Map crashes TF2 for everyone but me

Discussion in 'Mapping Questions & Discussion' started by aweaklingchild, Dec 27, 2010.

  1. aweaklingchild

    aweaklingchild L1: Registered

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    Positive Ratings:
    2
    So I've been trying to playtest my map for a couple weeks now but have been unable to because it crashes everyone's game, except mine, that tries to run it. Specifically, it freezes TF2 during the loading process. I've been able to run it, however, with zero problems both locally and on a server.

    Since it only crashes on other people's systems, it has been difficult to troubleshoot (have to compile, upload and find people who want to watch their TF2 crash). Still, I've compiled and tested 5 or 6 different versions in an attempt to fix the problem. At this point I am at a total loss as to what is causing it.

    Some things I've tried and other info:

    - I'm not generating any relevant errors in my compile log or in-game
    - tried both fast and normal compiles
    - drastically improved optimization
    - in one version I deleted all normal "light" entities (read somewhere that this worked for someone)
    - no custom textures/particles/anything
    - several different people have tried running the map with no success
    - on an earlier version that I tested locally with bots, i noticed there were no announcer sounds.. this is probably unrelated, but thought i should mention it just in case

    Map: http://dl.dropbox.com/u/10109531/cp_leat_a4_06.rar
    Project file: http://dl.dropbox.com/u/10109531/cp_leat_a4_06.vmf

    Most recent compile log:

    ** Executing...
    ** Command: "d:\steamall\steamapps\aweaklingchild\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "d:\steamall\steamapps\aweaklingchild\team fortress 2\tf" "D:\steamALL\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06.vmf"

    Valve Software - vbsp.exe (Jul 7 2010)
    4 threads
    materialPath: d:\steamall\steamapps\aweaklingchild\team fortress 2\tf\materials
    Loading D:\steamALL\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06.vmf
    Patching WVT material: maps/cp_leat_a4_06/nature/blendrockgroundwallforest_wvt_patch
    Patching WVT material: maps/cp_leat_a4_06/nature/blendgroundtogravel001_wvt_patch
    Patching WVT material: maps/cp_leat_a4_06/nature/blendgrass_canyon02_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 2182 detail faces...done (1)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (2)
    writing D:\steamALL\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_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) (1569824 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 9514 texinfos to 6588
    Reduced 180 texdatas to 150 (5832 bytes to 4505)
    Writing D:\steamALL\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06.bsp
    22 seconds elapsed
    -2.337347 -1.299201 0.000000
    -2.337347 -1.278825 0.000000
    2.063540 1.299201 0.000000
    -2.337347 1.299201 0.000000
    make_triangles:calc_triangle_representation: Cannot convert

    ** Executing...
    ** Command: "d:\steamall\steamapps\aweaklingchild\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "d:\steamall\steamapps\aweaklingchild\team fortress 2\tf" "D:\steamALL\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06"

    Valve Software - vvis.exe (Jul 7 2010)
    4 threads
    reading d:\steamall\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06.bsp
    reading d:\steamall\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06.prt
    2440 portalclusters
    6975 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (5693)
    Optimized: 12008 visible clusters (0.00%)
    Total clusters visible: 998658
    Average clusters visible: 409
    Building PAS...
    Average clusters audible: 1400
    visdatasize:914413 compressed from 1522560
    writing d:\steamall\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06.bsp
    1 hour, 34 minutes, 55 seconds elapsed

    ** Executing...
    ** Command: "d:\steamall\steamapps\aweaklingchild\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "d:\steamall\steamapps\aweaklingchild\team fortress 2\tf" "D:\steamALL\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06"

    Valve Software - vrad.exe SSE (Jul 7 2010)

