brushes 1744/8192 20928/98304 (21.3%)
brushsides 11250/65536 90000/524288 (17.2%)
planes 2698/65536 53960/1310720 ( 4.1%)
vertexes 10845/65536 130140/786432 (16.5%)
nodes 500/65536 16000/2097152 ( 0.8%)
texinfos 111/12288 7992/884736 ( 0.9%)
texdata 21/2048 672/65536 ( 1.0%)
dispinfos 9/0 1584/0 ( 0.0%)
disp_verts 2601/0 52020/0 ( 0.0%)
disp_tris 4608/0 9216/0 ( 0.0%)
disp_lmsamples 92329/0 92329/0 ( 0.0%)
faces 6108/65536 342048/3670016 ( 9.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 5356/65536 299936/3670016 ( 8.2%)
leaves 504/65536 16128/2097152 ( 0.8%)
leaffaces 6725/65536 13450/131072 (10.3%)
leafbrushes 2433/65536 4866/131072 ( 3.7%)
areas 4/256 32/2048 ( 1.6%)
surfedges 50329/512000 201316/2048000 ( 9.8%)
edges 32191/256000 128764/1024000 (12.6%)
LDR worldlights 103/8192 9064/720896 ( 1.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 672/32768 6720/327680 ( 2.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 10923/65536 21846/131072 (16.7%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2340868/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 4343/16777216 ( 0.0%)
entdata [variable] 173073/393216 (44.0%)
LDR ambient table 504/65536 2016/262144 ( 0.8%)
HDR ambient table 504/65536 2016/262144 ( 0.8%)
LDR leaf ambient 1440/65536 40320/1835008 ( 2.2%)
HDR leaf ambient 504/65536 14112/1835008 ( 0.8%)
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] 1/57144 ( 0.0%)
pakfile [variable] 213279/0 ( 0.0%)
physics [variable] 1145516/4194304 (27.3%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 16705
Writing c:\users\joseph\documents\slender_offices_b1a.bsp
1 minute, 4 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Joseph\Documents\slender_offices_b1a.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\slender_offices_b1a.bsp"
 

Freyja

aa
Jul 31, 2009
2,994
5,813
It looks like you're using power 4 displacements. Often these cause fatal crashes when it comes to anything physics related. I recommend reducing them to power 3.
 
T

The Asylum

really really really don't post your compile log here. If you'd bother to look at the stickies at the top of the board you'll see there's a place to copypasta them