Updated map always crashes my TF2

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
I just recently finished the new update on arena_hiddentomb, and wanting to test it I compile it and open TF2, as I always do.

However, when I load the map, it will ALWAYS crash for me. Now it worked perfectly for the other versions, just that this one won't work at all. All I've done is added 2 doors, walls+floor and overlays, but my compile log says nothing is wrong:

** Executing...
** Command: "c:\program files\steam\steamapps\joodude\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\joodude\team fortress 2\tf" "C:\Program Files\Steam\steamapps\joodude\sourcesdk_content\tf\mapsrc\arena_hiddentomb"

Valve Software - vbsp.exe (Mar 11 2008)
1 threads
materialPath: c:\program files\steam\steamapps\joodude\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\joodude\sourcesdk_content\tf\mapsrc\arena_hiddentomb.vmf
Patching WVT material: maps/arena_hiddentomb/egypt/sky_sand_waves_01_wvt_patch
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 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\joodude\sourcesdk_content\tf\mapsrc\arena_hiddentomb.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 (1) (94681 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 495 texinfos to 255
Reduced 23 texdatas to 20 (518 bytes to 442)
Writing C:\Program Files\Steam\steamapps\joodude\sourcesdk_content\tf\mapsrc\arena_hiddentomb.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\joodude\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\joodude\team fortress 2\tf" "C:\Program Files\Steam\steamapps\joodude\sourcesdk_content\tf\mapsrc\arena_hiddentomb"

Valve Software - vvis.exe (Mar 11 2008)
1 threads
reading c:\program files\steam\steamapps\joodude\sourcesdk_content\tf\mapsrc\arena_hiddentomb.bsp
reading c:\program files\steam\steamapps\joodude\sourcesdk_content\tf\mapsrc\arena_hiddentomb.prt
460 portalclusters
1525 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (30)
Optimized: 423 visible clusters (0.00%)
Total clusters visible: 65271
Average clusters visible: 141
Building PAS...
Average clusters audible: 453
visdatasize:53372 compressed from 58880
writing c:\program files\steam\steamapps\joodude\sourcesdk_content\tf\mapsrc\arena_hiddentomb.bsp
31 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\joodude\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\joodude\team fortress 2\tf" "C:\Program Files\Steam\steamapps\joodude\sourcesdk_content\tf\mapsrc\arena_hiddentomb"

Valve Software - vrad.exe SSE (Mar 11 2008)

Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\joodude\sourcesdk_content\tf\mapsrc\arena_hiddentomb.bsp
Setting up ray-trace acceleration structure... Done (0.86 seconds)
1040 faces
208547 square feet [30030812.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1040 patches before subdivision
11182 patches after subdivision
sun extent from map=0.087156
34 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (20)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (13)
transfers 743832, max 277
transfer lists: 5.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(154120, 74797, 39885)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(37704, 13518, 5599)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(9975, 2598, 749)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(2831, 544, 123)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(841, 118, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(263, 27, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(85, 7, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(29, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(10, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0090 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
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 (15)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 34/1024 1632/49152 ( 3.3%)
brushes 248/8192 2976/98304 ( 3.0%)
brushsides 1700/65536 13600/524288 ( 2.6%)
planes 1096/65536 21920/1310720 ( 1.7%)
vertexes 2194/65536 26328/786432 ( 3.3%)
nodes 1131/65536 36192/2097152 ( 1.7%)
texinfos 255/12288 18360/884736 ( 2.1%)
texdata 20/2048 640/65536 ( 1.0%)
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 1040/65536 58240/3670016 ( 1.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 604/65536 33824/3670016 ( 0.9%)
leaves 1166/65536 37312/2097152 ( 1.8%)
leaffaces 1200/65536 2400/131072 ( 1.8%)
leafbrushes 641/65536 1282/131072 ( 1.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7182/512000 28728/2048000 ( 1.4%)
edges 4388/256000 17552/1024000 ( 1.7%)
LDR worldlights 34/8192 2992/720896 ( 0.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 91/32768 910/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1374/65536 2748/131072 ( 2.1%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 8/512 2816/180224 ( 1.6%)
LDR lightdata [variable] 1163332/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 53372/16777216 ( 0.3%)
entdata [variable] 37802/393216 ( 9.6%)
LDR ambient table 1166/65536 4664/262144 ( 1.8%)
HDR ambient table 1166/65536 4664/262144 ( 1.8%)
LDR leaf ambient 5611/65536 157108/1835008 ( 8.6%)
HDR leaf ambient 1166/65536 32648/1835008 ( 1.8%)
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] 1/1882 ( 0.1%)
pakfile [variable] 211648/0 ( 0.0%)
physics [variable] 94681/4194304 ( 2.3%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 2686
Writing c:\program files\steam\steamapps\joodude\sourcesdk_content\tf\mapsrc\arena_hiddentomb.bsp
56 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\joodude\sourcesdk_content\tf\mapsrc\arena_hiddentomb.bsp" "c:\program files\steam\steamapps\joodude\team fortress 2\tf\maps\arena_hiddentomb.bsp"


** Executing...
** Command: "c:\program files\steam\steamapps\joodude\team fortress 2\hl2.exe"
** Parameters: -game "c:\program files\steam\steamapps\joodude\team fortress 2\tf" -dxlevel 80 -sw -noborder -novid -gl +map "arena_hiddentomb"

Can anyone help?
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
Probably entity logic that's crashing it. Payload maps with incorrect entity setups (even barely messed up) will crash on load.