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

    Loading d:\steamall\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06.bsp
    Setting up ray-trace acceleration structure... Done (9.58 seconds)
    17873 faces
    2 degenerate faces
    1774963 square feet [255594736.00 square inches]
    316 Displacements
    367187 Square Feet [52874992.00 Square Inches]
    17871 patches before subdivision
    595005 patches after subdivision
    sun extent from map=0.258819
    324 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (341)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (387)
    transfers 72660627, max 2124
    transfer lists: 554.4 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(4212569, 2943972, 2108248)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Bounce #2 added RGB(908156, 533623, 337175)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #3 added RGB(268243, 133448, 71956)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Bounce #4 added RGB(88336, 38036, 17668)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(32742, 12018, 4766)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Bounce #6 added RGB(12594, 3960, 1356)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(5073, 1356, 404)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Bounce #8 added RGB(2076, 472, 123)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #9 added RGB(867, 167, 39)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Bounce #10 added RGB(365, 60, 12)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #11 added RGB(155, 22, 4)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #12 added RGB(66, 8, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #13 added RGB(28, 3, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #14 added RGB(12, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Bounce #15 added RGB(5, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #16 added RGB(2, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Bounce #17 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.3927 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (53)
    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 (48)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 36/1024 1728/49152 ( 3.5%)
    brushes 4499/8192 53988/98304 (54.9%)
    brushsides 30068/65536 240544/524288 (45.9%)
    planes 10726/65536 214520/1310720 (16.4%)
    vertexes 33919/65536 407028/786432 (51.8%)
    nodes 5023/65536 160736/2097152 ( 7.7%)
    texinfos 6588/12288 474336/884736 (53.6%)
    texdata 150/2048 4800/65536 ( 7.3%)
    dispinfos 316/0 55616/0 ( 0.0%)
    disp_verts 9964/0 199280/0 ( 0.0%)
    disp_tris 13760/0 27520/0 ( 0.0%)
    disp_lmsamples 3642184/0 3642184/0 ( 0.0%)
    faces 17873/65536 1000888/3670016 (27.3%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 11584/65536 648704/3670016 (17.7%)
    leaves 5060/65536 161920/2097152 ( 7.7%)
    leaffaces 25647/65536 51294/131072 (39.1%)
    leafbrushes 12441/65536 24882/131072 (19.0%)
    areas 18/256 144/2048 ( 7.0%)
    surfedges 136479/512000 545916/2048000 (26.7%)
    edges 87569/256000 350276/1024000 (34.2%)
    LDR worldlights 324/8192 28512/720896 ( 4.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 8/32768 96/393216 ( 0.0%)
    waterstrips 2698/32768 26980/327680 ( 8.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 47394/65536 94788/131072 (72.3%)
    cubemapsamples 38/1024 608/16384 ( 3.7%)
    overlays 2/512 704/180224 ( 0.4%)
    LDR lightdata [variable] 33722756/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 914413/16777216 ( 5.5%)
    entdata [variable] 194314/393216 (49.4%)
    LDR ambient table 5060/65536 20240/262144 ( 7.7%)
    HDR ambient table 5060/65536 20240/262144 ( 7.7%)
    LDR leaf ambient 29679/65536 831012/1835008 (45.3%)
    HDR leaf ambient 5060/65536 141680/1835008 ( 7.7%)
    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] 1/58038 ( 0.0%)
    pakfile [variable] 18659/0 ( 0.0%)
    physics [variable] 1569824/4194304 (37.4%)
    physics terrain [variable] 68486/1048576 ( 6.5%)

    Level flags = 0

    Total triangle count: 54303
    Writing d:\steamall\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06.bsp
    14 minutes, 25 seconds elapsed
    -2.337347 -1.299201 0.000000
    -2.337347 -1.278825 0.000000
    2.063540 1.299201 0.000000
    -2.337347 1.299201 0.000000
    make_triangles:calc_triangle_representation: Cannot convert

    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\steamALL\steamapps\aweaklingchild\sourcesdk_content\tf\mapsrc\cp_leat_a4_06.bsp" "d:\steamall\steamapps\aweaklingchild\team fortress 2\tf\maps\cp_leat_a4_06.bsp"

    ------------------------------

    Fyi, the cause of the "cannot convert" error is a particular model I'm using and, as far as I can tell, is irrelevant. I've removed the model and had the same crashes.

    Thanks in advance for any help you might be able to provide.
     
