Help! TF2 closing shortly after my map loads!

Discussion in 'Mapping Questions & Discussion' started by P1x3lF3v3r, Jun 25, 2014.

  1. P1x3lF3v3r

    P1x3lF3v3r L1: Registered

    Messages:
    11
    Positive Ratings:
    0
    I'm not sure if this is the right area to post in...

    Can I have some help? Whenever I load my map thru console or "Create Server", The map will load for about 2 seconds and then tf2 will close with no notice. Is it a possible problem with my map of Tf2? It works fine on other servers. Any links to solved problems would be helpful.

    -P1x3l
     
    Last edited: Jun 25, 2014
  2. henke37

    aa henke37

    Messages:
    1,955
    Positive Ratings:
    465
    The source engine isn't the safest one, several entities have known bugs that causes instant crashes if the map is poorly made. Sadly there is no exhaustive list of all known bugs.
     
  3. Crash

    aa Crash func_nerd

    Messages:
    3,192
    Positive Ratings:
    5,021
    Do you happen to have a compile log we could take a look at? It might help, it might not.
     
  4. P1x3lF3v3r

    P1x3lF3v3r L1: Registered

    Messages:
    11
    Positive Ratings:
    0
    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:\Users\User\Desktop\map\The_First.vmf"
    
    Valve Software - vbsp.exe (Jun 10 2014)
    2 threads
    materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
    Loading C:\Users\User\Desktop\map\The_First.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/the_first/brick/blendcobbletocobblesnow001_wvt_patch
    Patching WVT material: maps/the_first/nature/blendrockgroundwallforest004_wvt_patch
    Patching WVT material: maps/the_first/winter/blendgrasstograss002_wvt_patch
    Patching WVT material: maps/the_first/egypt/sand_floor_blend_04_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 18 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\User\Desktop\map\The_First.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_night_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_night_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) (85430 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 624 texinfos to 411
    Reduced 48 texdatas to 43 (1249 bytes to 1104)
    Writing C:\Users\User\Desktop\map\The_First.bsp
    4 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" -fast "C:\Users\User\Desktop\map\The_First"
    
    Valve Software - vvis.exe (Jun 10 2014)
    fastvis = true
    2 threads
    reading c:\users\user\desktop\map\The_First.bsp
    reading c:\users\user\desktop\map\The_First.prt
     385 portalclusters
    1124 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 5774 visible clusters (5.32%)
    Total clusters visible: 108501
    Average clusters visible: 281
    Building PAS...
    Average clusters audible: 377
    visdatasize:40187  compressed from 43120
    writing c:\users\user\desktop\map\The_First.bsp
    0 seconds elapsed
    
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -both -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" -noextra "C:\Users\User\Desktop\map\The_First"
    
    Valve Software - vrad.exe SSE (Jun 10 2014)
    
          Valve Radiosity Simulator     
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\users\user\desktop\map\The_First.bsp
    Setting up ray-trace acceleration structure... Done (0.19 seconds)
    1429 faces
    294021 square feet [42339096.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    1429 patches before subdivision
    22341 patches after subdivision
    sun extent from map=0.087156
    23 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (4)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (6)
    transfers 1468276, max 389
    transfer lists:  11.2 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #1 added RGB(20887, 14663, 11068)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(4274, 2253, 1511)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #3 added RGB(1258, 502, 269)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #4 added RGB(355, 116, 55)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #5 added RGB(113, 30, 12)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #6 added RGB(36, 8, 3)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #7 added RGB(12, 2, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #8 added RGB(4, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #9 added RGB(1, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #10 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0185 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (4)
    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 (5)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  17/1024          816/49152    ( 1.7%) 
    brushes                253/8192         3036/98304    ( 3.1%) 
    brushsides            1694/65536       13552/524288   ( 2.6%) 
    planes                 864/65536       17280/1310720  ( 1.3%) 
    vertexes              2076/65536       24912/786432   ( 3.2%) 
    nodes                  905/65536       28960/2097152  ( 1.4%) 
    texinfos               411/12288       29592/884736   ( 3.3%) 
    texdata                 43/2048         1376/65536    ( 2.1%) 
    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                 1429/65536       80024/3670016  ( 2.2%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces              784/65536       43904/3670016  ( 1.2%) 
    leaves                 923/65536       29536/2097152  ( 1.4%) 
    leaffaces             1798/65536        3596/131072   ( 2.7%) 
    leafbrushes            634/65536        1268/131072   ( 1.0%) 
    areas                    3/256            24/2048     ( 1.2%) 
    surfedges             9842/512000      39368/2048000  ( 1.9%) 
    edges                 5556/256000      22224/1024000  ( 2.2%) 
    LDR worldlights         23/8192         2024/720896   ( 0.3%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips            142/32768        1420/327680   ( 0.4%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices          2295/65536        4590/131072   ( 3.5%) 
    cubemapsamples           0/1024            0/16384    ( 0.0%) 
    overlays                 1/512           352/180224   ( 0.2%) 
    LDR lightdata         [variable]      660988/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]       40187/16777216 ( 0.2%) 
    entdata               [variable]       19377/393216   ( 4.9%) 
    LDR ambient table      923/65536        3692/262144   ( 1.4%) 
    HDR ambient table      923/65536        3692/262144   ( 1.4%) 
    LDR leaf ambient      3256/65536       91168/1835008  ( 5.0%) 
    HDR leaf ambient       923/65536       25844/1835008  ( 1.4%) 
    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]           1/4572     ( 0.0%) 
    pakfile               [variable]        1730/0        ( 0.0%) 
    physics               [variable]       85430/4194304  ( 2.0%) 
    physics terrain       [variable]           2/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 3955
    Writing c:\users\user\desktop\map\The_First.bsp
    19 seconds elapsed
    Valve Software - vrad.exe SSE (Jun 10 2014)
    
