- Aug 2, 2022
- 15
- 2
Essentially I've been working on getting cp_airship_race set up so I can compile it once and pack the files so it will load correctly in both versions without issue. However I've hit a major snag in the process: Every released version snapshot so far, even when recompiled using retail hammer, immediately crashes Live TF2 to desktop on map load, enabling verbose console logging hasn't helped determine the cause, and windows reports the following in the event viewer:
Which isn't much help, one of the users on the discord suggested it may be an issue with area portals or lightmap luxels, but this is occurring even on fast settings and the map currently does not use any area portals in any released version.
meanwhile, the map continues to play perfectly fine inside of tf2 classic, I can even take the versions compiled in retail hammer and load them in TF2C fine, but they will crash the main game.
Honestly? This feels like a weird one that doesn't have an easy answer, but I'm hoping there's something silly I'm overlooking here.
If it's any consolation I'm able to cordon off just the spawn in the first released version snapshot, compile it using fast settings, and load it fine in Retail, which feels like progress? I'm not entirely sure why this affects the first version as well, which aside from placing a few dozen static props and tweaking some gameplay logic, didn't really change much from the baseline balloon_race_v2b, which compiles in both, and runs in both still.
Update: The map with this cordon crashes live tf2:
Update 2: And this one does not:
zooming in on the weirdness, this cordon crashes, but the one that stops just before the first control point is fine:
and this one has the unique property of loading into the map on live TF2 but crashing after an arbitrary amount of time while noclip inspecting the map:
Faulting application name: hl2.exe, version: 0.0.0.0, time stamp: 0x6142721b Faulting module name: ntdll.dll, version: 10.0.22000.856, time stamp: 0x92321736 Exception code: 0xc0000374 Fault offset: 0x000ea939
Which isn't much help, one of the users on the discord suggested it may be an issue with area portals or lightmap luxels, but this is occurring even on fast settings and the map currently does not use any area portals in any released version.
meanwhile, the map continues to play perfectly fine inside of tf2 classic, I can even take the versions compiled in retail hammer and load them in TF2C fine, but they will crash the main game.
Honestly? This feels like a weird one that doesn't have an easy answer, but I'm hoping there's something silly I'm overlooking here.
If it's any consolation I'm able to cordon off just the spawn in the first released version snapshot, compile it using fast settings, and load it fine in Retail, which feels like progress? I'm not entirely sure why this affects the first version as well, which aside from placing a few dozen static props and tweaking some gameplay logic, didn't really change much from the baseline balloon_race_v2b, which compiles in both, and runs in both still.
Update: The map with this cordon crashes live tf2:
Update 2: And this one does not:
zooming in on the weirdness, this cordon crashes, but the one that stops just before the first control point is fine:
and this one has the unique property of loading into the map on live TF2 but crashing after an arbitrary amount of time while noclip inspecting the map:
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