Map glitches out immediately after selecting class!

chrisamundo

L2: Junior Member
Apr 2, 2018
63
11
So, I'll load up the map, things are fine, I'll choose a class and then BAM! It starts stuttering, all I can do is close it via task manager. No idea what is at fault here, checked interlopers but nothing there. I doubt that it's a compile problem but I'll list it here to be sure. Check the log or let me know what could be happening, I'd appreciate it.

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\pl_indaclash_a1.vmf"

Valve Software - vbsp.exe (Aug 2 2018)
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\pl_indaclash_a1.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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 52 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_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 (1) (88675 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 244 texinfos to 133
Reduced 26 texdatas to 25 (582 bytes to 564)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
Wrote ZIP buffer, estimated size 105905, actual size 105691
4 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\pl_indaclash_a1"

Valve Software - vvis.exe (Aug 2 2018)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.prt
72 portalclusters
139 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 (0)
Optimized: 10 visible clusters (0.32%)
Total clusters visible: 3174
Average clusters visible: 44
Building PAS...
Average clusters audible: 69
visdatasize:1910 compressed from 2304
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -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\pl_indaclash_a1"

Valve Software - vrad.exe SSE (Jul 18 2018)

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\pl_indaclash_a1.bsp
Setting up ray-trace acceleration structure... Done (2.38 seconds)
779 faces
210408 square feet [30298788.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
779 patches before subdivision
26237 patches after subdivision
sun extent from map=0.000000
109 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (24)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 2373854, max 373
transfer lists: 18.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(348124, 255177, 195095)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(56456, 33901, 26864)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(10076, 4751, 3898)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1878, 665, 568)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(374, 95, 85)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(78, 14, 13)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(17, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0158 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (1)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 29/1024 1392/49152 ( 2.8%)
brushes 240/8192 2880/98304 ( 2.9%)
brushsides 1473/65536 11784/524288 ( 2.2%)
planes 696/65536 13920/1310720 ( 1.1%)
vertexes 1383/65536 16596/786432 ( 2.1%)
nodes 407/65536 13024/2097152 ( 0.6%)
texinfos 133/12288 9576/884736 ( 1.1%)
texdata 25/2048 800/65536 ( 1.2%)
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 779/65536 43624/3670016 ( 1.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 558/65536 31248/3670016 ( 0.9%)
leaves 437/65536 13984/2097152 ( 0.7%)
leaffaces 911/65536 1822/131072 ( 1.4%)
leafbrushes 395/65536 790/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 6170/512000 24680/2048000 ( 1.2%)
edges 3802/256000 15208/1024000 ( 1.5%)
LDR worldlights 109/8192 9592/720896 ( 1.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 121/32768 1210/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2130/65536 4260/131072 ( 3.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 10/512 3520/180224 ( 2.0%)
LDR lightdata [variable] 497304/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1910/16777216 ( 0.0%)
entdata [variable] 105041/393216 (26.7%)
LDR ambient table 437/65536 1748/262144 ( 0.7%)
HDR ambient table 437/65536 1748/262144 ( 0.7%)
LDR leaf ambient 1290/65536 36120/1835008 ( 2.0%)
HDR leaf ambient 437/65536 12236/1835008 ( 0.7%)
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] 1/5902 ( 0.0%)
pakfile [variable] 105691/0 ( 0.0%)
physics [variable] 88675/4194304 ( 2.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 2389
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
33 seconds elapsed
Valve Software - vrad.exe SSE (Jul 18 2018)

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\pl_indaclash_a1.bsp
Setting up ray-trace acceleration structure... Done (0.69 seconds)
779 faces
210408 square feet [30298788.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
779 patches before subdivision
26237 patches after subdivision
sun extent from map=0.000000
109 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 2373854, max 373
transfer lists: 18.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(2261, 1792, 1301)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(334, 246, 183)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(54, 35, 27)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(9, 5, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0153 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (1)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 29/1024 1392/49152 ( 2.8%)
brushes 240/8192 2880/98304 ( 2.9%)
brushsides 1473/65536 11784/524288 ( 2.2%)
planes 696/65536 13920/1310720 ( 1.1%)
vertexes 1383/65536 16596/786432 ( 2.1%)
nodes 407/65536 13024/2097152 ( 0.6%)
texinfos 133/12288 9576/884736 ( 1.1%)
texdata 25/2048 800/65536 ( 1.2%)
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 779/65536 43624/3670016 ( 1.2%)
hdr faces 779/65536 43624/3670016 ( 1.2%)
origfaces 558/65536 31248/3670016 ( 0.9%)
leaves 437/65536 13984/2097152 ( 0.7%)
leaffaces 911/65536 1822/131072 ( 1.4%)
leafbrushes 395/65536 790/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 6170/512000 24680/2048000 ( 1.2%)
edges 3802/256000 15208/1024000 ( 1.5%)
LDR worldlights 109/8192 9592/720896 ( 1.3%)
HDR worldlights 109/8192 9592/720896 ( 1.3%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 121/32768 1210/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2130/65536 4260/131072 ( 3.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 10/512 3520/180224 ( 2.0%)
LDR lightdata [variable] 497304/0 ( 0.0%)
HDR lightdata [variable] 497304/0 ( 0.0%)
visdata [variable] 1910/16777216 ( 0.0%)
entdata [variable] 105041/393216 (26.7%)
LDR ambient table 437/65536 1748/262144 ( 0.7%)
HDR ambient table 437/65536 1748/262144 ( 0.7%)
LDR leaf ambient 1290/65536 36120/1835008 ( 2.0%)
HDR leaf ambient 596/65536 16688/1835008 ( 0.9%)
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] 1/5902 ( 0.0%)
pakfile [variable] 105691/0 ( 0.0%)
physics [variable] 88675/4194304 ( 2.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 2389
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
16 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_indaclash_a1.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -windowed -noborder -w 1920 -h 1080 -novid +map "pl_indaclash_a1" -steam
 

Wyvern

Certified TF2 Cartographer
Feb 16, 2018
105
152
Hm... You don't seem to have any compile errors, as suspected. Have you checked how much space you're using on your hard drive, or how much RAM is being used in the background? TF2 is pretty large, and it can't function too well without a significant amount of space available on your computer.
 

Maid

Bimbo Succubus Lesbian
aa
Sep 29, 2018
246
553
If it only happens after selecting a class, to me that suggests that the map logic is causing the issue (as selecting a class initialises it). are you trying to use a nonstandard gamemode or homemade logic?
 

Narpas

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
If your map can launch (even if launching crashes TF2), then 99% of the time it's not a compile issue (something that you'd be able to find in the compile log or with Interlopers).
Usually in this case it's something to do with the logic in the map. Check all your I/O to make sure it's functioning properly.
If the issues continue and you can't find the cause, compile sections of your map individually using the cordon tool and slowly narrow down the area(s) that cause the problems
 

chrisamundo

L2: Junior Member
Apr 2, 2018
63
11
FIXED! Very sorry for wasting your time, but the problem was with the payload cart logic. As a joke before I finish the path, I decided to make it so that the cart would go flying. I was going to remove it after I tested it, but it fucked it up so I removed it.