Game Crashes when bots deploy the bomb

Tio Spy

L1: Registered
Nov 26, 2019
9
0
there is any way to fix this?
(Server lan)
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\Tentativa Mvm\Mvm_MachoTown.vmf"

Valve Software - vbsp.exe (Sep 23 2019)
4 threads
materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Tentativa Mvm\Mvm_MachoTown.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_dynamic (11200.00 -512.00 784.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (13312.0 1536.0 768.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (13456.0 1024.0 768.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (13931.5 1024.0 768.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (13348.6 1024.0 768.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (13824.0 2048.0 768.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (14336.0 1536.0 768.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (13312.0 -1536.0 768.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (13824.0 -2048.0 768.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
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)
*** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_nightfall_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_nightfall_01 to build the default cubemap!
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) (71217 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error! To use model "models/props_forest/sawblade_moving.mdl"
with detail_prop, it must be compiled with $staticprop!
Error loading studio model "models/props_forest/sawblade_moving.mdl"!
Error! To use model "models/workshop/player/items/spy/spr18_aristotle/spr18_aristotle.mdl"
with detail_prop, it must be compiled with $staticprop!
Error loading studio model "models/workshop/player/items/spy/spr18_aristotle/spr18_aristotle.mdl"!
10
Compacting texture/material tables...
Reduced 126 texinfos to 88
Reduced 19 texdatas to 18 (427 bytes to 405)
Writing D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Tentativa Mvm\Mvm_MachoTown.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
2 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\Tentativa Mvm\Mvm_MachoTown"

Valve Software - vvis.exe (Sep 23 2019)
4 threads
reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tentativa mvm\Mvm_MachoTown.bsp
reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tentativa mvm\Mvm_MachoTown.prt
LoadPortals: couldn't read d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tentativa mvm\Mvm_MachoTown.prt


** 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\Tentativa Mvm\Mvm_MachoTown"

Valve Software - vrad.exe SSE (Sep 23 2019)

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\tentativa mvm\Mvm_MachoTown.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.27 seconds)
1705 faces
1640470 square feet [236227776.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.173648
47 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (9)
Build Patch/Sample Hash Table(s).....Done<0.0179 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (7)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 25/1024 1200/49152 ( 2.4%)
brushes 188/8192 2256/98304 ( 2.3%)
brushsides 1197/65536 9576/524288 ( 1.8%)
planes 634/65536 12680/1310720 ( 1.0%)
vertexes 2405/65536 28860/786432 ( 3.7%)
nodes 1165/65536 37280/2097152 ( 1.8%)
texinfos 88/12288 6336/884736 ( 0.7%)
texdata 18/2048 576/65536 ( 0.9%)
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 1705/65536 95480/3670016 ( 2.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 561/65536 31416/3670016 ( 0.9%)
leaves 1191/65536 38112/2097152 ( 1.8%)
leaffaces 2114/65536 4228/131072 ( 3.2%)
leafbrushes 471/65536 942/131072 ( 0.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 9967/512000 39868/2048000 ( 1.9%)
edges 5492/256000 21968/1024000 ( 2.1%)
LDR worldlights 47/8192 4136/720896 ( 0.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 97/32768 970/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1368/65536 2736/131072 ( 2.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2205912/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 55561/393216 (14.1%)
LDR ambient table 1191/65536 4764/262144 ( 1.8%)
HDR ambient table 1191/65536 4764/262144 ( 1.8%)
LDR leaf ambient 7388/65536 206864/1835008 (11.3%)
HDR leaf ambient 1191/65536 33348/1835008 ( 1.8%)
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] 1/1356 ( 0.1%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/2658 ( 0.0%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 71217/4194304 ( 1.7%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 4316
Writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\tentativa mvm\Mvm_MachoTown.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
17 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Tentativa Mvm\Mvm_MachoTown.bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\Mvm_MachoTown.bsp"
]
 
Last edited:

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,330
989
You've got a leak, sometimes they can cause strange knock-on effects like this
If that doesn't work, try checking your logic setup and comparing it to mvm_example.vmf found in the source SDK folders

(Also for the future put compile logs in spoiler tags)
 

Tio Spy

L1: Registered
Nov 26, 2019
9
0
Thanks for the help, in my case it was the logic setup, the mvm_example helped me a lot!! now mine map is full functional :D