Game crashes with compiled map

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S T A R S ☰ T

L1: Registered
Nov 10, 2017
38
12
Hello, this is my first post on this forum, so tell me if I did something wrong.
I'm developing a PASS Time map called pass_deathball. I've created the barebones version with nothing too advanced, compiled it, and when I run it, TF2 crashes. I'm fairly new to mapping, but I know there's no leaks, no pointfiles generated, alt-P finds no errors, and Interlopers doesn't show any errors, so I don't know where else to look.
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\sourcesdk_content\tf\pass_deathball.vmf"

Valve Software - vbsp.exe (Oct 14 2017)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\tf\pass_deathball.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
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:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\tf\pass_deathball.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) (21309 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 129 texinfos to 90
Reduced 18 texdatas to 16 (457 bytes to 377)
Writing C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\tf\pass_deathball.bsp
Wrote ZIP buffer, estimated size 212249, actual size 211633
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\sourcesdk_content\tf\pass_deathball"

Valve Software - vvis.exe (Oct 14 2017)
4 threads
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\pass_deathball.bsp
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\pass_deathball.prt
192 portalclusters
527 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: 49 visible clusters (0.15%)
Total clusters visible: 31981
Average clusters visible: 166
Building PAS...
Average clusters audible: 192
visdatasize:10766 compressed from 9216
writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\pass_deathball.bsp
1 second 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\sourcesdk_content\tf\pass_deathball"

Valve Software - vrad.exe SSE (Oct 14 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\sourcesdk_content\tf\pass_deathball.bsp
Setting up ray-trace acceleration structure... Done (0.10 seconds)
739 faces
1281699 square feet [184564736.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
739 patches before subdivision
33183 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 (2)
transfers 510608, max 303
transfer lists: 3.9 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<0.0216 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 13/1024 624/49152 ( 1.3%)
brushes 52/8192 624/98304 ( 0.6%)
brushsides 328/65536 2624/524288 ( 0.5%)
planes 230/65536 4600/1310720 ( 0.4%)
vertexes 940/65536 11280/786432 ( 1.4%)
nodes 533/65536 17056/2097152 ( 0.8%)
texinfos 90/12288 6480/884736 ( 0.7%)
texdata 16/2048 512/65536 ( 0.8%)
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 739/65536 41384/3670016 ( 1.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 188/65536 10528/3670016 ( 0.3%)
leaves 547/65536 17504/2097152 ( 0.8%)
leaffaces 793/65536 1586/131072 ( 1.2%)
leafbrushes 268/65536 536/131072 ( 0.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 3929/512000 15716/2048000 ( 0.8%)
edges 2095/256000 8380/1024000 ( 0.8%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 32/32768 320/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 423/65536 846/131072 ( 0.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2895676/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 10766/16777216 ( 0.1%)
entdata [variable] 9415/393216 ( 2.4%)
LDR ambient table 547/65536 2188/262144 ( 0.8%)
HDR ambient table 547/65536 2188/262144 ( 0.8%)
LDR leaf ambient 264/65536 7392/1835008 ( 0.4%)
HDR leaf ambient 547/65536 15316/1835008 ( 0.8%)
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] 1/1684 ( 0.1%)
pakfile [variable] 211633/0 ( 0.0%)
physics [variable] 21309/4194304 ( 0.5%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 1699
Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\pass_deathball.bsp
6 seconds elapsed

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

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
I downloaded the map, compiled it, Hammer lauched TF2, then I had the same problem: TF2 crashed trying to open the map. This is the last thing I saw before it crashed:
Console.png
For those wondering about the red error, I was unable to find a file by that name under that directory, and it does not appear when launching TF2 normally or loading a normal map (which still works, confirming that this is a map-specific problem).

I tried launching TF2 and manually launching the map with a console command, and it still crashed, albeit with no errors. One thing I noticed was that you were using a non-TF2 skybox and numerous non-TF2 textures. I replaced the skybox with a TF2 skybox and non-TF2 textures with TF2 textures but that did not seem to fix the problem. The alt-p problem checker showed a bunch of "Entity (info_player_teamspawn) has unused keyvalue 'spawnflags'" errors, fixing those didn't stop TF2 from crashing either. There were no other significant errors in the alt-p problem checker nor in the compile log, and I found nothing out of the ordinary while exploring the map in Hammer.

Perhaps someone else can take this info and run with it.
 

S T A R S ☰ T

L1: Registered
Nov 10, 2017
38
12
I downloaded the map, compiled it, Hammer lauched TF2, then I had the same problem: TF2 crashed trying to open the map. This is the last thing I saw before it crashed:
Console.png
For those wondering about the red error, I was unable to find a file by that name under that directory, and it does not appear when launching TF2 normally or loading a normal map.

I tried launching TF2 and manually launching the map with a console command, and it still crashed, albeit with no errors. One thing I noticed was that you were using a non-TF2 skybox and numerous non-TF2 textures. I replaced the skybox with a TF2 skybox and non-TF2 textures with TF2 textures but that did not seem to fix the problem. The alt-p problem checker showed a bunch of "Entity (info_player_teamspawn) has unused keyvalue 'spawnflags'" errors, fixing those didn't stop TF2 from crashing either. There were no other significant errors in the alt-p problem checker nor in the compile log, and I found nothing out of the ordinary while exploring the map in Hammer.

Perhaps someone else can take this info and run with it.
Last I checked I never got the spawnflag errors, wonder why it did it with you. Odd.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Last I checked I never got the spawnflag errors, wonder why it did it with you. Odd.
It could be you have a different FGD than me, or perhaps you already fixed the errors on your end. Either way, it's certainly not something that should cause this, and it isn't (as I demonstrated above).
 

S T A R S ☰ T

L1: Registered
Nov 10, 2017
38
12
Bump. I saw I had one issue being I had 2 passtime_logic entities, but removing one didn't fix the crash.
 

S T A R S ☰ T

L1: Registered
Nov 10, 2017
38
12
It could be you have a different FGD than me, or perhaps you already fixed the errors on your end. Either way, it's certainly not something that should cause this, and it isn't (as I demonstrated above).
So according to a year old post, a map with passtime_logic or info_passtime_ball_spawn with incorrect or empty logic will always crash. Do you know how to fix this? Being that pass time maps are still somewhat new, there's not many resources on them.
 

B!scuit

L4: Comfortable Member
Aug 12, 2016
195
266
You might want to try running your map with -condebug in tf2's commands.

You can set this up in hammer's advanced options when you compile
condebug_hammer.jpg
OR
You can set in in Steam. TF2 > Properties (right-click menu) > General > Set Launch Options
condebug_steam.jpg

This will write the console to console.txt in your tf folder so you can read all the errors
It's likely to be some incorrect logic
The exact same thing happens with maps that have more than 8 control points
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
So according to a year old post, a map with passtime_logic or info_passtime_ball_spawn with incorrect or empty logic will always crash. Do you know how to fix this? Being that pass time maps are still somewhat new, there's not many resources on them.
I have never made a passtime map, nor do I have any experience or knowledge of passtime logic. Ask someone else and/or check out a decompiled Valve map.

You might want to try running your map with -condebug in tf2's commands.

You can set this up in hammer's advanced options when you compile
condebug_hammer.jpg
You don't need to use advanced compile options to add game parameters, you can also add them at the bottom of the normal run map dialogue.
 

S T A R S ☰ T

L1: Registered
Nov 10, 2017
38
12
Got it fixed, just needed to add a team_round_timer and add OnFinished outputs to the passtime_logic entity and ball spawner.
Thanks to everyone who helped :D