Map crashes TF2, no error message.

Discussion in 'Mapping Questions & Discussion' started by Techyworm, Feb 25, 2010.

  1. Techyworm

    Techyworm L1: Registered

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    My map I'm making, when I compile it and run it, causes TF2 to crash. It crashes with VVIS running on fast and with it running on normal, and I entered the compile log onto the error checker on Interlopers.com, nothing. No leaks or any other errors I can see. Can anyone here help me? D:
     
  2. Ravidge

    aa Ravidge Grand Vizier

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    You need to be a bit more specific. When does it crash? does it freeze or just closes to desktop? Have you tried to compile with a small area (cordon)? Try hiding visgroups that could cause it?
     
  3. Techyworm

    Techyworm L1: Registered

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    When I load up the map, it gets to "Loading resources" then closes, and the window that says HL2.exe has stopped responding pops up. I'll try hiding visgroups and compiling with a cordon, though.

    Thanks!
     
  4. Boylee

    aa Boylee pew pew pew

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    Don't know if this will help but it's what I'd try so I'll say it anyway. Try running a compile with all props, displacements, brush entities and lights turned off. If that compiles then turn on each visgroup one by one to see what's causing the problem.

    Any chance you can post the compile log here?
     
  5. DrummerX

    DrummerX L1: Registered

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    Remember if you're running vista or Win7, it will stop responding according to windows, just give it time, if you're curious if vvis or vrad is still running, open up your task manager and if vvis.exe of vrad.exe is still taking more resources than you think it should, then its still running, just give it time. If its still running after 20 mins, there's something wrong with the map or you just have a low-end comp that hates the source engine (like my laptop, which refuses to compile anything related to source but will cook any UT3 map out there)
     
  6. Techyworm

    Techyworm L1: Registered

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    VBCT was still running, I'll try playing the map now. Thanks.

    And sorry, I closed the compile window, I'll run a fast compile soon and post it here. Thanks for the help though. :D
     
  7. Techyworm

    Techyworm L1: Registered

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    Hey guys, sorry for taking so long, but here is my compile log:


    ** Executing...
    ** Command: "c:\program files\steam\steamapps\techyworm\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\techyworm\team fortress 2\tf" "C:\Program Files\Steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4"

    Valve Software - vbsp.exe (May 19 2009)
    2 threads
    materialPath: c:\program files\steam\steamapps\techyworm\team fortress 2\tf\materials
    Loading C:\Program Files\Steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4.vmf
    Patching WVT material: maps/ctf_internment_a4/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/ctf_internment_a4/dev/dev_blendmeasure2_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...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing C:\Program Files\Steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_badlands_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_badlands_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) (345031 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 1493 texinfos to 901
    Reduced 23 texdatas to 18 (739 bytes to 594)
    Writing C:\Program Files\Steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4.bsp
    15 seconds elapsed

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\techyworm\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\techyworm\team fortress 2\tf" -fast "C:\Program Files\Steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4"

    Valve Software - vvis.exe (May 19 2009)
    fastvis = true
    2 threads
    reading c:\program files\steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4.bsp
    reading c:\program files\steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4.prt
    2428 portalclusters
    7625 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (8)
    Optimized: 290692 visible clusters (0.00%)
    Total clusters visible: 4962944
    Average clusters visible: 2044
    Building PAS...
    Average clusters audible: 2427
    visdatasize:1473776 compressed from 1476224
    writing c:\program files\steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4.bsp
    9 seconds elapsed

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\techyworm\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\techyworm\team fortress 2\tf" -noextra "C:\Program Files\Steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4"

    Valve Software - vrad.exe SSE (May 19 2009)

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

    Loading c:\program files\steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4.bsp
    Setting up ray-trace acceleration structure... Done (1.86 seconds)
    8743 faces
    4 degenerate faces
    1812090 square feet [260941056.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    8739 patches before subdivision
    zero area child patch
    109549 patches after subdivision
    light has _fifty_percent_distance of 2381.000000 but _zero_percent_distance of 301.000000
    119 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (26)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (98)
    transfers 13047249, max 1201
    transfer lists: 99.5 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(953292, 742855, 842015)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(123973, 73097, 98719)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #3 added RGB(18303, 7245, 12252)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(3019, 754, 1631)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(547, 79, 227)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #6 added RGB(103, 8, 32)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(21, 1, 5)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(4, 0, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0841 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (21)
    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 (22)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 51/1024 2448/49152 ( 5.0%)
    brushes 918/8192 11016/98304 (11.2%)
    brushsides 6230/65536 49840/524288 ( 9.5%)
    planes 5536/65536 110720/1310720 ( 8.4%)
    vertexes 14092/65536 169104/786432 (21.5%)
    nodes 5528/65536 176896/2097152 ( 8.4%)
    texinfos 901/12288 64872/884736 ( 7.3%)
    texdata 18/2048 576/65536 ( 0.9%)
    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 8743/65536 489608/3670016 (13.3%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 3251/65536 182056/3670016 ( 5.0%)
    leaves 5580/65536 178560/2097152 ( 8.5%)
    leaffaces 9816/65536 19632/131072 (15.0%)
    leafbrushes 4981/65536 9962/131072 ( 7.6%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 55781/512000 223124/2048000 (10.9%)
    edges 29903/256000 119612/1024000 (11.7%)
    LDR worldlights 118/8192 10384/720896 ( 1.4%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 802/32768 8020/327680 ( 2.4%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 11967/65536 23934/131072 (18.3%)
    cubemapsamples 22/1024 352/16384 ( 2.1%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 2883960/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 1473776/16777216 ( 8.8%)
    entdata [variable] 77098/393216 (19.6%)
    LDR ambient table 5580/65536 22320/262144 ( 8.5%)
    HDR ambient table 5580/65536 22320/262144 ( 8.5%)
    LDR leaf ambient 20274/65536 567672/1835008 (30.9%)
    HDR leaf ambient 5580/65536 156240/1835008 ( 8.5%)
    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] 1/12516 ( 0.0%)
    pakfile [variable] 2431927/0 ( 0.0%)
    physics [variable] 345031/4194304 ( 8.2%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 25275
    Writing c:\program files\steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4.bsp
    2 minutes, 52 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\steamapps\techyworm\sourcesdk_content\tf\mapsrc\ctf_internment_a4.bsp" "c:\program files\steam\steamapps\techyworm\team fortress 2\tf\maps\ctf_internment_a4.bsp"



    I've put it into the error checker at Interlopers.net, and that came up empty, thanks in advance.

    (Yes, I ran Fastvis, but I've compiled it with normal VVIS before, and it still crashed.)
     
  8. Techyworm

    Techyworm L1: Registered

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    Uh, hey. Sorry to double post but this is still a problem, any solutions?
     
    Last edited: Mar 9, 2010
  9. Leminnes

    aa Leminnes

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    Maybe it'd help to post the vmf of the map?
     
  10. Techyworm

    Techyworm L1: Registered

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    Last edited: Mar 9, 2010
  11. Eradicatus

    Eradicatus L1: Registered

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    I noticed you have a light where the 50% falloff distance is farther away than the 0% falloff distance. This should not be possible.
    I doubt it's the error that crashes your level though.

    light has _fifty_percent_distance of 2381.000000 but _zero_percent_distance of 301.000000
     
  12. Techyworm

    Techyworm L1: Registered

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    Hhm, thanks.

    I have no idea how that happened, because I copy and pasted most of my lights across the map. :blink: