Custom Map Crashing TF2

Discussion in 'Mapping Questions & Discussion' started by That Guy On The Left, Oct 6, 2016.

  1. That Guy On The Left

    That Guy On The Left L1: Registered

    Messages:
    12
    Positive Ratings:
    9
    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.
     
  2. RodionJenga

    RodionJenga L5: Dapper Member

    Messages:
    234
    Positive Ratings:
    239
    To start out with, I would try to fix the "displacement edge abutting multiple other edges" error. Probably you accidentally turned ALL the faces of a brush to a displacement instead of just one. I know it says in interlopers that that doesn't cause errors, but it's made trouble for me in the past.

    (Here's the compile log from the op in case other people are too lazy to click thru
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Payton\Documents\C_Cold_Days.vmf"

    Valve Software - vbsp.exe (Sep 19 2016)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Payton\Documents\C_Cold_Days.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/c_cold_days/nature/blendgroundtosnow001_wvt_patch
    Patching WVT material: maps/c_cold_days/nature/blendgrasstosnow001_wvt_patch
    Patching WVT material: maps/c_cold_days/nature/blendrockgroundwallsnow_wvt_patch
    Patching WVT material: maps/c_cold_days/pl_barnblitz/blendmetalroofsnow_02_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 12 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Payton\Documents\C_Cold_Days.prt...Building visibility clusters...
    done (1)
    *** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (654380 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 906 texinfos to 699
    Reduced 175 texdatas to 167 (3799 bytes to 3476)
    Writing C:\Users\Payton\Documents\C_Cold_Days.bsp
    Wrote ZIP buffer, estimated size 3657, actual size 2773
    14 seconds elapsed
    -0.279400 -2.044524 0.000000
    0.355600 -1.986289 0.000000
    0.355600 -2.044524 0.000000
    -0.355600 -2.044524 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
    -0.279400 -2.044524 0.000000
    0.355600 -1.986289 0.000000
    0.355600 -2.044524 0.000000
    -0.355600 -2.044524 0.000000
    make_triangles:calc_triangle_representation: Cannot convert

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Payton\Documents\C_Cold_Days"

    Valve Software - vvis.exe (Sep 19 2016)
    4 threads
    reading c:\users\payton\documents\C_Cold_Days.bsp
    reading c:\users\payton\documents\C_Cold_Days.prt
    4948 portalclusters
    15767 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (21)
    PortalFlow: 0...1.
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Payton\Documents\C_Cold_Days"

    Valve Software - vrad.exe SSE (Sep 19 2016)

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

    [56 texlights parsed from 'lights.rad']

    Loading c:\users\payton\documents\C_Cold_Days.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (6.01 seconds)
    14744 faces
    7642380 square feet [1100502784.00 square inches]
    218 Displacements
    556485 Square Feet [80133880.00 Square Inches]
    sun extent from map=0.087156
    84 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (148)
    Build Patch/Sample Hash Table(s).....Done<0.1394 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
    FinalLightFace Done
    0 of 8 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (39)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 65/1024 3120/49152 ( 6.3%)
    brushes 1753/8192 21036/98304 (21.4%)
    brushsides 12074/65536 96592/524288 (18.4%)
    planes 5980/65536 119600/1310720 ( 9.1%)
    vertexes 23774/65536 285288/786432 (36.3%)
    nodes 9759/65536 312288/2097152 (14.9%)
    texinfos 699/12288 50328/884736 ( 5.7%)
    texdata 167/2048 5344/65536 ( 8.2%)
    dispinfos 218/0 38368/0 ( 0.0%)
    disp_verts 17658/0 353160/0 ( 0.0%)
    disp_tris 27904/0 55808/0 ( 0.0%)
    disp_lmsamples 1296092/0 1296092/0 ( 0.0%)
    faces 14744/65536 825664/3670016 (22.5%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 5209/65536 291704/3670016 ( 7.9%)
    leaves 9825/65536 314400/2097152 (15.0%)
    leaffaces 16960/65536 33920/131072 (25.9%)
    leafbrushes 5630/65536 11260/131072 ( 8.6%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 89845/512000 359380/2048000 (17.5%)
    edges 52413/256000 209652/1024000 (20.5%)
    LDR worldlights 84/8192 7392/720896 ( 1.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 1504/32768 15040/327680 ( 4.6%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 22986/65536 45972/131072 (35.1%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 49/512 17248/180224 ( 9.6%)
    LDR lightdata [variable] 23603660/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 116860/393216 (29.7%)
    LDR ambient table 9825/65536 39300/262144 (15.0%)
    HDR ambient table 9825/65536 39300/262144 (15.0%)
    LDR leaf ambient 58872/65536 1648416/1835008 (89.8%) VERY FULL!
    HDR leaf ambient 9825/65536 275100/1835008 (15.0%)
    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] 1/138052 ( 0.0%)
    pakfile [variable] 2773/0 ( 0.0%)
    physics [variable] 654380/4194304 (15.6%)
    physics terrain [variable] 59282/1048576 ( 5.7%)

