Crash when loading my map

Discussion in 'Mapping Questions & Discussion' started by Manaphel, Aug 23, 2015.

  1. Manaphel

    Manaphel L1: Registered

    Messages:
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    0
    I used the error checker at http://www.interlopers.net/errors. Here's the compile log:


    ** Executing...
    ** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse.vmf"

    Valve Software - vbsp.exe (Aug 17 2015)
    4 threads
    materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/cp_warehouse/nature/blendrockgroundwall004_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...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse.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) (90722 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 484 texinfos to 239
    Reduced 32 texdatas to 29 (840 bytes to 742)
    Writing D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse"

    Valve Software - vvis.exe (Aug 17 2015)
    4 threads
    reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse.bsp
    reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse.prt
    171 portalclusters
    398 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 (0)
    Optimized: 93 visible clusters (0.71%)
    Total clusters visible: 13134
    Average clusters visible: 76
    Building PAS...
    Average clusters audible: 162
    visdatasize:8475 compressed from 8208
    writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse"

    Valve Software - vrad.exe SSE (Aug 17 2015)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse.bsp
    Setting up ray-trace acceleration structure... Done (0.14 seconds)
    1039 faces
    361452 square feet [52049228.00 square inches]
    6 Displacements
    34178 Square Feet [4921687.00 Square Inches]
    1039 patches before subdivision
    31423 patches after subdivision
    sun extent from map=0.000000
    60 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
    transfers 2779941, max 329
    transfer lists: 21.2 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(875424, 686616, 449763)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(289367, 202121, 118593)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(102688, 62347, 32271)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(38413, 20358, 9469)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(14979, 6865, 2873)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(6028, 2390, 910)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(2480, 848, 295)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(1038, 306, 98)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(439, 111, 33)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(188, 41, 11)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(81, 15, 4)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(35, 6, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(15, 2, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #14 added RGB(7, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #15 added RGB(3, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #16 added RGB(1, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #17 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0150 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
    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 (1)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 34/1024 1632/49152 ( 3.3%)
    brushes 235/8192 2820/98304 ( 2.9%)
    brushsides 1447/65536 11576/524288 ( 2.2%)
    planes 598/65536 11960/1310720 ( 0.9%)
    vertexes 1802/65536 21624/786432 ( 2.7%)
    nodes 636/65536 20352/2097152 ( 1.0%)
    texinfos 239/12288 17208/884736 ( 1.9%)
    texdata 29/2048 928/65536 ( 1.4%)
    dispinfos 6/0 1056/0 ( 0.0%)
    disp_verts 486/0 9720/0 ( 0.0%)
    disp_tris 768/0 1536/0 ( 0.0%)
    disp_lmsamples 81128/0 81128/0 ( 0.0%)
    faces 1039/65536 58184/3670016 ( 1.6%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 542/65536 30352/3670016 ( 0.8%)
    leaves 671/65536 21472/2097152 ( 1.0%)
    leaffaces 1154/65536 2308/131072 ( 1.8%)
    leafbrushes 591/65536 1182/131072 ( 0.9%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 7047/512000 28188/2048000 ( 1.4%)
    edges 4030/256000 16120/1024000 ( 1.6%)
    LDR worldlights 60/8192 5280/720896 ( 0.7%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 90/32768 900/327680 ( 0.3%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 1302/65536 2604/131072 ( 2.0%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 1616384/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 8475/16777216 ( 0.1%)
    entdata [variable] 42338/393216 (10.8%)
    LDR ambient table 671/65536 2684/262144 ( 1.0%)
    HDR ambient table 671/65536 2684/262144 ( 1.0%)
    LDR leaf ambient 3268/65536 91504/1835008 ( 5.0%)
    HDR leaf ambient 671/65536 18788/1835008 ( 1.0%)
    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] 1/3024 ( 0.0%)
    pakfile [variable] 212057/0 ( 0.0%)
    physics [variable] 90722/4194304 ( 2.2%)
    physics terrain [variable] 1160/1048576 ( 0.1%)

    Level flags = 0

    Total triangle count: 2797
    Writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse.bsp
    16 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse.bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_warehouse.bsp"


    ** Executing...
    ** Command: "D:\Steam\steamapps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" +map "cp_warehouse" -steam
     
  2. hutty

    aa hutty

    Messages:
    474
    Positive Ratings:
    375
    you may want to use the
    Code:
    code setting
    for future posts so you c drive doesn't turn into emotes.

    Regardless, assuming its not a logic problem (has the map ever worked without crashing?), you can use the cordon tool :)cordonenable::cordonedit:) to block off bits of your map.

    Start with most of your map selected, and then make the selection smaller until your map stops crashing. Once the crash stopped you should know roughly where the problem area is.
     
    • Thanks Thanks x 1
  3. Narpas

    aa Narpas Failing at Scaling

    Messages:
    219
    Positive Ratings:
    203
    I had this once where there were no errors in the compile when I tried to parent an object indirectly to itself through the hierarchy. Are you doing anything like this? More information would also be nice.
     
  4. Manaphel

    Manaphel L1: Registered

    Messages:
    2
    Positive Ratings:
    0
    I figured it out. Turns out I had 2 sets of the logic for the map.