Game Crashes when bots deploy the bomb

Discussion in 'Mapping Questions & Discussion' started by Tio Spy, Dec 8, 2019.

  1. Tio Spy

    Tio Spy L1: Registered

    Messages:
    9
    Positive Ratings:
    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: Dec 8, 2019
  2. DrSquishy

    aa DrSquishy ???

    Messages:
    1,072
    Positive Ratings:
    622
    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)
     
    • Thanks Thanks x 1
  3. Tio Spy

    Tio Spy L1: Registered

    Messages:
    9
    Positive Ratings:
    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