game crashes after compile

Capp

L4: Comfortable Member
Jan 20, 2017
167
28
this problem just dropped out of the blue. Just today i compiled my map and nothing wrong happened, suddenly my game crashes all the time, both with the regular compiler and compilepal, with any config. I had cubemaps disabled and didn't help. I was just about to publish it. Help is appreciated.
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974
this problem just dropped out of the blue. Just today i compiled my map and nothing wrong happened, suddenly my game crashes all the time, both with the regular compiler and compilepal, with any config. I had cubemaps disabled and didn't help. I was just about to publish it. Help is appreciated.
Try typing -condebug into your launch options, then open your map in tf2. Your console log will be pasted to a file called console.log in the /tf folder. See if anything abnormal pops up at the end
 

Capp

L4: Comfortable Member
Jan 20, 2017
167
28
Try typing -condebug into your launch options, then open your map in tf2. Your console log will be pasted to a file called console.log in the /tf folder. See if anything abnormal pops up at the end

it says: CNavArea::postLoad: Corrupt navigation data. Cannot connect Navigation Areas.

what can i do?

edit: fucking emojis smh
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974
it says: CNavArea::postLoad: Corrupt navigation data. Cannot connect Navigation Areas.

what can i do?

edit: fucking emojis smh
Sounds like an issue with a broken nav mesh being packed into the map. Have you tried generating the nav mesh only once ingame instead of using the compiler?
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974
yeah, i guess. Is that bad?
I've heard that navs generated from compile tools can break maps sometimes. Try going ingame and type 'nav_edit 1' and see if there are any extremely tight packed nav areas, or nav areas that might be in places that look like they have a very odd connection between the areas. I'm not too sure on nav mesh things but heard those can do it
 

Capp

L4: Comfortable Member
Jan 20, 2017
167
28
I've heard that navs generated from compile tools can break maps sometimes. Try going ingame and type 'nav_edit 1' and see if there are any extremely tight packed nav areas, or nav areas that might be in places that look like they have a very odd connection between the areas. I'm not too sure on nav mesh things but heard those can do it

if by "ingame" you mean in the map, i kinda can't do that, because, y'know, game crashes

should i just delete the nav file or what?
 
Last edited:

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
I would either delete the nav file, or move it out of your maps folder. This way the nav won't get detected or packed into the BSP. Recompile and run with condebug, and see if that works. If not, the issue lies elsewhere.
 

Capp

L4: Comfortable Member
Jan 20, 2017
167
28
I would either delete the nav file, or move it out of your maps folder. This way the nav won't get detected or packed into the BSP. Recompile and run with condebug, and see if that works. If not, the issue lies elsewhere.

worked! Thanks!