My pass time map crashes TF2

Harry :)

L1: Registered
Aug 31, 2015
12
0
So I decided to learn how to make a pass time map, and I started with something very simple.
VMF download: https://www.dropbox.com/s/vgso4m9c9b2n9fy/pass_time_test_harry.vmf?dl=0
upload_2016-5-4_19-45-2.png

But it crashes TF2. The map is sealed. You can't see the walls, ceiling, and floor in this picture.
Another angle so the middle is legible:
upload_2016-5-4_19-50-11.png

Properties:
upload_2016-5-4_19-52-2.png

upload_2016-5-4_19-52-17.png

upload_2016-5-4_19-52-33.png


upload_2016-5-4_19-52-45.png


I've tried alt+p, I've tried using Interlopers, but neither of those worked.
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\Lee\Documents\Harrison\TF2\TF2 Maps\Pass time test\pass_time_test_harry.vmf"

Valve Software - vbsp.exe (Mar 2 2016)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Users\Lee\Documents\Harrison\TF2\TF2 Maps\Pass time test\pass_time_test_harry.vmf
Patching WVT material: maps/pass_time_test_harry/coalmines/blendgroundtograss_coalmines_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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Lee\Documents\Harrison\TF2\TF2 Maps\Pass time test\pass_time_test_harry.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) (4250 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 22 texinfos to 14
Reduced 5 texdatas to 4 (172 bytes to 133)
Writing C:\Users\Lee\Documents\Harrison\TF2\TF2 Maps\Pass time test\pass_time_test_harry.bsp
Wrote ZIP buffer, estimated size 106557, actual size 106209
0 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\Lee\Documents\Harrison\TF2\TF2 Maps\Pass time test\pass_time_test_harry"

Valve Software - vvis.exe (Mar 2 2016)
4 threads
reading c:\users\lee\documents\harrison\tf2\tf2 maps\pass time test\pass_time_test_harry.bsp
reading c:\users\lee\documents\harrison\tf2\tf2 maps\pass time test\pass_time_test_harry.prt
16 portalclusters
30 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: 256
Average clusters visible: 16
Building PAS...
Average clusters audible: 16
visdatasize:196 compressed from 256
writing c:\users\lee\documents\harrison\tf2\tf2 maps\pass time test\pass_time_test_harry.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\Lee\Documents\Harrison\TF2\TF2 Maps\Pass time test\pass_time_test_harry"

Valve Software - vrad.exe SSE (Mar 2 2016)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\lee\documents\harrison\tf2\tf2 maps\pass time test\pass_time_test_harry.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
124 faces
91079 square feet [13115456.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
124 patches before subdivision
7604 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 975586, max 336
transfer lists: 7.4 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<0.0026 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 3/1024 144/49152 ( 0.3%)
brushes 11/8192 132/98304 ( 0.1%)
brushsides 66/65536 528/524288 ( 0.1%)
planes 72/65536 1440/1310720 ( 0.1%)
vertexes 177/65536 2124/786432 ( 0.3%)
nodes 53/65536 1696/2097152 ( 0.1%)
texinfos 14/12288 1008/884736 ( 0.1%)
texdata 4/2048 128/65536 ( 0.2%)
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 124/65536 6944/3670016 ( 0.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 28/65536 1568/3670016 ( 0.0%)
leaves 57/65536 1824/2097152 ( 0.1%)
leaffaces 244/65536 488/131072 ( 0.4%)
leafbrushes 22/65536 44/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 660/512000 2640/2048000 ( 0.1%)
edges 347/256000 1388/1024000 ( 0.1%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 8/32768 80/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 96/65536 192/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 908992/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 196/16777216 ( 0.0%)
entdata [variable] 1296/393216 ( 0.3%)
LDR ambient table 57/65536 228/262144 ( 0.1%)
HDR ambient table 57/65536 228/262144 ( 0.1%)
LDR leaf ambient 28/65536 784/1835008 ( 0.0%)
HDR leaf ambient 57/65536 1596/1835008 ( 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] 106209/0 ( 0.0%)
physics [variable] 4250/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 300
Writing c:\users\lee\documents\harrison\tf2\tf2 maps\pass time test\pass_time_test_harry.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Lee\Documents\Harrison\TF2\TF2 Maps\Pass time test\pass_time_test_harry.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pass_time_test_harry.bsp"
 

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Last edited:

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
There are no errors in your log, so it's likely that either a) your game files are corrupted or b) there's a logic error that the engine doesn't like. First try loading a different map or verifying your game cache to make sure that's not the issue, then double check all your entity logic against whatever tutorial or reference you were using. Logic errors that crash the game can be difficult to spot because Hammer can see them as valid connections when they don't actually work in game, so if you need any help finding it, you may have to post the vmf and let a second pair of eyes help you out.
 

Harry :)

L1: Registered
Aug 31, 2015
12
0
Edited, it now also includes the VMF.
Other maps worked and didn't crash me. I verified cache. My map still doesn't work for me. My tutorial is from the official Valve wiki, which has lots of info I don't need, and it doesn't show images of a complete map or entity. I can't check if my entity logic matches cause the wiki talks about ALL entity logic and every option. I haven't found any other tutorials so far.
 

Three Million

L4: Comfortable Member
Jul 2, 2015
197
75
Downloaded the VMF file, currently investigating. I will edit this post when I find out more.

Edit:
Deleted everything in the map relating to Pass Time and is now a basic map. Also deleted info_player_start since that doesn't do anything. Included a skybox and light_environment. TF does not crash, however the console spits out this error

EntSelectSpawnPoint(): No valid spawns for class #TF_Class_Name_Scout on team 3 found, even though at least one spawn entity exists.

Edit #2: Realized the game mode is still set to Pass Time. I renamed the file from "pass_time_test_harry" to "test". The error mentioned above still occurs. Interesting. The spawn entity is an info_player_team_spawn and for some reason I still spawn in the middle of the skybox with no floors or anything but said skybox around me. The log shows details as a perfectly normal map would.

Edit 3: Just for laughs I created an entirely new and separate map (Fhqwhgads.vmt) and I do not get the console error/spawn issues. This shows that something on "test.vmt" (aka "pass_time_test_harry.vmt") is strange.

Edit 4: If you put an empty passtime_logic entity or info_passtime_ball_spawn and dont set up the logic correctly (or have none at all) the entire game will crash.

Edit 5: Admins please dont be mad at me for editing this too many times. I can make a video or something to help digest what is going on here. Since this is getting beyond me I am done for the night. Will post back here if I find anything else.
 
Last edited:

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
You have info_player_teamspawn (which is normal), but then you have info_player_start, which is made for singleplayer games like Half-Life 2 (I have no clue does this cause a logic error or is that a dead entity left to hammer or something around that.).
 

Harry :)

L1: Registered
Aug 31, 2015
12
0
I guess it would be too hard to fix my map. I'll just grab a template.

Thanks for all the help!