Map crashes

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2010wolf | blw.tf

L1: Registered
Jun 22, 2017
17
So, whenever i drop the intel as blue and the time before it resets reaches zero (thus the intel goes back to it's spawn position) OR capture the intel as blue, the map crashes after 2~3 seconds.
no idea why...
here's the vmf
https://puu.sh/wT1Ka/aaebc02144.vmf

Here's the compile window


** Executing...
** Command: "F:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "F:\Steam\steamapps\common\Team Fortress 2\tf" "F:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\rp_havoc_v2_intel_test02.vmf"

Valve Software - vbsp.exe (Jun 14 2017)
4 threads
materialPath: F:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading F:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\rp_havoc_v2_intel_test02.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
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 48 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\rp_havoc_v2_intel_test02.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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) (135677 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1109 texinfos to 615
Reduced 33 texdatas to 31 (834 bytes to 719)
Writing F:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\rp_havoc_v2_intel_test02.bsp
Wrote ZIP buffer, estimated size 979, actual size 765
2 seconds elapsed

** Executing...
** Command: "F:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "F:\Steam\steamapps\common\Team Fortress 2\tf" "F:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\rp_havoc_v2_intel_test02"

Valve Software - vvis.exe (Jun 14 2017)
4 threads
reading f:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\rp_havoc_v2_intel_test02.bsp
reading f:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\rp_havoc_v2_intel_test02.prt
519 portalclusters
1469 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (41)
Optimized: 137 visible clusters (0.07%)
Total clusters visible: 197917
Average clusters visible: 381
Building PAS...
Average clusters audible: 511
visdatasize:70605 compressed from 74736
writing f:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\rp_havoc_v2_intel_test02.bsp
41 seconds elapsed

** Executing...
** Command: "F:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -game "F:\Steam\steamapps\common\Team Fortress 2\tf" "F:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\rp_havoc_v2_intel_test02"

Valve Software - vrad.exe SSE (Jun 14 2017)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading f:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\rp_havoc_v2_intel_test02.bsp
Setting up ray-trace acceleration structure... Done (0.42 seconds)
4916 faces
3 degenerate faces
4258822 square feet [613270400.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
4913 patches before subdivision
zero area child patch
zero area child patch
362195 patches after subdivision
sun extent from map=0.008727
143 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (91)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (176)
transfers 308355655, max 2454
transfer lists: 2352.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #1 added RGB(6092504, 5077014, 4733550)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #2 added RGB(1992946, 1573534, 1324005)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #3 added RGB(705169, 525423, 393446)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #4 added RGB(244668, 171527, 114585)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #5 added RGB(86023, 56683, 33743)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #6 added RGB(30163, 18655, 9901)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #7 added RGB(10606, 6154, 2912)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #8 added RGB(3729, 2029, 856)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #9 added RGB(1312, 669, 252)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #10 added RGB(462, 221, 74)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #11 added RGB(162, 73, 22)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #12 added RGB(57, 24, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #13 added RGB(20, 8, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #14 added RGB(7, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #15 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #16 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.4104 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8)
FinalLightFace Done
46 of 46 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (17)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 74/1024 3552/49152 ( 7.2%)
brushes 331/8192 3972/98304 ( 4.0%)
brushsides 2471/65536 19768/524288 ( 3.8%)
planes 2920/65536 58400/1310720 ( 4.5%)
vertexes 6872/65536 82464/786432 (10.5%)
nodes 1513/65536 48416/2097152 ( 2.3%)
texinfos 615/12288 44280/884736 ( 5.0%)
texdata 31/2048 992/65536 ( 1.5%)
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 4916/65536 275296/3670016 ( 7.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1189/65536 66584/3670016 ( 1.8%)
leaves 1588/65536 50816/2097152 ( 2.4%)
leaffaces 5745/65536 11490/131072 ( 8.8%)
leafbrushes 1398/65536 2796/131072 ( 2.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 27332/512000 109328/2048000 ( 5.3%)
edges 14511/256000 58044/1024000 ( 5.7%)
LDR worldlights 143/8192 12584/720896 ( 1.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 585/32768 5850/327680 ( 1.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7500/65536 15000/131072 (11.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 20156760/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 70605/16777216 ( 0.4%)
entdata [variable] 84539/393216 (21.5%)
LDR ambient table 1588/65536 6352/262144 ( 2.4%)
HDR ambient table 1588/65536 6352/262144 ( 2.4%)
LDR leaf ambient 9356/65536 261968/1835008 (14.3%)
HDR leaf ambient 1588/65536 44464/1835008 ( 2.4%)
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] 1/2214 ( 0.0%)
pakfile [variable] 765/0 ( 0.0%)
physics [variable] 135677/4194304 ( 3.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 12767
Writing f:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\rp_havoc_v2_intel_test02.bsp
5 minutes, 39 seconds elapsed
Valve Software - vrad.exe SSE (Jun 14 2017)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading f:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\rp_havoc_v2_intel_test02.bsp
Setting up ray-trace acceleration structure... Done (0.49 seconds)
4916 faces
3 degenerate faces
4258822 square feet [613270400.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
4913 patches before subdivision
zero area child patch
zero area child patch
362195 patches after subdivision
sun extent from map=0.008727
143 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (118)
BuildVisLeafs: 0...1...2..Out of memory or address space. Texture quality setting may be too high.


** Executing...
** Command: Copy File
** Parameters: "F:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\rp_havoc_v2_intel_test02.bsp" "F:\Steam\steamapps\common\Team Fortress 2\tf\maps\rp_havoc_v2_intel_test02.bsp"
 
Last edited:

[Rx.] Christian Troy

L5: Dapper Member
Jan 23, 2017
223
Could try moving the bottoms of each func_respawnroom about 2 units below the floor in the spawn rooms rather than even with the floors. Not sure if this will work in your case but I had the problem you mentioned on a map I fixed for a friend and that's what fixed it. In that case the map crashed as soon as a team captured a control point. Moving the bottoms of the func_respawnroom is what did the trick. ;)
 

2010wolf | blw.tf

L1: Registered
Jun 22, 2017
17
I did check the compile log first, and because i know that the skybox thing is not that big of an issue, and the map works fine when i play it, i simply just ignored it, because there is no way the skybox will cause something game breaking like this.
it even says "The affected object may not work/appear properly"

Anyways... i'll try to look into all of these things, and give you feedback
Thanks!
 

[Rx.] Christian Troy

L5: Dapper Member
Jan 23, 2017
223
This is the one that stuck out for me...

BuildVisLeafs: 0...1...2..Out of memory or address space. Texture quality setting may be too high.

The thing is that I don't think it's related to your problem. It just kinda stuck out when I saw it.
 

2010wolf | blw.tf

L1: Registered
Jun 22, 2017
17
Could try moving the bottoms of each func_respawnroom about 2 units below the floor in the spawn rooms rather than even with the floors. Not sure if this will work in your case but I had the problem you mentioned on a map I fixed for a friend and that's what fixed it. In that case the map crashed as soon as a team captured a control point. Moving the bottoms of the func_respawnroom is what did the trick. ;)

okay so... i tried to do that, didn't work out, the game still crashes.


I don't have "compile" errors, the map was compiled and even the compile log doesn't say there is anything that is... well anything to worry about.
It's just that whenever i do this certain thing as a blue (for some reason) it just crashes...