Engine Hunk Overflow Error (HELP ME)

DaddyDoge

L1: Registered
Feb 28, 2018
8
0
So everytime i try to start up my koth map that ive been working on, it'll show the menu for tf2 and then a few seconds later tf2 will close with an engine error saying Engine Hunk Overflow! I do not know how to fix this at all, but i will post my compile list here so that someone can take a look and provide a solution.
** 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:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_industry.vmf"

Valve Software - vbsp.exe (Aug 2 2018)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_industry.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_industry/nature/blendgroundtograss001b_wvt_patch
Patching WVT material: maps/koth_industry/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/koth_industry/egypt/sand_grass_blend_01_wvt_patch
Patching WVT material: maps/koth_industry/tropics/blendreddirt001_wvt_patch
Patching WVT material: maps/koth_industry/cp_mountainlab/nature/blendrocktograss002_wvt_patch
Patching WVT material: maps/koth_industry/coalmines/blendgroundtowall_coalmines_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 42 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_industry.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 (0) (92833 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 587 texinfos to 246
Reduced 55 texdatas to 43 (1594 bytes to 1086)
Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_industry.bsp
Wrote ZIP buffer, estimated size 215721, actual size 214301
1 second elapsed

** 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:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_industry"

Valve Software - vvis.exe (Aug 2 2018)
8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_industry.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_industry.prt
269 portalclusters
789 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: 343 visible clusters (0.91%)
Total clusters visible: 37834
Average clusters visible: 140
Building PAS...
Average clusters audible: 261
visdatasize:19427 compressed from 21520
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_industry.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_industry"

Valve Software - vrad.exe SSE (Jul 18 2018)

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

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_industry.bsp
Setting up ray-trace acceleration structure... Done (0.83 seconds)
4455 faces
290718 square feet [41863400.00 square inches]
14 Displacements
30404 Square Feet [4378201.00 Square Inches]
4455 patches before subdivision
420783 patches after subdivision
sun extent from map=0.008727
28 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (48)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (42)
transfers 68076890, max 1876
transfer lists: 519.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(2064205, 1097334, 1003710)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(333172, 108098, 73770)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(37569, 8192, 4711)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(6031, 826, 383)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(812, 76, 31)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(128, 8, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(19, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1132 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 (1)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 13/1024 624/49152 ( 1.3%)
brushes 240/8192 2880/98304 ( 2.9%)
brushsides 1502/65536 12016/524288 ( 2.3%)
planes 1124/65536 22480/1310720 ( 1.7%)
vertexes 6412/65536 76944/786432 ( 9.8%)
nodes 694/65536 22208/2097152 ( 1.1%)
texinfos 246/12288 17712/884736 ( 2.0%)
texdata 43/2048 1376/65536 ( 2.1%)
dispinfos 14/0 2464/0 ( 0.0%)
disp_verts 1134/0 22680/0 ( 0.0%)
disp_tris 1792/0 3584/0 ( 0.0%)
disp_lmsamples 79488/0 79488/0 ( 0.0%)
faces 4455/65536 249480/3670016 ( 6.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 593/65536 33208/3670016 ( 0.9%)
leaves 708/65536 22656/2097152 ( 1.1%)
leaffaces 4961/65536 9922/131072 ( 7.6%)
leafbrushes 751/65536 1502/131072 ( 1.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 22496/512000 89984/2048000 ( 4.4%)
edges 12384/256000 49536/1024000 ( 4.8%)
LDR worldlights 28/8192 2464/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 388/32768 3880/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5820/65536 11640/131072 ( 8.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 49901028/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 19427/16777216 ( 0.1%)
entdata [variable] 20282/393216 ( 5.2%)
LDR ambient table 708/65536 2832/262144 ( 1.1%)
HDR ambient table 708/65536 2832/262144 ( 1.1%)
LDR leaf ambient 3167/65536 88676/1835008 ( 4.8%)
HDR leaf ambient 708/65536 19824/1835008 ( 1.1%)
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] 1/16756 ( 0.0%)
pakfile [variable] 214301/0 ( 0.0%)
physics [variable] 92833/4194304 ( 2.2%)
physics terrain [variable] 3614/1048576 ( 0.3%)

Level flags = 0

Total triangle count: 11209
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_industry.bsp
1 minute, 40 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_industry.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\koth_industry.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -novid +map "koth_industry" -steam
And before anyone says to go to interlopers.net, ive already tried that and it didnt find any problems, so i dont know whats going on.
 
Last edited:

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
well i just took a look at it and it says that there is no player start, but i have 12 player spawns for red as of right now and they were working before.
Ignore that legacy error, it's meaningless and has been hanging around since release. Though you can add the stsrt if you want as it serves as a spawnpoint for games like Garry's Mod.