Can someone check my logs?

Discussion in 'Mapping Questions & Discussion' started by r3dw3r3w0lf, Apr 2, 2010.

  1. r3dw3r3w0lf

    r3dw3r3w0lf L1: Registered

    Messages:
    32
    Positive Ratings:
    1
    When i compile, it starts TF2 like normal but in game, it uses an old version of my map i tested out instead of the updated version i compiled. I cannot understand why it's doing this so it's kind of annoying. My Water disappears at the top but when i jump in, it's fine. Ive got no clue. :(

    Code:
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\koth_edelsparadise"
    
    Valve Software - vbsp.exe (May 19 2009)
    4 threads
    materialPath: c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\team fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\koth_edelsparadise.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 (0.00 0.00 -1440.00) leaked!
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-8192.0 7680.0 880.0)
    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: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-8704.0 8192.0 880.0)
    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: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-8192.0 6656.0 880.0)
    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: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-8192.0 5632.0 880.0)
    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: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-8192.0 4608.0 880.0)
    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: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-8192.0 3584.0 880.0)
    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: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-8192.0 2560.0 880.0)
    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: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-8192.0 1536.0 880.0)
    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 (1)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    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...
    Found a displacement edge abutting multiple other edges.
    Warning: overflowed 80 displacement corner-neighbor lists.Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    Displacement 38 has bad geometry near -13392.00 912.00 -463.00
    Can't compile displacement physics, exiting.  Texture is CAVE TEXTURES/CAVEFLOOR
    
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\koth_edelsparadise"
    
    Valve Software - vvis.exe (May 19 2009)
    4 threads
    reading c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\koth_edelsparadise.bsp
    reading c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\koth_edelsparadise.prt
    LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\koth_edelsparadise.prt
    
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\koth_edelsparadise"
    
    Valve Software - vrad.exe SSE (May 19 2009)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\koth_edelsparadise.bsp
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (15.45 seconds)
    1369 faces
    9173745 square feet [1321019392.00 square inches]
    276 Displacements
    5482947 Square Feet [789544448.00 Square Inches]
    sun extent from map=0.000000
    2 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (27)
    Build Patch/Sample Hash Table(s).....Done<0.2132 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (12)
    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 (62)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                   2/1024           96/49152    ( 0.2%) 
    brushes                  7/8192           84/98304    ( 0.1%) 
    brushsides              42/65536         336/524288   ( 0.1%) 
    planes                 206/65536        4120/1310720  ( 0.3%) 
    vertexes              1309/65536       15708/786432   ( 2.0%) 
    nodes                 1296/65536       41472/2097152  ( 2.0%) 
    texinfos               111/12288        7992/884736   ( 0.9%) 
    texdata                 11/2048          352/65536    ( 0.5%) 
    dispinfos              276/0           48576/0        ( 0.0%) 
    disp_verts           79764/0         1595280/0        ( 0.0%) 
    disp_tris           141312/0          282624/0        ( 0.0%) 
    disp_lmsamples     3167376/0         3167376/0        ( 0.0%) 
    faces                 1369/65536       76664/3670016  ( 2.1%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces              301/65536       16856/3670016  ( 0.5%) 
    leaves                1299/65536       41568/2097152  ( 2.0%) 
    leaffaces             1099/65536        2198/131072   ( 1.7%) 
    leafbrushes            505/65536        1010/131072   ( 0.8%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges             6702/512000      26808/2048000  ( 1.3%) 
    edges                 3462/256000      13848/1024000  ( 1.4%) 
    LDR worldlights          2/8192          176/720896   ( 0.0%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            1/32768          12/393216   ( 0.0%) 
    waterstrips              7/32768          70/327680   ( 0.0%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices            84/65536         168/131072   ( 0.1%) 
    cubemapsamples           0/1024            0/16384    ( 0.0%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]    10248864/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]           0/16777216 ( 0.0%) 
    entdata               [variable]        9098/393216   ( 2.3%) 
    LDR ambient table     1299/65536        5196/262144   ( 2.0%) 
    HDR ambient table     1299/65536        5196/262144   ( 2.0%) 
    LDR leaf ambient      8874/65536      248472/1835008  (13.5%) 
    HDR leaf ambient      1299/65536       36372/1835008  ( 2.0%) 
    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]         380/0        ( 0.0%) 
    physics               [variable]        3152/4194304  ( 0.1%) 
    physics terrain       [variable]       92058/1048576  ( 8.8%) 
    
    Level flags = 0
    
    Total triangle count: 2760
    Writing c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\koth_edelsparadise.bsp
    1 minute, 58 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\koth_edelsparadise.bsp" "c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\team fortress 2\tf\maps\koth_edelsparadise.bsp"
    
    
    ** Executing...
    ** Command: c:\program files (x86)\steam\steam.exe
    ** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\team fortress 2\tf" -toconsole -dev -console +sv_lan 1 +map "koth_edelsparadise"
    
    
    -r3d :)
     
  2. Knight-Errant

    Knight-Errant L3: Member

    Messages:
    131
    Positive Ratings:
    32
    Actually, one of the better sources for checking compile logs is:
    http://www.interlopers.net/errors/

    It can at least give you some information on major errors.
    However, my eye caught that there was a leak:

     
  3. r3dw3r3w0lf

    r3dw3r3w0lf L1: Registered

    Messages:
    32
    Positive Ratings:
    1
    out of curiosity, can the trigger_hurt or no draw water textures touch skyboxes or does that cause leaks?
     
  4. Cynick

    Cynick L4: Comfortable Member

    Messages:
    153
    Positive Ratings:
    143
    They can touch, those things don't cause leaks.

    Leaks are caused by holes in the map, entities outside the map, or origins of brush entities outside the map. Click on the map menu, click Load Pointfile and load the default pointfile when it asks. This will display a bright red line in your hammer viewports leading from the offending entity into the void so you can see where the hole is. Seal the hole and the leak will go away (and your water should work again)

    EDIT: It also looks like you've got a bad displacement:
    Code:
    Can't compile displacement physics, exiting.  Texture is CAVE TEXTURES/CAVEFLOOR
    Displacement 38 has bad geometry near -13392.00 912.00 -463.00
    
    Make sure that all of your displacements have 4 sides and 4 vertices, no more, no less. Also, make sure that none of your displacements are tied to a func_detail. Use the Go To Position tool to go to -13392.00 912.00 -463.00 and check the displacements around there.
     
    Last edited: Apr 2, 2010
  5. Knight-Errant

    Knight-Errant L3: Member

    Messages:
    131
    Positive Ratings:
    32
    You may want to check by turning off visgroups where this leak may be, it is not always obvious to the eye. Keep in mind when you hunting for that actual leak: Displacements won't seal map, nor will func_details. Sometimes, entities have misaligned origins pointing out to space. Make sure all area portals sealing the map by touching solid geometry.... etc.
     
  6. FaTony

    FaTony Banned

    Messages:
    902
    Positive Ratings:
    160
    Fix displacement first, then if it works go for the leak.
     
  7. Lancey

    aa Lancey Currently On: ?????

    Messages:
    3,076
    Positive Ratings:
    1,314
    You can find the leak so easily though! Just go to Map -> Load Pointfile and follow the red line until it leaves the area. That's where the leak is.
     
  8. FaTony

    FaTony Banned

    Messages:
    902
    Positive Ratings:
    160
    Leak is not a problem when displacements fucks everything.