Crashes for unknown reasons

SmashWaffle

L1: Registered
Jul 18, 2016
31
4
So I've been trying to run my map for the past 20 minutes, but it just keeps crashing. All of the leaks are patched, and there's no other explanation I can think of. In case it may help, here's what popped up:
** Executing...
** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\72 HR Jam\koth_halfpoint_remastered.vmf"

Valve Software - vbsp.exe (Jun 27 2016)
2 threads
materialPath: C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\72 HR Jam\koth_halfpoint_remastered.vmf
Patching WVT material: maps/koth_halfpoint_remastered/egypt/sand_grass_blend_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 (1)
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 C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\72 HR Jam\koth_halfpoint_remastered.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_coastal_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_coastal_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_coastal_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_coastal_01 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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (2439389 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 591 texinfos to 308
Reduced 21 texdatas to 18 (587 bytes to 496)
Writing C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\72 HR Jam\koth_halfpoint_remastered.bsp
Wrote ZIP buffer, estimated size 1019, actual size 805
3 seconds elapsed
0.011695 1.356804 0.000000
0.104725 1.356804 0.000000
0.104725 -1.673336 0.000000
0.104725 1.673336 0.000000
make_triangles:calc_triangle_representation: Cannot convert
0.011695 1.673336 0.000000
0.104725 1.356804 0.000000
0.104725 -1.673336 0.000000
0.104725 1.673336 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\72 HR Jam\koth_halfpoint_remastered"

Valve Software - vvis.exe (Jun 27 2016)
2 threads
reading c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\72 hr jam\koth_halfpoint_remastered.bsp
reading c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\72 hr jam\koth_halfpoint_remastered.prt
460 portalclusters
1042 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 (1)
Optimized: 784 visible clusters (1.56%)
Total clusters visible: 50410
Average clusters visible: 109
Building PAS...
Average clusters audible: 351
visdatasize:45286 compressed from 58880
writing c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\72 hr jam\koth_halfpoint_remastered.bsp
1 second elapsed

** Executing...
** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\72 HR Jam\koth_halfpoint_remastered"

Valve Software - vrad.exe SSE (Jun 27 2016)

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

[56 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\72 hr jam\koth_halfpoint_remastered.bsp
Setting up ray-trace acceleration structure... Done (2.59 seconds)
2541 faces
1768903 square feet [254722080.00 square inches]
40 Displacements
41004 Square Feet [5904607.00 Square Inches]
2541 patches before subdivision
76673 patches after subdivision
sun extent from map=0.008727
14 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (37)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (20)
transfers 6043978, max 602
transfer lists: 46.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(537470, 377777, 289370)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(249691, 151092, 84546)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(23197, 10103, 3314)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(21055, 9172, 2467)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1644, 460, 60)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1971, 630, 84)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(136, 25, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(191, 45, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(12, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(19, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 0, 0)
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(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0698 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
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 (9)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 44/1024 2112/49152 ( 4.3%)
brushes 345/8192 4140/98304 ( 4.2%)
brushsides 2086/65536 16688/524288 ( 3.2%)
planes 1142/65536 22840/1310720 ( 1.7%)
vertexes 3910/65536 46920/786432 ( 6.0%)
nodes 1320/65536 42240/2097152 ( 2.0%)
texinfos 308/12288 22176/884736 ( 2.5%)
texdata 18/2048 576/65536 ( 0.9%)
dispinfos 40/0 7040/0 ( 0.0%)
disp_verts 11560/0 231200/0 ( 0.0%)
disp_tris 20480/0 40960/0 ( 0.0%)
disp_lmsamples 66286/0 66286/0 ( 0.0%)
faces 2541/65536 142296/3670016 ( 3.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 976/65536 54656/3670016 ( 1.5%)
leaves 1365/65536 43680/2097152 ( 2.1%)
leaffaces 2822/65536 5644/131072 ( 4.3%)
leafbrushes 1400/65536 2800/131072 ( 2.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 15509/512000 62036/2048000 ( 3.0%)
edges 8581/256000 34324/1024000 ( 3.4%)
LDR worldlights 14/8192 1232/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 209/32768 2090/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2964/65536 5928/131072 ( 4.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 4/512 1408/180224 ( 0.8%)
LDR lightdata [variable] 2182940/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 45286/16777216 ( 0.3%)
entdata [variable] 51916/393216 (13.2%)
LDR ambient table 1365/65536 5460/262144 ( 2.1%)
HDR ambient table 1365/65536 5460/262144 ( 2.1%)
LDR leaf ambient 7110/65536 199080/1835008 (10.8%)
HDR leaf ambient 1365/65536 38220/1835008 ( 2.1%)
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] 1/20498 ( 0.0%)
pakfile [variable] 805/0 ( 0.0%)
physics [variable] 2439389/4194304 (58.2%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 6525
Writing c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\72 hr jam\koth_halfpoint_remastered.bsp
1 minute, 16 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\72 HR Jam\koth_halfpoint_remastered.bsp" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_halfpoint_remastered.bsp"


** Executing...
** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" -windowed -noborder -w 1280 -h 720 -novid +map "koth_halfpoint_remastered" -steam
 

Off My Meds

L1: Registered
Jul 22, 2016
27
2
Ah, you are using power level four displacements in your geography, try clicking on the terrain you have amped to a four, and lower it too a three in the paint geometry page for the block and it should work