Need some help

Flock

L1: Registered
Jul 15, 2009
7
0
Ok, so Im kinda new to map making (well I real-ish map) and Im getting this error...

Code:
** Executing...
** Command: "c:\program files\steam\steamapps\krakenfire\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\krakenfire\team fortress 2\tf" "C:\Program Files\Steam\SteamApps\krakenfire\sourcesdk_content\tf\mapsrc\dm_tf2deathrunbetaZOMG"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps\krakenfire\team fortress 2\tf\materials
Loading C:\Program Files\Steam\SteamApps\krakenfire\sourcesdk_content\tf\mapsrc\dm_tf2deathrunbetaZOMG.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 trigger_hurt (-64.00 384.00 -320.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2050.0 3072.0 -698.5)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2562.0 3072.0 -698.5)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2051.0 3072.0 783.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2562.0 3072.0 783.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2049.0 3072.0 783.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2142.5 3072.0 1817.5)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2654.5 3072.0 1817.5)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0 4096.0 336.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
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) (141520 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 554 texinfos to 404
Reduced 8 texdatas to 8 (193 bytes to 193)
Writing C:\Program Files\Steam\SteamApps\krakenfire\sourcesdk_content\tf\mapsrc\dm_tf2deathrunbetaZOMG.bsp
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\SteamApps\krakenfire\sourcesdk_content\tf\mapsrc\dm_tf2deathrunbetaZOMG.bsp" "c:\program files\steam\steamapps\krakenfire\team fortress 2\tf\maps\dm_tf2deathrunbetaZOMG.bsp"

I know what to do with the leak, but I can't find it... (lol) and Im not sure what the other stuff means? any help please?:confused:
 

Cameron:D

L6: Sharp Member
Sep 28, 2008
363
145
To find a leak go map>load pointfile. Follow the red like and ta-da! The other errors are probable related to he leak and/or areaportals
 

Flock

L1: Registered
Jul 15, 2009
7
0
Thanks alot =]


But I'm not sure if this is extreamly bad, but what does this mean?

Code:
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...
 

Flock

L1: Registered
Jul 15, 2009
7
0
Ok, and one last thing (hopefully)

My map doesn't have ANY leaks, and I can not find what is wrong with it, but once I start the map though hammer or regular tf2, it crashes.
It starts loading the map, and before the loading (on the bottom right) goes away, it crashes with a hl2.exe error.... any help?

Code:
** Executing...
** Command: "c:program filessteamsteamappskrakenfiresourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappskrakenfireteam fortress 2tf" "C:Program FilesSteamSteamAppskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:program filessteamsteamappskrakenfireteam fortress 2tfmaterials
Loading C:Program FilesSteamSteamAppskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG.vmf
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 FilesSteamSteamAppskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG.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) (142961 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 545 texinfos to 396
Reduced 8 texdatas to 8 (193 bytes to 193)
Writing C:Program FilesSteamSteamAppskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG.bsp
1 second elapsed

** Executing...
** Command: "c:program filessteamsteamappskrakenfiresourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappskrakenfireteam fortress 2tf" "C:Program FilesSteamSteamAppskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:program filessteamsteamappskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG.bsp
reading c:program filessteamsteamappskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG.prt
 535 portalclusters
1681 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 (61)
Optimized: 472 visible clusters (0.00%)
Total clusters visible: 110401
Average clusters visible: 206
Building PAS...
Average clusters audible: 476
visdatasize:74106  compressed from 77040
writing c:program filessteamsteamappskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG.bsp
1 minute, 1 second elapsed

** Executing...
** Command: "c:program filessteamsteamappskrakenfiresourcesdkbinorangeboxbinvrad.exe"
** Parameters:  -game "c:program filessteamsteamappskrakenfireteam fortress 2tf" "C:Program FilesSteamSteamAppskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG"

Valve Software - vrad.exe SSE (May 19 2009)

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

Loading c:program filessteamsteamappskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG.bsp
Setting up ray-trace acceleration structure... Done (0.10 seconds)
5557 faces
3488744 square feet [502379264.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
5557 patches before subdivision
269513 patches after subdivision
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (117)
transfers 93904112, max 1524
transfer lists: 716.4 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.6282 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (19)
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                  74/1024         3552/49152    ( 7.2%) 
brushes                329/8192         3948/98304    ( 4.0%) 
brushsides            2326/65536       18608/524288   ( 3.5%) 
planes                3102/65536       62040/1310720  ( 4.7%) 
vertexes              6923/65536       83076/786432   (10.6%) 
nodes                 1943/65536       62176/2097152  ( 3.0%) 
texinfos               396/12288       28512/884736   ( 3.2%) 
texdata                  8/2048          256/65536    ( 0.4%) 
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                 5557/65536      311192/3670016  ( 8.5%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1679/65536       94024/3670016  ( 2.6%) 
leaves                2018/65536       64576/2097152  ( 3.1%) 
leaffaces             6545/65536       13090/131072   (10.0%) 
leafbrushes            836/65536        1672/131072   ( 1.3%) 
areas                    5/256            40/2048     ( 2.0%) 
surfedges            30900/512000     123600/2048000  ( 6.0%) 
edges                15873/256000      63492/1024000  ( 6.2%) 
LDR worldlights          0/8192            0/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            206/32768        2060/327680   ( 0.6%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          2676/65536        5352/131072   ( 4.1%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     7640056/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       74106/16777216 ( 0.4%) 
entdata               [variable]       54169/393216   (13.8%) 
LDR ambient table     2018/65536        8072/262144   ( 3.1%) 
HDR ambient table     2018/65536        8072/262144   ( 3.1%) 
LDR leaf ambient      1292/65536       36176/1835008  ( 2.0%) 
HDR leaf ambient      2018/65536       56504/1835008  ( 3.1%) 
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]           1/12       ( 8.3%) 
pakfile               [variable]      105719/0        ( 0.0%) 
physics               [variable]      142961/4194304  ( 3.4%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 13128
Writing c:program filessteamsteamappskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG.bsp
2 minutes, 36 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamSteamAppskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG.bsp" "c:program filessteamsteamappskrakenfireteam fortress 2tfmapsdm_tf2deathrunbetaZOMG.bsp"


** Executing...
** Command: c:program filessteamsteam.exe
** Parameters: -applaunch 440 -game "c:program filessteamsteamappskrakenfireteam fortress 2tf"  +map "dm_tf2deathrunbetaZOMG"
 

A Noobcake

L1: Registered
Jun 9, 2009
41
5
Preferably 12 for each team. If you haven't placed them people don't have any places to spawn.
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
not 12, 16 is what you need.
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
http://www.interlopers.net/errors

To check for errors. Or you can just look at the compile log yourself, we're not mystic map gurus who can read it like a foreign language, if there's an error, it'll say in the compile log "ERROR: ....". Looking at it right now there doesn't seem to be any error.

Is your map payload/payload race? Any errors in the PL entity system will cause TF2 to crash.
 

Flock

L1: Registered
Jul 15, 2009
7
0
I have reason to believe that it is a memory leak, (a friend compiled it, and found an error involving memory leak... idk why mine didn't)
How would I fix that? and how do I find what is the cause?

Thanks =]

(No it is not a pl map, it doesn't really have an objective, its a deathrun map =] ) (after pressing a button at end, it will make a team win after 15 seconds, but if the time runs out, the other team wins)
 
Last edited: