My game completely freezes anywhere from 2 seconds to 2 minutes into playing the map. It happens on Fast and Normal compile, and I can't find anything that would give a clue as to what is happening. There doesn't seem to be any connection between the freezes, other than that they occur on my map.
Here is the compile log, please see if you can find something wrong or odd. If you want to help more, I can upload a copy of the broken map.
Anything will help, thanks!
Here is the compile log, please see if you can find something wrong or odd. If you want to help more, I can upload a copy of the broken map.
Anything will help, thanks!
Code:
Full Compile Selected!
Compile Start Time: Wednesday, August 12, 2009, 5:04:27 PM
-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!
VBSP: d:\steam\steamapps\qpingu\sourcesdk\bin\orangebox\bin\vbsp.exe -game "d:\steam\steamapps\qpingu\team fortress 2\tf" "C:\Users\pingu\Documents\TF2\Maps\cp_drip_a2"
Valve Software - vbsp.exe (May 19 2009)
8 threads
materialPath: d:\steam\steamapps\qpingu\team fortress 2\tf\materials
Loading C:\Users\pingu\Documents\TF2\Maps\cp_drip_a2.vmf
Patching WVT material: maps/cp_drip_a2/maps/cp_drip_a1/blendrockgroundwallforest_fixed_wvt_patch
Patching WVT material: maps/cp_drip_a2/nature/blendgroundtograss007_wvt_patch
Patching WVT material: maps/cp_drip_a2/dev/dev_blendmeasure2_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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\pingu\Documents\TF2\Maps\cp_drip_a2.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
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) (370769 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 812 texinfos to 416
Reduced 76 texdatas to 64 (2698 bytes to 2215)
Writing C:\Users\pingu\Documents\TF2\Maps\cp_drip_a2.bsp
3 seconds elapsed
Compile Complete for this module.
VBSP Completed: Wednesday, August 12, 2009, 5:04:32 PM
VBSP: Compile time: 3 seconds elapsed
-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!
VVIS: d:\steam\steamapps\qpingu\sourcesdk\bin\orangebox\bin\vvis.exe -game "d:\steam\steamapps\qpingu\team fortress 2\tf" "C:\Users\pingu\Documents\TF2\Maps\cp_drip_a2"
Valve Software - vvis.exe (May 19 2009)
8 threads
reading c:\users\pingu\documents\tf2\maps\cp_drip_a2.bsp
reading c:\users\pingu\documents\tf2\maps\cp_drip_a2.prt
1309 portalclusters
4140 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 (1370)
Optimized: 3794 visible clusters (0.00%)
Total clusters visible: 531761
Average clusters visible: 406
Building PAS...
Average clusters audible: 995
visdatasize:332967 compressed from 439824
writing c:\users\pingu\documents\tf2\maps\cp_drip_a2.bsp
22 minutes, 51 seconds elapsed
Compile Complete for this module.
VVIS Completed: Wednesday, August 12, 2009, 5:27:24 PM
VVIS: Compile time: 22 minutes, 51 seconds elapsed
-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!
VRAD: d:\steam\steamapps\qpingu\sourcesdk\bin\orangebox\bin\vrad.exe -game "d:\steam\steamapps\qpingu\team fortress 2\tf" "C:\Users\pingu\Documents\TF2\Maps\cp_drip_a2"
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\users\pingu\documents\tf2\maps\cp_drip_a2.bsp
Setting up ray-trace acceleration structure... Done (2.16 seconds)
3258 faces
1559766 square feet [224606432.00 square inches]
314 Displacements
97408 Square Feet [14026818.00 Square Inches]
3258 patches before subdivision
79682 patches after subdivision
sun extent from map=0.000000
91 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (9)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)
transfers 7742389, max 603
transfer lists: 59.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(468148, 371559, 330955)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(69022, 48223, 38596)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(14168, 9173, 6419)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(3650, 2190, 1297)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(1151, 638, 322)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(399, 197, 82)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(150, 65, 23)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(58, 22, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(23, 7, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(9, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(4, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0341 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (10)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 52/1024 2496/49152 ( 5.1%)
brushes 1048/8192 12576/98304 (12.8%)
brushsides 8308/65536 66464/524288 (12.7%)
planes 4668/65536 93360/1310720 ( 7.1%)
vertexes 6338/65536 76056/786432 ( 9.7%)
nodes 2841/65536 90912/2097152 ( 4.3%)
texinfos 416/12288 29952/884736 ( 3.4%)
texdata 64/2048 2048/65536 ( 3.1%)
dispinfos 314/0 55264/0 ( 0.0%)
disp_verts 7850/0 157000/0 ( 0.0%)
disp_tris 10048/0 20096/0 ( 0.0%)
disp_lmsamples 358084/0 358084/0 ( 0.0%)
faces 3258/65536 182448/3670016 ( 5.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1756/65536 98336/3670016 ( 2.7%)
leaves 2894/65536 92608/2097152 ( 4.4%)
leaffaces 3830/65536 7660/131072 ( 5.8%)
leafbrushes 3027/65536 6054/131072 ( 4.6%)
areas 11/256 88/2048 ( 4.3%)
surfedges 22051/512000 88204/2048000 ( 4.3%)
edges 13021/256000 52084/1024000 ( 5.1%)
LDR worldlights 91/8192 8008/720896 ( 1.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 308/32768 3080/327680 ( 0.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4845/65536 9690/131072 ( 7.4%)
cubemapsamples 25/1024 400/16384 ( 2.4%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 7295152/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 332967/16777216 ( 2.0%)
entdata [variable] 109937/393216 (28.0%)
LDR ambient table 2894/65536 11576/262144 ( 4.4%)
HDR ambient table 2894/65536 11576/262144 ( 4.4%)
LDR leaf ambient 18207/65536 509796/1835008 (27.8%)
HDR leaf ambient 2894/65536 81032/1835008 ( 4.4%)
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] 1/1121480 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/14896 ( 0.0%)
pakfile [variable] 12844/0 ( 0.0%)
physics [variable] 370769/4194304 ( 8.8%)
physics terrain [variable] 60394/1048576 ( 5.8%)
Level flags = 0
Total triangle count: 8521
Writing c:\users\pingu\documents\tf2\maps\cp_drip_a2.bsp
46 seconds elapsed
Compile Complete for this module.
VRAD Completed: Wednesday, August 12, 2009, 5:28:12 PM
VRAD: Compile time: 46 seconds elapsed
One Line Summary: 8/12/2009 5:28:12 PM, cp_drip_a2.vmf, Team Fortress 2, normal , normal, normal, 00:00:04, 00:22:52, 00:00:47, 00:23:44
History.csv was updated.
Compile Summary - job mode: FULL
Map Name: cp_drip_a2.vmf
VBSP - mode:normal , 3 seconds, 00:00:04 elapsed
VVIS - mode:normal, 22 minutes, 51 seconds, 00:22:52 elapsed
VRAD - mode:normal, 46 seconds(LDR), n/a(HDR), 00:00:47 elapsed
Total Compile time: 00:23:44
NOTE: old BSP file deleted: d:\steam\steamapps\qpingu\team fortress 2\tf\maps\cp_drip_a2_old.bsp
NOTE: old BSP file renamed to : d:\steam\steamapps\qpingu\team fortress 2\tf\maps\cp_drip_a2_old.bsp
File copied: C:\Users\pingu\Documents\TF2\Maps\cp_drip_a2.bsp to d:\steam\steamapps\qpingu\team fortress 2\tf\maps\cp_drip_a2.bsp