Map seem to crash TF2

sunbeam

L1: Registered
Feb 7, 2015
6
0
Okay so I've been working on a map for a long time now, I have had no problems with compiling it or running it before, until a few days ago when I decided to make the map bigger. When I try to run it in TF2 it seem to crash the game, and I have no clue why (the tf2 console log doesn't say anything specific either). There is no leaks, I've corrected them and I find no errors with alt+p either. Would be interesting if someone of you guys could see something that I can't see, why it's crashing, because this is very frustrating now.

My compile log:
Code:
** 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\zf_building_gothic.vmf"

Valve Software - vbsp.exe (Jul  2 2015)
2 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\zf_building_gothic.vmf
Patching WVT material: maps/zf_building_gothic/nature/blendgroundtograss009_nodetail_wvt_patch
Patching WVT material: maps/zf_building_gothic/nature/blendgroundtomud001_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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 16 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\zf_building_gothic.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
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 (3) (4332598 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 681 texinfos to 400
Reduced 46 texdatas to 42 (1233 bytes to 1076)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\zf_building_gothic.bsp
11 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\zf_building_gothic"

Valve Software - vvis.exe (Jul  2 2015)
2 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\zf_building_gothic.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\zf_building_gothic.prt
1089 portalclusters
3269 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 (376)
Optimized: 1736 visible clusters (0.80%)
Total clusters visible: 215663
Average clusters visible: 198
Building PAS...
Average clusters audible: 542
visdatasize:170906  compressed from 313632
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\zf_building_gothic.bsp
6 minutes, 19 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\zf_building_gothic"

Valve Software - vrad.exe SSE (Jul  2 2015)

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

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\zf_building_gothic.bsp
Setting up ray-trace acceleration structure... Done (4.86 seconds)
4939 faces
1496751 square feet [215532224.00 square inches]
88 Displacements
267286 Square Feet [38489248.00 Square Inches]
4939 patches before subdivision
66753 patches after subdivision
sun extent from map=0.087156
75 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (23)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (19)
transfers 8394897, max 781
transfer lists:  64.0 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(22834, 6775, 2258)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(3558, 657, 144)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(803, 112, 19)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(170, 18, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(40, 3, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(9, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0495 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (13)
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 (14)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  68/1024         3264/49152    ( 6.6%) 
brushes                663/8192         7956/98304    ( 8.1%) 
brushsides            6379/65536       51032/524288   ( 9.7%) 
planes                9106/65536      182120/1310720  (13.9%) 
vertexes              7707/65536       92484/786432   (11.8%) 
nodes                 3108/65536       99456/2097152  ( 4.7%) 
texinfos               400/12288       28800/884736   ( 3.3%) 
texdata                 42/2048         1344/65536    ( 2.1%) 
dispinfos               88/0           15488/0        ( 0.0%) 
disp_verts           20440/0          408800/0        ( 0.0%) 
disp_tris            35840/0           71680/0        ( 0.0%) 
disp_lmsamples      517199/0          517199/0        ( 0.0%) 
faces                 4939/65536      276584/3670016  ( 7.5%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             2739/65536      153384/3670016  ( 4.2%) 
leaves                3177/65536      101664/2097152  ( 4.8%) 
leaffaces             5452/65536       10904/131072   ( 8.3%) 
leafbrushes           2064/65536        4128/131072   ( 3.1%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            35381/512000     141524/2048000  ( 6.9%) 
edges                19544/256000      78176/1024000  ( 7.6%) 
LDR worldlights         75/8192         6600/720896   ( 0.9%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            2/32768          24/393216   ( 0.0%) 
waterstrips            311/32768        3110/327680   ( 0.9%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          5040/65536       10080/131072   ( 7.7%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 1/512           352/180224   ( 0.2%) 
LDR lightdata         [variable]     5960844/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      170906/16777216 ( 1.0%) 
entdata               [variable]      118416/393216   (30.1%) 
LDR ambient table     3177/65536       12708/262144   ( 4.8%) 
HDR ambient table     3177/65536       12708/262144   ( 4.8%) 
LDR leaf ambient     10464/65536      292992/1835008  (16.0%) 
HDR leaf ambient      3177/65536       88956/1835008  ( 4.8%) 
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]           1/16882    ( 0.0%) 
pakfile               [variable]        1714/0        ( 0.0%) 
physics               [variable]     4332598/4194304  (103.3%) VERY FULL!
physics terrain       [variable]           0/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 13744
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\zf_building_gothic.bsp
1 minute, 16 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\zf_building_gothic.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\zf_building_gothic.bsp"

I checked the log at interlopers and the only things that comes up are "found a displacement edge abutting multiple other edges" (which can be ignored in this case, I believe) and "can't load skybox file skybox/sky_night_01 to build the default cubemap!". The thing is though, as I said, the map has worked just fine with the skybox I use, until I decided to make the map bigger.
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
I had the same issue not too long ago because of the way I'd set up certain entities. Not sure what was causing the issue exactly but the map worked fine when I got rid of them so it was probably just me being a dummy.

So basically, check your entity setups.

On a side-note, although this might not be the cause of your issue, I'd advise against using power-4 displacements. Source can't handle those well, apparently.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Mudpie is right on both counts. Double check all your game logic and entities. And P4 displacements can be the source of errors as well, but they probably aren't the problem here (still change them because they will become a problem).
 

sunbeam

L1: Registered
Feb 7, 2015
6
0
I had the same issue not too long ago because of the way I'd set up certain entities. Not sure what was causing the issue exactly but the map worked fine when I got rid of them so it was probably just me being a dummy.

So basically, check your entity setups.

On a side-note, although this might not be the cause of your issue, I'd advise against using power-4 displacements. Source can't handle those well, apparently.
Thank you! After spending several hours on trying to find what entity/entities could cause the crash, I found out that 3 func_water_analogs were not "valid" if you can call it that. I removed them and my map started to work again :)

I will do something about those P4 displacements as well!