  2. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    EDIT:

    GAH

    I just saw the very bottom of you thread.

    So it isn't the custom model? Have you tried not using ANY models, it could be another model.
    I assume you have checked for leaks?

    (my original post was telling you to look at that custom model)
     
    Last edited: Dec 27, 2010
  3. Steff0o

    Steff0o L6: Sharp Member

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    it doesnt crash for me though
    :p
    aside from the crahsing, start using func_detail, your vvis calculation time is now 1 hour and 34 minutes, if done right it can take about 1-7 minutes :)
    Also set your resupply lockers specified to teams, you dont want red people accidently resuppling from blue lockers :)
    EDIT: i just looked at your map file to see why its taking so long on vvis:
    [​IMG]
    this is how your portal file looks now, i think you have about 3000+ differnt blue squares, vvis is calculating for every blue square wich other blue square it can see, so with so many squares it takes a really long time :)
    to start optimizing func_detail about everything thats not straigt vertical or horizontal...
    EDIT 2: another thing i found is that you have areaportals brushes that aren't areaportals, tie them to an entitie and make them a func_areaportal :p
     
    Last edited: Dec 27, 2010
  4. aweaklingchild

    aweaklingchild L1: Registered

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    Ya, that one model doesn't seem to be causing it. I have not tested a version without models. I would consider doing that if I knew that a faulty model could actually cause this kind of problem. Same thing goes with lights.. I could probably do a test with fullbright lighting and see if people can run it. Also there are no leaks.

    The big question for me is why am I the only one who can run it without problems. Initially I thought it had to do with some custom content I accidentally added, but nope..everything is stock.
     
  5. aweaklingchild

    aweaklingchild L1: Registered

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    Interesting that you can run it Steff, you're the first. Also about 95% of the brushwork is func_detail. I had thought the compile time was a little long, but it was a "normal" compile not "fast" so I dunno.
     
  6. Steff0o

    Steff0o L6: Sharp Member

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    ^
    see my edits in previous posts how you can decrease vvis compile time :p
     
  7. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Sometimes this happens when you generate a nav file to test your map with bots and pak that nav file into the bsp.
     
  8. Lancey

    aa Lancey Currently On: ?????

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    Are your func_detail brushes intersecting through other func_detail brushes? Are there func_details that are intersecting through world geometry?
     
  9. aweaklingchild

    aweaklingchild L1: Registered

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    @ Steff: Thanks for taking a look at the project file. I just went through the portal file as well and it looks pretty bad. It looks like vvis is making a lot of really arbitrary leafs. Still, this is kind of surprising bc there isn't much geometry that isn't func_detail. The stuff that I've left tied to world is mostly basic geometry. There's definitely some more that I could func_detail, but maybe I should be focusing on refining my hint brushes? Thanks for your help though, the whole optimization process is a little foreign to me. Also, I couldn't find any areaportals that weren't tied to a func_areaportal. No sure what the deal is there.

    @ Aly: Yeah, I've heard about problems with nav files but I haven't been paking anything.
     
  10. aweaklingchild

    aweaklingchild L1: Registered

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    @ nerdboy: Probably. There's a ton of func_detail stuff in there, I doubt it's all perfectly flush. Can this really cause something as serious as crashing the game?
     
  11. Steff0o

    Steff0o L6: Sharp Member

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    you have that much squares because you didnt func_detailled angeld geometry, your basic geometry still has sloped pieces in it, all that isnt horziontal of vertical in any direction is best func_detailled :)
     
  12. aweaklingchild

    aweaklingchild L1: Registered

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    Just tried a version without any point entities (lights and props). Still crashed for anybody that tried it.
     
  13. aweaklingchild

    aweaklingchild L1: Registered

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    Just tested 2 more versions, one with all func_details taken out and another without any displacements, both cause the same crashes.

    At this point I literally have no idea what the deal is.
     
  14. aweaklingchild

    aweaklingchild L1: Registered

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    I finally found the problem: water. Took it out and the map runs fine. My guess at this point is that the map was crashing for anyone running dx8 because I hadn't tied any cubemaps to my water brushes.