    Level flags = 0

    Total triangle count: 39453
    Writing c:\users\payton\documents\C_Cold_Days.bsp
    3 minutes, 25 seconds elapsed
    Valve Software - vrad.exe SSE (Sep 19 2016)

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

    [56 texlights parsed from 'lights.rad']

    Loading c:\users\payton\documents\C_Cold_Days.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (6.01 seconds)
    14744 faces
    7642380 square feet [1100502784.00 square inches]
    218 Displacements
    556485 Square Feet [80133880.00 Square Inches]
    sun extent from map=0.087156
    84 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (152)
    Build Patch/Sample Hash Table(s).....Done<0.1269 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
    FinalLightFace Done
    0 of 8 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (39)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 65/1024 3120/49152 ( 6.3%)
    brushes 1753/8192 21036/98304 (21.4%)
    brushsides 12074/65536 96592/524288 (18.4%)
    planes 5980/65536 119600/1310720 ( 9.1%)
    vertexes 23774/65536 285288/786432 (36.3%)
    nodes 9759/65536 312288/2097152 (14.9%)
    texinfos 699/12288 50328/884736 ( 5.7%)
    texdata 167/2048 5344/65536 ( 8.2%)
    dispinfos 218/0 38368/0 ( 0.0%)
    disp_verts 17658/0 353160/0 ( 0.0%)
    disp_tris 27904/0 55808/0 ( 0.0%)
    disp_lmsamples 1296092/0 1296092/0 ( 0.0%)
    faces 14744/65536 825664/3670016 (22.5%)
    hdr faces 14744/65536 825664/3670016 (22.5%)
    origfaces 5209/65536 291704/3670016 ( 7.9%)
    leaves 9825/65536 314400/2097152 (15.0%)
    leaffaces 16960/65536 33920/131072 (25.9%)
    leafbrushes 5630/65536 11260/131072 ( 8.6%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 89845/512000 359380/2048000 (17.5%)
    edges 52413/256000 209652/1024000 (20.5%)
    LDR worldlights 84/8192 7392/720896 ( 1.0%)
    HDR worldlights 84/8192 7392/720896 ( 1.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 1504/32768 15040/327680 ( 4.6%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 22986/65536 45972/131072 (35.1%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 49/512 17248/180224 ( 9.6%)
    LDR lightdata [variable] 23603660/0 ( 0.0%)
    HDR lightdata [variable] 23603336/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 116860/393216 (29.7%)
    LDR ambient table 9825/65536 39300/262144 (15.0%)
    HDR ambient table 9825/65536 39300/262144 (15.0%)
    LDR leaf ambient 58872/65536 1648416/1835008 (89.8%) VERY FULL!
    HDR leaf ambient 58424/65536 1635872/1835008 (89.1%) VERY FULL!
    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] 1/138052 ( 0.0%)
    pakfile [variable] 2773/0 ( 0.0%)
    physics [variable] 654380/4194304 (15.6%)
    physics terrain [variable] 59282/1048576 ( 5.7%)

    Level flags = 0

    Total triangle count: 39453
    Writing c:\users\payton\documents\C_Cold_Days.bsp
    3 minutes, 28 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Payton\Documents\C_Cold_Days.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\C_Cold_Days.bsp"
     
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  3. ics

    aa ics http://ics-base.net

    Messages:
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    Positive Ratings:
    419
    Not enough information to determine the exact cause but i suspect it's something to do with path_track entities that you either Kill or use somehow oddly along with the train itself.

    Do you use nav file and pakrat it in? If you do, do not update the nav when it asks.
     
  4. That Guy On The Left

    That Guy On The Left L1: Registered

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    9
    To ics, I haven't created a nav file, or used pakrat, could the path tracks be a part of the problem if they're parented to the func_doors?
     
  5. ics

    aa ics http://ics-base.net

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    Why would you parent them to func_door? I think if you try to move them alongside the train itself, that can be a problem. Most maps do this differently and especially if there is no clear route all the time from start to finish for the train itself, it can cause an issue.
     
  6. That Guy On The Left

    That Guy On The Left L1: Registered

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    Well the two func doors create the separate vertical and horizontal movements of the platform, and I figured something like track trains and path tracks, would over-complicate the movements, the tracktrain is sitting on top of the first of the two path tracks parented to the func_door, I'm currently compiling the map without the path_tracks to see what comes of it.
     
  7. That Guy On The Left

    That Guy On The Left L1: Registered

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    Here, if anyone can sift through and find the issue, here's the map file.
     

    Attached Files:

  8. Gale

    Gale L1: Registered

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    Found the issue! it's one of your Game Logic entities. As soon as I switched the Visgroup on and compiled, my game crashed on map load. I'll see if I can't find which one it is.
     
  9. Gale

    Gale L1: Registered

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    Okay, so the issue involves your cart! Two of the path tracks in the map(those closest to the carts starting position) have a branch-path is a func_door:

    [​IMG]

    Once I removed that, the map launched fine!
     
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    Last edited: Oct 8, 2016
  10. That Guy On The Left

    That Guy On The Left L1: Registered

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    Jesus christ how embarrassing... Hey, cheers to you guys, and especially you Gale, I think I owe you all some description credit.
     
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