Big Problem.

Discussion in 'Mapping Questions & Discussion' started by Naso, Jun 24, 2009.

  1. Naso

    Naso L2: Junior Member

    Messages:
    84
    Positive Ratings:
    9
    Hey guys I've got a big problem, I have this map here, and every time I go to a certain spot of it, tf2 crashes. I have looked over it may may times and changed It to try to fix the crash but It just continues to crash.

    So if anyone wants to take a look at it to see if there is any reason why It would make the game crash, here is the vmf:
    http://files.getdropbox.com/u/1334246/cp_brotherhoodtest.vmf

    The crash happens when the blue team looks into the exit of the tunnel of red team near the second point.

    Yes I know the map doesn't look awesome but I'm just trying to get It to work for a group.

    I have also started a support ticket with steam, they told me to delete my tf2 folder and verify my gcf, I have done that and it still crashes.

    Compile log:
    Code:
    ** Executing...
    ** Command: "d:steamsteamappsalinaysourcesdkbinorangeboxbinvbsp.exe"
    ** Parameters: -game "d:steamsteamappsalinayteam fortress 2tf" "C:Documents and SettingsnasoDesktoptf2mapscp_brotherhoodtest"
    
    Valve Software - vbsp.exe (May 19 2009)
    2 threads
    materialPath: d:steamsteamappsalinayteam fortress 2tfmaterials
    Loading C:Documents and SettingsnasoDesktoptf2mapscp_brotherhoodtest.vmf
    Patching WVT material: maps/cp_brotherhoodtest/dev/dev_blendmeasure_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 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 54 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:Documents and SettingsnasoDesktoptf2mapscp_brotherhoodtest.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 (0) (126294 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 1265 texinfos to 635
    Reduced 38 texdatas to 34 (1417 bytes to 1297)
    Writing C:Documents and SettingsnasoDesktoptf2mapscp_brotherhoodtest.bsp
    2 seconds elapsed
    
    ** Executing...
    ** Command: "d:steamsteamappsalinaysourcesdkbinorangeboxbinvvis.exe"
    ** Parameters: -game "d:steamsteamappsalinayteam fortress 2tf" -fast "C:Documents and SettingsnasoDesktoptf2mapscp_brotherhoodtest"
    
    Valve Software - vvis.exe (May 19 2009)
    fastvis = true
    2 threads
    reading c:documents and settingsnasodesktoptf2mapscp_brotherhoodtest.bsp
    reading c:documents and settingsnasodesktoptf2mapscp_brotherhoodtest.prt
     182 portalclusters
     412 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 1148 visible clusters (0.00%)
    Total clusters visible: 24024
    Average clusters visible: 132
    Building PAS...
    Average clusters audible: 169
    visdatasize:9416  compressed from 8736
    writing c:documents and settingsnasodesktoptf2mapscp_brotherhoodtest.bsp
    0 seconds elapsed
    
    ** Executing...
    ** Command: "d:steamsteamappsalinaysourcesdkbinorangeboxbinvrad.exe"
    ** Parameters:  -game "d:steamsteamappsalinayteam fortress 2tf" -noextra "C:Documents and SettingsnasoDesktoptf2mapscp_brotherhoodtest"
    
    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:documents and settingsnasodesktoptf2mapscp_brotherhoodtest.bsp
    Setting up ray-trace acceleration structure... Done (0.50 seconds)
    1416 faces
    1045760 square feet [150589568.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    1416 patches before subdivision
    16308 patches after subdivision
    76 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (5)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (6)
    transfers 1014823, max 373
    transfer lists:   7.7 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #1 added RGB(160803, 102455, 94725)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #2 added RGB(28702, 12936, 11392)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #3 added RGB(5878, 1850, 1656)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #4 added RGB(1341, 292, 269)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #5 added RGB(329, 48, 46)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #6 added RGB(85, 8, 8)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #7 added RGB(23, 1, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #8 added RGB(6, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #9 added RGB(2, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #10 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0336 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (4)
    FinalLightFace Done
    0 of 36 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (24)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  49/1024         2352/49152    ( 4.8%) 
    brushes                323/8192         3876/98304    ( 3.9%) 
    brushsides            2108/65536       16864/524288   ( 3.2%) 
    planes                1488/65536       29760/1310720  ( 2.3%) 
    vertexes              2398/65536       28776/786432   ( 3.7%) 
    nodes                  797/65536       25504/2097152  ( 1.2%) 
    texinfos               635/12288       45720/884736   ( 5.2%) 
    texdata                 34/2048         1088/65536    ( 1.7%) 
    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                 1416/65536       79296/3670016  ( 2.2%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces              987/65536       55272/3670016  ( 1.5%) 
    leaves                 847/65536       27104/2097152  ( 1.3%) 
    leaffaces             1779/65536        3558/131072   ( 2.7%) 
    leafbrushes            811/65536        1622/131072   ( 1.2%) 
    areas                    3/256            24/2048     ( 1.2%) 
    surfedges            10560/512000      42240/2048000  ( 2.1%) 
    edges                 6351/256000      25404/1024000  ( 2.5%) 
    LDR worldlights         76/8192         6688/720896   ( 0.9%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips            113/32768        1130/327680   ( 0.3%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices          2037/65536        4074/131072   ( 3.1%) 
    cubemapsamples          27/1024          432/16384    ( 2.6%) 
    overlays                 4/512          1408/180224   ( 0.8%) 
    LDR lightdata         [variable]      629204/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]        9416/16777216 ( 0.1%) 
    entdata               [variable]       65909/393216   (16.8%) 
    LDR ambient table      847/65536        3388/262144   ( 1.3%) 
    HDR ambient table      847/65536        3388/262144   ( 1.3%) 
    LDR leaf ambient      4358/65536      122024/1835008  ( 6.6%) 
    HDR leaf ambient       847/65536       23716/1835008  ( 1.3%) 
    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]           1/6658     ( 0.0%) 
    pakfile               [variable]     2964050/0        ( 0.0%) 
    physics               [variable]      126294/4194304  ( 3.0%) 
    physics terrain       [variable]           2/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 3794
    Writing c:documents and settingsnasodesktoptf2mapscp_brotherhoodtest.bsp
    42 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:Documents and SettingsnasoDesktoptf2mapscp_brotherhoodtest.bsp" "d:steamsteamappsalinayteam fortress 2tfmapscp_brotherhoodtest.bsp"

    Pic of crash

    http://i15.photobucket.com/albums/a382/Naso/ScreenShot310.jpg
     
    Last edited: Jun 24, 2009
  2. The Political Gamer

    aa The Political Gamer

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  3. Naso

    Naso L2: Junior Member

    Messages:
    84
    Positive Ratings:
    9
    Added it, sorry forgot to post it. I checked it on interlopers.net, they said it was fine only fastvis = true.