Having trouble running the map for testing.

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GoneFishing

L1: Registered
Jun 1, 2017
6
0
I'm making an arena map, (Yes, I know those maps aren't popular) but whenever I try to run it, I get a message that reads:

"The command failed. Windows reported the error: "The system cannot find the file specified.""

Hope you can solve this, because I really need to test out my map to see if it has issues.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
You have an error in your map that's causing the compile to fail. Can you share the compile log?
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
You can get it from the window that pops up when you compile, or from the your_mapname.log file in the same folder as your vmf.
 

Diva Dan

hello!
aa
Mar 20, 2016
1,024
1,951
Don't be afraid to use alt + P in hammer itself to bring up any errors. It won't catch everything, but the interlopers error checker will find even more if you hand it a compile log
 

GoneFishing

L1: Registered
Jun 1, 2017
6
0
Alright, I think I found it.


** 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\arena_cap_two.vmf"

Valve Software - vbsp.exe (Feb 17 2017)
6 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\arena_cap_two.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity info_player_teamspawn (-305.00 -127.00 136.00) 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...
Displacement 2 has bad geometry near -396.00 -275.00 31.06
Can't compile displacement physics, exiting. Texture is COALMINES/DIRTGROUND004


** 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\arena_cap_two"

Valve Software - vvis.exe (Feb 17 2017)
6 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\arena_cap_two.bsp
Error opening c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\arena_cap_two.bsp

** 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\arena_cap_two"

Valve Software - vrad.exe SSE (Feb 17 2017)

Valve Radiosity Simulator
6 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\arena_cap_two.bsp
Error opening c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\arena_cap_two.bsp

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

The command failed. Windows reported the error:
"The system cannot find the file specified."


Plus I run it on normal settings, if that's any useful info.
 

GoneFishing

L1: Registered
Jun 1, 2017
6
0
Don't be afraid to use alt + P in hammer itself to bring up any errors. It won't catch everything, but the interlopers error checker will find even more if you hand it a compile log

I've done that alt + P thing, apparently something is wrong with the point that's in the map from what I believe.

It reads:
Entitly (prop_dynamic) has bad 1/0 connections
Entitly (trigger_capture_area) has bad 1/0 connections
There is no player start


The entity has one or more I/O connections that are invalid, target a nonexistent entity, or connect to invalid inputs in the target entity. Fixing this error deletes the bad connections.


Which is strange for me, because it was running perfectly fine earlier.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
Displacement 2 has bad geometry near -396.00 -275.00 31.06
Can't compile displacement physics, exiting. Texture is COALMINES/DIRTGROUND004
Alt+P is useful, but the log will tell you exactly what caused the compile to fail. The error message will be at the very end of the vbsp section, right before vvis starts. In this case, you have a displacement that's giving the compiler trouble - either smooth it out, or delete and remake it simpler.
 

GoneFishing

L1: Registered
Jun 1, 2017
6
0
Alt+P is useful, but the log will tell you exactly what caused the compile to fail. The error message will be at the very end of the vbsp section, right before vvis starts. In this case, you have a displacement that's giving the compiler trouble - either smooth it out, or delete and remake it simpler.

Mmm, alright I'll try fixing that, and see if there's any other issues. Thanks.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Entitly (prop_dynamic) has bad 1/0 connections
Entitly (trigger_capture_area) has bad 1/0 connections
This means that the specified entities have outputs that are broken; you created an output in these entities but forgot to specify one or more data fields. Check these entities and either delete the broken outputs or add the missing data. Broken outputs will have a red symbol next to them, as seen here:
Untitled.png
The output on top is an example of a working output with all of the data properly filled in, the output on the bottom is an example of a broken output with missing data.

However, this alone should not cause your map to fail compiling or break fatally- at worst, the outputs themselves just won't do anything, and the rest of the map should keep on running fine.
There is no player start
This error can be ignored. Hammer is telling you that there's no info_player_start entity, which is used in other Source games but not in TF2, so you don't need one of those entities.

