Map crashing while loading in-game

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Zidone

L1: Registered
Sep 2, 2009
3
0
I've been working on a map for a few weeks, and it compiles fine and well on full settings, without any leaks. However, when I load the map to test it, TF2 minimizes and crashes before getting to the "Initializing resources" part of the loading screen.

Check for problems shows nothing, and older (and I mean old, unfortunately I didn't compile very often) versions of the map work fine.

I doubt it's something caused by VVIS or VRAD, because compiling with both of those disabled or on fast does not change the fact that it crashes. The compile log checker shows nothing when I compile with VVIS and VRAD disabled, and only zero area child patches when I run a full compile.

The following is the log from my last full compile, which I started while writing this post:

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\zidone\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\zidone\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\zidone\sourcesdk_content\tf\mapsrc\pa_test4"

Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\zidone\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\zidone\sourcesdk_content\tf\mapsrc\pa_test4.vmf
Patching WVT material: maps/pa_test4/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)
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 (1)
Find Visible Detail Sides...
Merged 4458 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (4)
writing C:\Program Files (x86)\Steam\steamapps\zidone\sourcesdk_content\tf\mapsrc\pa_test4.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_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 (1) (1802561 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 4539 texinfos to 3989
Reduced 107 texdatas to 99 (3158 bytes to 2994)
Writing C:\Program Files (x86)\Steam\steamapps\zidone\sourcesdk_content\tf\mapsrc\pa_test4.bsp
11 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\zidone\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\zidone\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\zidone\sourcesdk_content\tf\mapsrc\pa_test4"

Valve Software - vvis.exe (May 19 2009)
4 threads
reading c:\program files (x86)\steam\steamapps\zidone\sourcesdk_content\tf\mapsrc\pa_test4.bsp
reading c:\program files (x86)\steam\steamapps\zidone\sourcesdk_content\tf\mapsrc\pa_test4.prt
180 portalclusters
443 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 (1)
Optimized: 10 visible clusters (0.00%)
Total clusters visible: 27886
Average clusters visible: 154
Building PAS...
Average clusters audible: 162
visdatasize:9496 compressed from 8640
writing c:\program files (x86)\steam\steamapps\zidone\sourcesdk_content\tf\mapsrc\pa_test4.bsp
1 second elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\zidone\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\zidone\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\zidone\sourcesdk_content\tf\mapsrc\pa_test4"

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

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

Loading c:\program files (x86)\steam\steamapps\zidone\sourcesdk_content\tf\mapsrc\pa_test4.bsp
Setting up ray-trace acceleration structure... Done (4.83 seconds)
21795 faces
86 degenerate faces
2568567 square feet [369873728.00 square inches]
9 Displacements
19320 Square Feet [2782209.00 Square Inches]
21709 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
123447 patches after subdivision
43 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (73)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (143)
transfers 25396073, max 4608
transfer lists: 193.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(2054559, 1356336, 1190428)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(453005, 249487, 184611)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(114066, 52132, 33528)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(33270, 12726, 6990)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(10211, 3271, 1544)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(3628, 931, 363)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1277, 269, 87)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(540, 85, 22)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(211, 26, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(107, 9, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(46, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(27, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(12, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(8, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #15 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #17 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #18 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0724 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (33)
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 (21)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 62/1024 2976/49152 ( 6.1%)
brushes 4320/8192 51840/98304 (52.7%)
brushsides 44877/65536 359016/524288 (68.5%)
planes 47078/65536 941560/1310720 (71.8%)
vertexes 32495/65536 389940/786432 (49.6%)
nodes 1050/65536 33600/2097152 ( 1.6%)
texinfos 3989/12288 287208/884736 (32.5%)
texdata 99/2048 3168/65536 ( 4.8%)
dispinfos 9/0 1584/0 ( 0.0%)
disp_verts 729/0 14580/0 ( 0.0%)
disp_tris 1152/0 2304/0 ( 0.0%)
disp_lmsamples 47144/0 47144/0 ( 0.0%)
faces 21795/65536 1220520/3670016 (33.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 19829/65536 1110424/3670016 (30.3%)
leaves 1113/65536 35616/2097152 ( 1.7%)
leaffaces 25859/65536 51718/131072 (39.5%)
leafbrushes 5910/65536 11820/131072 ( 9.0%)
areas 4/256 32/2048 ( 1.6%)
surfedges 188492/512000 753968/2048000 (36.8%)
edges 107510/256000 430040/1024000 (42.0%)
LDR worldlights 42/8192 3696/720896 ( 0.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2095/32768 20950/327680 ( 6.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 35901/65536 71802/131072 (54.8%)
cubemapsamples 58/1024 928/16384 ( 5.7%)
overlays 42/512 14784/180224 ( 8.2%)
LDR lightdata [variable] 5395740/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 9496/16777216 ( 0.1%)
entdata [variable] 77906/393216 (19.8%)
LDR ambient table 1113/65536 4452/262144 ( 1.7%)
HDR ambient table 1113/65536 4452/262144 ( 1.7%)
LDR leaf ambient 4466/65536 125048/1835008 ( 6.8%)
HDR leaf ambient 1113/65536 31164/1835008 ( 1.7%)
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] 1/4340 ( 0.0%)
pakfile [variable] 6242600/0 ( 0.0%)
physics [variable] 1802561/4194304 (43.0%)
physics terrain [variable] 1235/1048576 ( 0.1%)

Level flags = 0

Total triangle count: 62389
Writing c:\program files (x86)\steam\steamapps\zidone\sourcesdk_content\tf\mapsrc\pa_test4.bsp
4 minutes, 46 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\zidone\sourcesdk_content\tf\mapsrc\pa_test4.bsp" "c:\program files (x86)\steam\steamapps\zidone\team fortress 2\tf\maps\pa_test4.bsp"

Notes: My map uses custom materials and music, and has a 3d skybox.

Also, this is my first post. Cool.
 

Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
580
159
Well, you have that Zero Area Patch, which shouldn't be causing much of a problem, but it is there.

Interlopers says:

Description:
A solid in your level has a face with no area. My guess is that vrad.exe is trying to create a lightmap for a face that doesn't exist. Maybe you have an invalid brush?

Solution:
First check Hammers problemchecker (alt+p). If that doesn't solve your problems, you can either ignore the error, or try to find it anyway using cordon tools. You would be looking for brushes which might be too complex. I wouldn't recommend the second option.
 

Zidone

L1: Registered
Sep 2, 2009
3
0
Well, you have that Zero Area Patch, which shouldn't be causing much of a problem, but it is there.

Interlopers says:

Description:
A solid in your level has a face with no area. My guess is that vrad.exe is trying to create a lightmap for a face that doesn't exist. Maybe you have an invalid brush?

Solution:
First check Hammers problemchecker (alt+p). If that doesn't solve your problems, you can either ignore the error, or try to find it anyway using cordon tools. You would be looking for brushes which might be too complex. I wouldn't recommend the second option.
The problem checker doesn't return anything, and not running VRAD eliminates the compile error but still causes the map to crash.
 

Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
580
159
Then, unless your map is called pa test4 (with a space and not an underscore) I'd say it's something to do with your custom content, try eliminating it one at a time and seeing if that stops the error.
 

Zidone

L1: Registered
Sep 2, 2009
3
0
It seems the crashes were caused by my misuse of cart dispensers; removing them fixed the problem.