Game crashes with compiled map

Discussion in 'Mapping Questions & Discussion' started by S T A R S ☰ T, Nov 10, 2017.

  1. S T A R S ☰ T

    S T A R S ☰ T L1: Registered

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    Hello, this is my first post on this forum, so tell me if I did something wrong.
    I'm developing a PASS Time map called pass_deathball. I've created the barebones version with nothing too advanced, compiled it, and when I run it, TF2 crashes. I'm fairly new to mapping, but I know there's no leaks, no pointfiles generated, alt-P finds no errors, and Interlopers doesn't show any errors, so I don't know where else to look.
    Code:
    ** 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\sourcesdk_content\tf\pass_deathball.vmf"
    
    Valve Software - vbsp.exe (Oct 14 2017)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\tf\pass_deathball.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)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\tf\pass_deathball.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_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_day01_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) (21309 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 129 texinfos to 90
    Reduced 18 texdatas to 16 (457 bytes to 377)
    Writing C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\tf\pass_deathball.bsp
    Wrote ZIP buffer, estimated size 212249, actual size 211633
    0 seconds 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\sourcesdk_content\tf\pass_deathball"
    
    Valve Software - vvis.exe (Oct 14 2017)
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\pass_deathball.bsp
    reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\pass_deathball.prt
    192 portalclusters
    527 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 (1)
    Optimized: 49 visible clusters (0.15%)
    Total clusters visible: 31981
    Average clusters visible: 166
    Building PAS...
    Average clusters audible: 192
    visdatasize:10766 compressed from 9216
    writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\pass_deathball.bsp
    1 second 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\sourcesdk_content\tf\pass_deathball"
    
    Valve Software - vrad.exe SSE (Oct 14 2017)
    
    Valve Radiosity Simulator
    4 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\sourcesdk_content\tf\pass_deathball.bsp
    Setting up ray-trace acceleration structure... Done (0.10 seconds)
    739 faces
    1281699 square feet [184564736.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    739 patches before subdivision
    33183 patches after subdivision
    0 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
    transfers 510608, max 303
    transfer lists: 3.9 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0216 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
    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 (3)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 13/1024 624/49152 ( 1.3%)
    brushes 52/8192 624/98304 ( 0.6%)
    brushsides 328/65536 2624/524288 ( 0.5%)
    planes 230/65536 4600/1310720 ( 0.4%)
    vertexes 940/65536 11280/786432 ( 1.4%)
    nodes 533/65536 17056/2097152 ( 0.8%)
    texinfos 90/12288 6480/884736 ( 0.7%)
    texdata 16/2048 512/65536 ( 0.8%)
    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 739/65536 41384/3670016 ( 1.1%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 188/65536 10528/3670016 ( 0.3%)
    leaves 547/65536 17504/2097152 ( 0.8%)
    leaffaces 793/65536 1586/131072 ( 1.2%)
    leafbrushes 268/65536 536/131072 ( 0.4%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 3929/512000 15716/2048000 ( 0.8%)
    edges 2095/256000 8380/1024000 ( 0.8%)
    LDR worldlights 0/8192 0/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 32/32768 320/327680 ( 0.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 423/65536 846/131072 ( 0.6%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 2895676/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 10766/16777216 ( 0.1%)
    entdata [variable] 9415/393216 ( 2.4%)
    LDR ambient table 547/65536 2188/262144 ( 0.8%)
    HDR ambient table 547/65536 2188/262144 ( 0.8%)
    LDR leaf ambient 264/65536 7392/1835008 ( 0.4%)
    HDR leaf ambient 547/65536 15316/1835008 ( 0.8%)
    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] 1/12 ( 8.3%)
    static props [variable] 1/1684 ( 0.1%)
    pakfile [variable] 211633/0 ( 0.0%)
    physics [variable] 21309/4194304 ( 0.5%)
    physics terrain [variable] 2/1048576 ( 0.0%)
    
    Level flags = 0
    
    Total triangle count: 1699
    Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\pass_deathball.bsp
    6 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\tf\pass_deathball.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pass_deathball.bsp"
    
     
  2. S T A R S ☰ T

    S T A R S ☰ T L1: Registered

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  3. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

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    I downloaded the map, compiled it, Hammer lauched TF2, then I had the same problem: TF2 crashed trying to open the map. This is the last thing I saw before it crashed:
    Console.png
    For those wondering about the red error, I was unable to find a file by that name under that directory, and it does not appear when launching TF2 normally or loading a normal map (which still works, confirming that this is a map-specific problem).

    I tried launching TF2 and manually launching the map with a console command, and it still crashed, albeit with no errors. One thing I noticed was that you were using a non-TF2 skybox and numerous non-TF2 textures. I replaced the skybox with a TF2 skybox and non-TF2 textures with TF2 textures but that did not seem to fix the problem. The alt-p problem checker showed a bunch of "Entity (info_player_teamspawn) has unused keyvalue 'spawnflags'" errors, fixing those didn't stop TF2 from crashing either. There were no other significant errors in the alt-p problem checker nor in the compile log, and I found nothing out of the ordinary while exploring the map in Hammer.

    Perhaps someone else can take this info and run with it.
     
  4. S T A R S ☰ T

    S T A R S ☰ T L1: Registered

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    Last I checked I never got the spawnflag errors, wonder why it did it with you. Odd.
     
  5. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

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    It could be you have a different FGD than me, or perhaps you already fixed the errors on your end. Either way, it's certainly not something that should cause this, and it isn't (as I demonstrated above).
     
  6. S T A R S ☰ T

    S T A R S ☰ T L1: Registered

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    Bump. I saw I had one issue being I had 2 passtime_logic entities, but removing one didn't fix the crash.
     
  7. S T A R S ☰ T

    S T A R S ☰ T L1: Registered

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    So according to a year old post, a map with passtime_logic or info_passtime_ball_spawn with incorrect or empty logic will always crash. Do you know how to fix this? Being that pass time maps are still somewhat new, there's not many resources on them.
     
  8. B!scuit

    B!scuit L2: Junior Member

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    You might want to try running your map with -condebug in tf2's commands.

    You can set this up in hammer's advanced options when you compile
    condebug_hammer.jpg
    OR
    You can set in in Steam. TF2 > Properties (right-click menu) > General > Set Launch Options
    condebug_steam.jpg

    This will write the console to console.txt in your tf folder so you can read all the errors
    It's likely to be some incorrect logic
    The exact same thing happens with maps that have more than 8 control points
     
  9. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

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    I have never made a passtime map, nor do I have any experience or knowledge of passtime logic. Ask someone else and/or check out a decompiled Valve map.

    You don't need to use advanced compile options to add game parameters, you can also add them at the bottom of the normal run map dialogue.
     
  10. S T A R S ☰ T

    S T A R S ☰ T L1: Registered

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    Got it fixed, just needed to add a team_round_timer and add OnFinished outputs to the passtime_logic entity and ball spawner.
    Thanks to everyone who helped :D
     
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