          Valve Radiosity Simulator     
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\users\user\desktop\map\The_First.bsp
    Setting up ray-trace acceleration structure... Done (0.23 seconds)
    1429 faces
    294021 square feet [42339096.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    1429 patches before subdivision
    22341 patches after subdivision
    sun extent from map=0.087156
    23 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (4)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (6)
    transfers 1468276, max 389
    transfer lists:  11.2 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #1 added RGB(20887, 14663, 11068)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(4274, 2253, 1511)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #3 added RGB(1258, 502, 269)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #4 added RGB(355, 116, 55)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #5 added RGB(113, 30, 12)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #6 added RGB(36, 8, 3)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #7 added RGB(12, 2, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #8 added RGB(4, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #9 added RGB(1, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #10 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0150 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (4)
    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 (5)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  17/1024          816/49152    ( 1.7%) 
    brushes                253/8192         3036/98304    ( 3.1%) 
    brushsides            1694/65536       13552/524288   ( 2.6%) 
    planes                 864/65536       17280/1310720  ( 1.3%) 
    vertexes              2076/65536       24912/786432   ( 3.2%) 
    nodes                  905/65536       28960/2097152  ( 1.4%) 
    texinfos               411/12288       29592/884736   ( 3.3%) 
    texdata                 43/2048         1376/65536    ( 2.1%) 
    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                 1429/65536       80024/3670016  ( 2.2%) 
    hdr faces             1429/65536       80024/3670016  ( 2.2%) 
    origfaces              784/65536       43904/3670016  ( 1.2%) 
    leaves                 923/65536       29536/2097152  ( 1.4%) 
    leaffaces             1798/65536        3596/131072   ( 2.7%) 
    leafbrushes            634/65536        1268/131072   ( 1.0%) 
    areas                    3/256            24/2048     ( 1.2%) 
    surfedges             9842/512000      39368/2048000  ( 1.9%) 
    edges                 5556/256000      22224/1024000  ( 2.2%) 
    LDR worldlights         23/8192         2024/720896   ( 0.3%) 
    HDR worldlights         23/8192         2024/720896   ( 0.3%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips            142/32768        1420/327680   ( 0.4%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices          2295/65536        4590/131072   ( 3.5%) 
    cubemapsamples           0/1024            0/16384    ( 0.0%) 
    overlays                 1/512           352/180224   ( 0.2%) 
    LDR lightdata         [variable]      660988/0        ( 0.0%) 
    HDR lightdata         [variable]      660988/0        ( 0.0%) 
    visdata               [variable]       40187/16777216 ( 0.2%) 
    entdata               [variable]       19377/393216   ( 4.9%) 
    LDR ambient table      923/65536        3692/262144   ( 1.4%) 
    HDR ambient table      923/65536        3692/262144   ( 1.4%) 
    LDR leaf ambient      3256/65536       91168/1835008  ( 5.0%) 
    HDR leaf ambient      3256/65536       91168/1835008  ( 5.0%) 
    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]           1/4572     ( 0.0%) 
    pakfile               [variable]        1730/0        ( 0.0%) 
    physics               [variable]       85430/4194304  ( 2.0%) 
    physics terrain       [variable]           2/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 3955
    Writing c:\users\user\desktop\map\The_First.bsp
    18 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\User\Desktop\map\The_First.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\The_First.bsp"
    
    
     
  5. Spipper

    aa Spipper Former cheese man Gorgonzola

    Messages:
    210
    Positive Ratings:
    366
    Well, I think I found your problem. Using capital letters in the bsp.'s name can cause servers to crash. Only name your map with lowercase letters.
     
  6. Crash

    aa Crash func_nerd

    Messages:
    3,192
    Positive Ratings:
    5,021
  7. P1x3lF3v3r

    P1x3lF3v3r L1: Registered

    Messages:
    11
    Positive Ratings:
    0
    Thank you for that. That also made me realise what a derpy name my map had. :O

    I just thought of something that could crash it. I have a func_breakable_surf in my map, could this crash it? I also am using the glassbreak003 texture, which is not a tf2 texture. Could this cause my tf2 to crash?
     
  8. henke37

    aa henke37

    Messages:
    1,955
    Positive Ratings:
    465
    A plain missing material will not cause a crash.
     
  9. P1x3lF3v3r

    P1x3lF3v3r L1: Registered

    Messages:
    11
    Positive Ratings:
    0
    What else weird could cause my map to crash tf2 then? I havent put any sort of flags or capture points, and I only have red base done ( I have 1 blue spawner made) Could it be related to the Love and War Update that I need to change which is causing the map to crash?

