Compile seems fine but game crashes

framebadger

L1: Registered
Jun 25, 2008
8
0
Having merely added some brushes to the last state of a map I was working on, TF2 started crashing when loading my map. I can't see anything obvious in the compile log and I've tried Googling, looking around TF2 mapping sites but can't figure out what's gone wrong.

Here's the compile log:

** Executing...
** Command: "c:\program files\steam\steamapps\rockbadger2877\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\rockbadger2877\team fortress 2\tf" "C:\Program Files\Steam\steamapps\rockbadger2877\sourcesdk_content\tf\mapsrc\pl_rabbit_a1"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: c:\program files\steam\steamapps\rockbadger2877\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\rockbadger2877\sourcesdk_content\tf\mapsrc\pl_rabbit_a1.vmf
"materials/dev/copyfullframefb_vanilla.vtf": cached version doesn't exist
Patching WVT material: maps/pl_rabbit_a1/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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\rockbadger2877\sourcesdk_content\tf\mapsrc\pl_rabbit_a1.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 (1) (43890 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 199 texinfos to 88
Reduced 10 texdatas to 8 (264 bytes to 222)
Writing C:\Program Files\Steam\steamapps\rockbadger2877\sourcesdk_content\tf\mapsrc\pl_rabbit_a1.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\rockbadger2877\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\rockbadger2877\team fortress 2\tf" "C:\Program Files\Steam\steamapps\rockbadger2877\sourcesdk_content\tf\mapsrc\pl_rabbit_a1"

Valve Software - vvis.exe (Mar 11 2008)
2 threads
reading c:\program files\steam\steamapps\rockbadger2877\sourcesdk_content\tf\mapsrc\pl_rabbit_a1.bsp
reading c:\program files\steam\steamapps\rockbadger2877\sourcesdk_content\tf\mapsrc\pl_rabbit_a1.prt
195 portalclusters
482 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 (4)
Optimized: 74 visible clusters (0.00%)
Total clusters visible: 20431
Average clusters visible: 104
Building PAS...
Average clusters audible: 184
visdatasize:10852 compressed from 12480
writing c:\program files\steam\steamapps\rockbadger2877\sourcesdk_content\tf\mapsrc\pl_rabbit_a1.bsp
4 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\rockbadger2877\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\rockbadger2877\team fortress 2\tf" "C:\Program Files\Steam\steamapps\rockbadger2877\sourcesdk_content\tf\mapsrc\pl_rabbit_a1"

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

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

Loading c:\program files\steam\steamapps\rockbadger2877\sourcesdk_content\tf\mapsrc\pl_rabbit_a1.bsp
Setting up ray-trace acceleration structure... Done (0.08 seconds)
960 faces
484598 square feet [69782128.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
960 patches before subdivision
42388 patches after subdivision
sun extent from map=0.087156
9 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (14)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5)
transfers 4758128, max 400
transfer lists: 36.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(863717, 250798, 75567)


<etc.>...


Build Patch/Sample Hash Table(s).....Done<0.0389 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 18/1024 864/49152 ( 1.8%)
brushes 115/8192 1380/98304 ( 1.4%)
brushsides 741/65536 5928/524288 ( 1.1%)
planes 556/65536 11120/1310720 ( 0.8%)
vertexes 1342/65536 16104/786432 ( 2.0%)
nodes 543/65536 17376/2097152 ( 0.8%)
texinfos 88/12288 6336/884736 ( 0.7%)
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 960/65536 53760/3670016 ( 1.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 384/65536 21504/3670016 ( 0.6%)
leaves 562/65536 17984/2097152 ( 0.9%)
leaffaces 1167/65536 2334/131072 ( 1.8%)
leafbrushes 327/65536 654/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 5928/512000 23712/2048000 ( 1.2%)
edges 3245/256000 12980/1024000 ( 1.3%)
LDR worldlights 9/8192 792/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 57/32768 570/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 831/65536 1662/131072 ( 1.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 955804/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 10852/16777216 ( 0.1%)
entdata [variable] 12434/393216 ( 3.2%)
LDR ambient table 562/65536 2248/262144 ( 0.9%)
HDR ambient table 562/65536 2248/262144 ( 0.9%)
LDR leaf ambient 2864/65536 80192/1835008 ( 4.4%)
HDR leaf ambient 562/65536 15736/1835008 ( 0.9%)
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] 106020/0 ( 0.0%)
physics [variable] 43890/4194304 ( 1.0%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 2486
Writing c:\program files\steam\steamapps\rockbadger2877\sourcesdk_content\tf\mapsrc\pl_rabbit_a1.bsp
31 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\rockbadger2877\sourcesdk_content\tf\mapsrc\pl_rabbit_a1.bsp" "c:\program files\steam\steamapps\rockbadger2877\team fortress 2\tf\maps\pl_rabbit_a1.bsp"

Any thoughts?
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
You compiling with all brush entities? I've found my payload setup crashes as soon as tf2 loads if I forget to turn on the 'brush entities' visgroup.
 

framebadger

L1: Registered
Jun 25, 2008
8
0
It seems so. I've taken out a bunch of func_brushes and it's worked fine. If I put the func_brushes back in, what do I need to change to get it sorted?