Umm... My map is crashing my game

Kunny

L2: Junior Member
Jan 2, 2017
80
9
I am trying to test out a map I made, but the game crashes everytime I try to start it. Here is the 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_good.vmf"

Valve Software - vbsp.exe (Feb 13 2017)
4 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\cp_good.vmf
Patching WVT material: maps/cp_good/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity filter_activator_tfteam (-192.00 16.00 32.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
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) (8244 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 12 texinfos to 6
Reduced 4 texdatas to 3 (102 bytes to 81)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_good.bsp
Wrote ZIP buffer, estimated size 465, actual size 385
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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_good"

Valve Software - vvis.exe (Feb 13 2017)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_good.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_good.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_good.prt


** 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\cp_good"

Valve Software - vrad.exe SSE (Feb 13 2017)

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

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_good.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.00 seconds)
134 faces
68700 square feet [9892846.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0001 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 11/1024 528/49152 ( 1.1%)
brushes 17/8192 204/98304 ( 0.2%)
brushsides 102/65536 816/524288 ( 0.2%)
planes 86/65536 1720/1310720 ( 0.1%)
vertexes 181/65536 2172/786432 ( 0.3%)
nodes 145/65536 4640/2097152 ( 0.2%)
texinfos 6/12288 432/884736 ( 0.0%)
texdata 3/2048 96/65536 ( 0.1%)
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 134/65536 7504/3670016 ( 0.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 84/65536 4704/3670016 ( 0.1%)
leaves 157/65536 5024/2097152 ( 0.2%)
leaffaces 138/65536 276/131072 ( 0.2%)
leafbrushes 42/65536 84/131072 ( 0.1%)
areas 3/256 24/2048 ( 1.2%)
surfedges 884/512000 3536/2048000 ( 0.2%)
edges 462/256000 1848/1024000 ( 0.2%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 15864/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 16273/393216 ( 4.1%)
LDR ambient table 157/65536 628/262144 ( 0.2%)
HDR ambient table 157/65536 628/262144 ( 0.2%)
LDR leaf ambient 120/65536 3360/1835008 ( 0.2%)
HDR leaf ambient 157/65536 4396/1835008 ( 0.2%)
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] 385/0 ( 0.0%)
physics [variable] 8244/4194304 ( 0.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 280
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_good.bsp
0 seconds elapsed

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

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
193
Ok, check for any leaks in your map; this can be done by loading the pointfile of a map.
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
Your compile log says there's been a leak, "**** leaked ****
Entity filter_activator_tfteam (-192.00 16.00 32.00) leaked!"

When you have a leak, visleaves don't form so everything in the map is rendered, this could partially be the reason why.
 

Kunny

L2: Junior Member
Jan 2, 2017
80
9
I fixed the leak. It is saying there is an error with the skybox texture
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
I fixed the leak. It is saying there is an error with the skybox texture
It's nothing to worry about. It's an error, but it doesn't do anything. However it can be bypassed with a custom skybox texture, but that's unnecessary.
 

Kunny

L2: Junior Member
Jan 2, 2017
80
9
Its 1 in the morning. I'm just gonna get some sleep then deal with it in the morning probably.
 

Freyja

aa
Jul 31, 2009
2,994
5,813
Unfortunately generic crashes are very hard to diagnose.

The best thing to do is start systematically eliminating any posibility. Start by copying your entire map into a new VMF, and if that doesn't work, start cordoning each area of your map in ever smaller chunks until you identify the area causing it to crash. It will most likely be something random like a prop or a brush that when deleted will stop it crashing but there's no easy way to find it.
 

[Rx.] Christian Troy

L5: Dapper Member
Jan 23, 2017
223
64
Another way that may help find the problem is to make a big box of no draw around the map. If the map runs you can at least narrow it down to the area the problem is in by where the map acts wonky. Then you have an area to look in. If ya find the problem, then remove the no draw box after.

It's not the best method but it does help sometimes in a pinch.
 

Freyja

aa
Jul 31, 2009
2,994
5,813
Another way that may help find the problem is to make a big box of no draw around the map. If the map runs you can at least narrow it down to the area the problem is in by where the map acts wonky. Then you have an area to look in. If ya find the problem, then remove the no draw box after.

It's not the best method but it does help sometimes in a pinch.

This is what the cordon tool does (except better because it automatically generates the box for you)