To find the actual problem with your map, we turn to the Interlopers compile log checker, a super handy tool that checks your compile log for errors and tells you what's wrong. Here is a list of the errors that came up when I put your compile log in:
displacement 2 has bad geometry near -396.00 -275.00 31.06 can't compile displacement physics, exiting. texture is coalmines/dirtground004

Description:

One of your displacements has gone bad, your awesome reshaping of one of them has caused it to become so complicated vbsp is unable to determine its collisions.

Solution:
Although you can try to salvage your displacement by reshaping it more, its probably a better idea to destroy the displacement and recreate it. You can find the displacement by going to the coordinates -396.00 -275.00 31.06 (view-> go to coordinates) and looking for a displacement with the coalmines/dirtground004 texture.


This error will cause your map to fail compiling completely
I suspect this is the error that is causing your map to fail compiling. There's also another problem with your map:
entity info_player_teamspawn (-305.00 -127.00 136.00) leaked!

Description:

You have a leak. A leak is a hole in your map that exposes any entity in your map to the void (the black space outside your map).

Solution:
Fix the leak.

See also:
WIKI: leaks


This error will cause your map to fail compiling correctly
Now leaks won't cause your map to fail compiling, and you can technically run a leaking map in TF2, however it's best to remove these as this causes the compiler to not perform VVIS (because it can't separate the inside of your map from the outside), and the lighting will be very simple and weird. You should never, EVER release a map with a leak in it. The Valve Developer Wiki explains more about leaks and how to find them.
 

GoneFishing

L1: Registered
Jun 1, 2017
6
0
This means that the specified entities have outputs that are broken; you created an output in these entities but forgot to specify one or more data fields. Check these entities and either delete the broken outputs or add the missing data. Broken outputs will have a red symbol next to them, as seen here:
Untitled.png
The output on top is an example of a working output with all of the data properly filled in, the output on the bottom is an example of a broken output with missing data.

However, this alone should not cause your map to fail compiling or break fatally- at worst, the outputs themselves just won't do anything, and the rest of the map should keep on running fine.

This error can be ignored. Hammer is telling you that there's no info_player_start entity, which is used in other Source games but not in TF2, so you don't need one of those entities.

To find the actual problem with your map, we turn to the Interlopers compile log checker, a super handy tool that checks your compile log for errors and tells you what's wrong. Here is a list of the errors that came up when I put your compile log in:

I suspect this is the error that is causing your map to fail compiling. There's also another problem with your map:

Now leaks won't cause your map to fail compiling, and you can technically run a leaking map in TF2, however it's best to remove these as this causes the compiler to not perform VVIS (because it can't separate the inside of your map from the outside), and the lighting will be very simple and weird. You should never, EVER release a map with a leak in it. The Valve Developer Wiki explains more about leaks and how to find them.

I've tested that control point and it was working just fine, weird.

And yeah that's probably the issues, I've gotten rid of them, and will try redoing that certain area.

I already know it's leaking, I haven't gotten to that part yet.

Thanks for the detailed help.
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
89
**** leaked ****
Entity info_player_teamspawn (-305.00 -127.00 136.00) leaked!

Also don't forget to fix this one, either it will create other issues in your map. To do so, go to "View>Go to Coordinates" and enter the origin numbers in it so it will teleport you to the leaked entity. It seems that this entity is somehow connected to the void (the black space outside the map), which should not.

Once you performed a possible fix, compile your with the next compile settings:

Run BSP: Normal
Run VIS: No
Run RAD: No
Don't run the game after compile: (marked)

This is a quick compile which lets you see the full compile log, but the map isn't really playable. Once you stop seeing the LEAK warning, you can set the compile settings back to Normal.
 

henke37

aa
Sep 23, 2011
2,075
515
Or get a better build system that detects leaks and halts the build when they occur. You can even do that with the advanced compile options in hammer.