- Oct 6, 2016
- 12
- 4
So this is a campaign map, just like Infiltration, and I've been working on this one for a while, I fixed some lighting bugs, I grew attached to the aesthetics, and I finally started building the final area, I modeled one of the last rooms after the warehouse for the Soldier, Spy, Engineer, and Demo tutorials, and it's fairly detailed, nothing too crazy, I'll run down everything that would be considered out of the norm.
-I borrowed some bloodsplats from HL2 just a little bit of scenery for a TF2 style scene build.
-The map's decently large, it's mostly compact into a large Y-shape, and the outside of the last building is a collection of metal buildings growing in height, to give the illusion of a large facility.
-The final room involves entry in a door, and a trigger_multiple that starts the movement of a platform that's carrying a payload, the payload is just a tracktrain, a prop_dynamic, the dispenser brush and point entity combo, and a trigger multiple with "onstarttouchall startforward" and "onendtouchall stop" I/Os, the platform in question has two path tracks parented to it, it's five prop dynamics attached to two invisible func_door brush entities, one is a horizontal movement, and once that's over, it begins a vertical movement.
-The map had the strangest issue of giving me invalid I/O connections over the Alt-P problem checker, and when I investigated the entities NUMEROUS times, they were completely fine, I even did a fix all and reconnected them to their designated targets and the map still crashes TF2.
-I've ran it through interlopers.net's problem checker and it just gives me the usual issues I see that have no visible impact whatsoever, like "displacement edge abutting multiple other edges."
I originally uploaded this, and a compile log that's almost completely up to date, aside from the I/O connection fixes, (Seen here: http://gamebanana.com/threads/203930 ) And the only solution I had received was
"con_logfile console.log; wait; map c_cold_days
Then post your console.log here."
I did that and TF2 still crashed, the only consistency is that it starts loading, it gets about five bars, and it freezes, eventually dying, I've verified my game cache, I've done plenty, not a single speck of hope.
-I borrowed some bloodsplats from HL2 just a little bit of scenery for a TF2 style scene build.
-The map's decently large, it's mostly compact into a large Y-shape, and the outside of the last building is a collection of metal buildings growing in height, to give the illusion of a large facility.
-The final room involves entry in a door, and a trigger_multiple that starts the movement of a platform that's carrying a payload, the payload is just a tracktrain, a prop_dynamic, the dispenser brush and point entity combo, and a trigger multiple with "onstarttouchall startforward" and "onendtouchall stop" I/Os, the platform in question has two path tracks parented to it, it's five prop dynamics attached to two invisible func_door brush entities, one is a horizontal movement, and once that's over, it begins a vertical movement.
-The map had the strangest issue of giving me invalid I/O connections over the Alt-P problem checker, and when I investigated the entities NUMEROUS times, they were completely fine, I even did a fix all and reconnected them to their designated targets and the map still crashes TF2.
-I've ran it through interlopers.net's problem checker and it just gives me the usual issues I see that have no visible impact whatsoever, like "displacement edge abutting multiple other edges."
I originally uploaded this, and a compile log that's almost completely up to date, aside from the I/O connection fixes, (Seen here: http://gamebanana.com/threads/203930 ) And the only solution I had received was
"con_logfile console.log; wait; map c_cold_days
Then post your console.log here."
I did that and TF2 still crashed, the only consistency is that it starts loading, it gets about five bars, and it freezes, eventually dying, I've verified my game cache, I've done plenty, not a single speck of hope.