map crashes on round change

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Caleb8

L1: Registered
Aug 23, 2008
3
0
on every round switch for my map the game simply crashes, the game_round_win only has 2 outputs to get rid of a wall and put up another wall for the second round map. there are 2 team control point rounds for the 2 maps.
Code:
** Executing...
** Command: "c:\program files\steam\steamapps\caleb825\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\caleb825\team fortress 2\tf" "C:\Program Files\Steam\steamapps\caleb825\sourcesdk_content\tf\mapsrc\cp_stronghold"

Valve Software - vbsp.exe (Mar 11 2008)
4 threads
materialPath: c:\program files\steam\steamapps\caleb825\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\caleb825\sourcesdk_content\tf\mapsrc\cp_stronghold.vmf
Patching WVT material: maps/cp_stronghold/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/cp_stronghold/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
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 20 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_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 (1) (78211 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1001 texinfos to 493
Reduced 30 texdatas to 24 (1169 bytes to 871)
Writing C:\Program Files\Steam\steamapps\caleb825\sourcesdk_content\tf\mapsrc\cp_stronghold.bsp
4 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\caleb825\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\caleb825\team fortress 2\tf" "C:\Program Files\Steam\steamapps\caleb825\sourcesdk_content\tf\mapsrc\cp_stronghold"

Valve Software - vvis.exe (Mar 11 2008)
4 threads
reading c:\program files\steam\steamapps\caleb825\sourcesdk_content\tf\mapsrc\cp_stronghold.bsp
reading c:\program files\steam\steamapps\caleb825\sourcesdk_content\tf\mapsrc\cp_stronghold.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\caleb825\sourcesdk_content\tf\mapsrc\cp_stronghold.prt


** Executing...
** Command: "c:\program files\steam\steamapps\caleb825\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\caleb825\team fortress 2\tf" "C:\Program Files\Steam\steamapps\caleb825\sourcesdk_content\tf\mapsrc\cp_stronghold"

Valve Software - vrad.exe SSE (Mar 11 2008)

      Valve Radiosity Simulator     
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\caleb825\sourcesdk_content\tf\mapsrc\cp_stronghold.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (1.89 seconds)
3062 faces
541723 square feet [78008144.00 square inches]
258 Displacements
304280 Square Feet [43816384.00 Square Inches]
sun extent from map=0.087156
sun extent from map=0.000000
227 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (24)
Build Patch/Sample Hash Table(s).....Done<0.0481 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (5)
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 (12)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  17/1024          816/49152    ( 1.7%) 
brushes                207/8192         2484/98304    ( 2.5%) 
brushsides            1277/65536       10216/524288   ( 1.9%) 
planes                1664/65536       33280/1310720  ( 2.5%) 
vertexes              5690/65536       68280/786432   ( 8.7%) 
nodes                 2804/65536       89728/2097152  ( 4.3%) 
texinfos               493/12288       35496/884736   ( 4.0%) 
texdata                 24/2048          768/65536    ( 1.2%) 
dispinfos              258/0           45408/0        ( 0.0%) 
disp_verts            9138/0          182760/0        ( 0.0%) 
disp_tris            12864/0           25728/0        ( 0.0%) 
disp_lmsamples      722252/0          722252/0        ( 0.0%) 
faces                 3062/65536      171472/3670016  ( 4.7%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1023/65536       57288/3670016  ( 1.6%) 
leaves                2822/65536       90304/2097152  ( 4.3%) 
leaffaces             3306/65536        6612/131072   ( 5.0%) 
leafbrushes           2130/65536        4260/131072   ( 3.3%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            18655/512000      74620/2048000  ( 3.6%) 
edges                10153/256000      40612/1024000  ( 4.0%) 
LDR worldlights        226/8192        19888/720896   ( 2.8%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            3/32768          36/393216   ( 0.0%) 
waterstrips            410/32768        4100/327680   ( 1.3%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          5970/65536       11940/131072   ( 9.1%) 
cubemapsamples          21/1024          336/16384    ( 2.1%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     1842652/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]      103391/393216   (26.3%) 
LDR ambient table     2822/65536       11288/262144   ( 4.3%) 
HDR ambient table     2822/65536       11288/262144   ( 4.3%) 
LDR leaf ambient     11903/65536      333284/1835008  (18.2%) 
HDR leaf ambient      2822/65536       79016/1835008  ( 4.3%) 
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]           1/3282     ( 0.0%) 
pakfile               [variable]        5831/0        ( 0.0%) 
physics               [variable]       78211/4194304  ( 1.9%) 
physics terrain       [variable]       64216/1048576  ( 6.1%) 

Level flags = 0

Total triangle count: 8437
Writing c:\program files\steam\steamapps\caleb825\sourcesdk_content\tf\mapsrc\cp_stronghold.bsp
43 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\caleb825\sourcesdk_content\tf\mapsrc\cp_stronghold.bsp" "c:\program files\steam\steamapps\caleb825\team fortress 2\tf\maps\cp_stronghold.bsp"


** Executing...
** Command: "c:\program files\steam\steamapps\caleb825\team fortress 2\hl2.exe"
** Parameters: -game "c:\program files\steam\steamapps\caleb825\team fortress 2\tf"  +map "cp_stronghold"

thanks for the help,
-Caleb
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
It thats happening, chances are you set up your control points/rounds wrong. Usually this happens if you don't give them appropriate group numbers/indicies.
 

Caleb8

L1: Registered
Aug 23, 2008
3
0
no, that wasn't it unfortunalty as it still does the same thing.

thanks anyway,