    EDIT: I looked at this: http://forums.tf2maps.net/showthread.php?t=18663
    It noted that displacements have to be power of 2 or 3 or it could crash. I haven't checked, but I remember setting my distance on my displacement to 5. Could this crash it?

    Also, In this map I want to make it look like the rocket from sd_doomsday to crash in the center of the map. I created a displacement to make it look good. The prop is halfway "stuck" in the displacement and I created a box under the ground so that it didn't leak. could this be the root of my problemo?
     
    Last edited: Jun 27, 2014
  10. P1x3lF3v3r

    P1x3lF3v3r L1: Registered

    Messages:
    11
    Positive Ratings:
    0
    Fixed!

    It looks like the new update fixed my problem. But my console spued this out.

    Code:
    ] map cityscape_a1
    Network: IP 192.168.0.4, mode MP, dedicated No, ports 27015 SV / 27005 CL
    env_cubemap used on world geometry without rebuilding map. . ignoring: tile/floor_tile_001a
    env_cubemap used on world geometry without rebuilding map. . ignoring: cp_manor/wood_floor01
    env_cubemap used on world geometry without rebuilding map. . ignoring: tile/tileroof002a
    env_cubemap used on world geometry without rebuilding map. . ignoring: tile/tileroof004a
    env_cubemap used on world geometry without rebuilding map. . ignoring: soho/window002e
    env_cubemap used on world geometry without rebuilding map. . ignoring: glass/glasswindow002a
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_medieval/woodbeam001.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_lights/lamp002.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_lights/lamp002.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_lights/lamp002.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_medieval/woodbeam001.mdl)
    Using map cycle file 'cfg/mapcycle_default.txt'.  ('cfg/mapcycle.txt' was not found.)
    Corruption detected in C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\tf2_misc_002.vpk
    
    Try verifying the integrity of your game cache.
    https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
    Offset 78643200, expected 4a4e4c5a15d2196d6a09042b5d6dbc46, got d7097c766d193a87b7ab61765abef2f0
    Corruption detected in C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\tf2_misc_002.vpk
    
    Try verifying the integrity of your game cache.
    https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
    Offset 81788928, expected e20bb04e59c2fd5b83c9d6cffbe3f6d4, got 6b0c88a34959d02a73004e00222be4b2
    Corruption detected in C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\tf2_misc_002.vpk
    
    Try verifying the integrity of your game cache.
    https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
    Offset 82837504, expected 1bbba3f5b1af27a9963f1dca2fa9387d, got 84986a291ce0fe6b475ad26aa4ba7c0e
    Corruption detected in C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\tf2_misc_002.vpk
    
    Try verifying the integrity of your game cache.
    https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
    Offset 83886080, expected 46de7a6c22ee4ac86fa4b023a4784c05, got 278aa0270058a60b98a87d31c22d5a54
    Corruption detected in C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\tf2_misc_002.vpk
    
    Try verifying the integrity of your game cache.
    https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
    Offset 84934656, expected 835c6e1481276688a1028ec9c1401b63, got 6fc45700807fdc97ca4b66b9caccd1ab
    Corruption detected in C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\tf2_misc_002.vpk
    
    Try verifying the integrity of your game cache.
    https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
    Offset 87031808, expected 7e3763fc06f78de7d203925ee05817d5, got 0ccdd7c847abdaf7822ad19906baa84e
    Corruption detected in C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\tf2_misc_002.vpk
    
    Try verifying the integrity of your game cache.
    https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
    Offset 78643200, expected 4a4e4c5a15d2196d6a09042b5d6dbc46, got d7097c766d193a87b7ab61765abef2f0
    Set motd from file 'cfg/motd_default.txt'.  ('cfg/motd.txt' was not found.)
    Set motd_text from file 'cfg/motd_text_default.txt'.  ('cfg/motd_text.txt' was not found.)
    'listenserver.cfg' not present; not executing.
    'cityscape_a1.cfg' not present; not executing.
    Connection to game coordinator established.
    Current item schema is up-to-date with version BE5F7EAE.
    tf_server_identity_account_id not set; not logging into registered account
    
    Team Fortress
    Map: cityscape_a1
    Players: 1 / 24
    Build: 2298883
    Server Number: 1
    
    The server is using sv_pure 0.  (Enforcing consistency for select files only)
    Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_upwardrt)
    Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_upwardbk)
    Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_upwardlf)
    Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_upwardft)
    Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_upwardup)
    Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_upwarddn)
    P1x3l F3v3r connected
    Compact freed 659456 bytes
    JOY_AXIS_X:  mapped to Turn (absolute)
    JOY_AXIS_Y:  mapped to Look (absolute)
    JOY_AXIS_Z:  unmapped
    JOY_AXIS_R:  mapped to Forward (absolute)
    JOY_AXIS_U:  mapped to Side (absolute)
    JOY_AXIS_V:  unmapped
    Advanced Joystick settings initialized
    Redownloading all lightmaps
    
    Going to verify integrity now. I will update.