Map does not run automatically after hammer compile

michaelheronsgate

L1: Registered
Apr 14, 2018
2
0
Hi everyone,

I'm new to mapping, and I'm running into a big annoyance when trying to test my maps...

When I try to compile and run my map by pressing F9, TF2 starts but just stays at the main menu without loading my map. It is not frozen at the menu like I have seen before when this worked correctly on another computer, all the menu buttons are active and I can start games like normal.

Here is a screenshot of my compile settings and map inside of hammer:

Capture.PNG



Here is the compile log from hammer, the map I am trying to compile is "map_test":

Code:
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\workingMaps\map_test.vmf"

Valve Software - vbsp.exe (Mar  6 2018)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\workingMaps\map_test.vmf
Patching WVT material: maps/map_test/brick/blendcobbletocobblesnow001_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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\workingMaps\map_test.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_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_day01_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) (2278 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 10 texinfos to 3
Reduced 2 texdatas to 1 (90 bytes to 57)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\workingMaps\map_test.bsp
Wrote ZIP buffer, estimated size 106428, actual size 106080
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\workingMaps\map_test"

Valve Software - vvis.exe (Mar  6 2018)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\workingmaps\map_test.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\workingmaps\map_test.prt
   4 portalclusters
   4 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44  compressed from 64
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\workingmaps\map_test.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\workingMaps\map_test"

Valve Software - vrad.exe SSE (Mar  6 2018)

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

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\workingmaps\map_test.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
16 faces
27306 square feet [3932160.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
16 patches before subdivision
6128 patches after subdivision
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 668584, max 259
transfer lists:   5.1 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0008 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
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 (0)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                  6/8192           72/98304    ( 0.1%) 
brushsides              36/65536         288/524288   ( 0.1%) 
planes                  40/65536         800/1310720  ( 0.1%) 
vertexes                35/65536         420/786432   ( 0.1%) 
nodes                   27/65536         864/2097152  ( 0.0%) 
texinfos                 3/12288         216/884736   ( 0.0%) 
texdata                  1/2048           32/65536    ( 0.0%) 
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                   16/65536         896/3670016  ( 0.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces                6/65536         336/3670016  ( 0.0%) 
leaves                  29/65536         928/2097152  ( 0.0%) 
leaffaces               16/65536          32/131072   ( 0.0%) 
leafbrushes             16/65536          32/131072   ( 0.0%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges               88/512000        352/2048000  ( 0.0%) 
edges                   57/256000        228/1024000  ( 0.0%) 
LDR worldlights          0/8192            0/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips              0/32768           0/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices             0/65536           0/131072   ( 0.0%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      261952/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]          44/16777216 ( 0.0%) 
entdata               [variable]         345/393216   ( 0.1%) 
LDR ambient table       29/65536         116/262144   ( 0.0%) 
HDR ambient table       29/65536         116/262144   ( 0.0%) 
LDR leaf ambient         4/65536         112/1835008  ( 0.0%) 
HDR leaf ambient        29/65536         812/1835008  ( 0.0%) 
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]           1/12       ( 8.3%) 
pakfile               [variable]      106080/0        ( 0.0%) 
physics               [variable]        2278/4194304  ( 0.1%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 32
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\workingmaps\map_test.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\workingMaps\map_test.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\map_test.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf"  +map "map_test" -steam



And here is the console log when TF2 starts up, I have removed personal information for privacy:

Code:
For FCVAR_REPLICATED, ConVar must be defined in client and game .dlls (sv_use_steam_voice)
[TF Workshop] Got 12 subscribed maps, 12 new
ProtoDefs post data loaded.
ProtoDefs loaded. 18.34 MB used
ProtoDefs post data loaded.
ProtoDefs loaded. 18.34 MB used
maxplayers set to 24
Steam config directory: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\platform\config
CClientSteamContext logged on = 1
Parent cvar in server.dll not allowed (tf_flamethrower_new_flame_offset)
ProtoDefs post data loaded.
ProtoDefs loaded. 18.34 MB used
ProtoDefs post data loaded.
ProtoDefs loaded. 18.34 MB used
Cleaning up unneeded replay block data...
Replay cleanup done.
Loading default settings for high sensitivity
ProtoDefs post data loaded.
ProtoDefs post data loaded.
Connection to game coordinator established.
Current item schema is up-to-date with version 7DFE843C.
CTFGCClientSystem::PostInitGC
CTFGCClientSystem - adding listener
ProtoDefs post data loaded.
ProtoDefs post data loaded.
Unknown command "?"
Team Fortress 2 
------------------------------ 
tf2e loading 
- 
loading network settings 
[PartyClient] Forced party update
DONE 
loading gameplay settings 
DONE 
loading useful tf2e stuff 
DONE 
loading optimization settings 
DONE 
loading custom config 
'autoexec2' not present; not executing.
DONE 
- 
tf2e loaded! 
remember to check aar.x10.mx/misc/tf2e for periodic updates! 
------------------------------ 
map load failed: preload_room not found or invalid
Unknown command "voicemenu"
Unknown command "show_matchmaking"
Unknown command "show_matchmaking"
Unknown command "show_matchmaking"
Can't use cheat cvar fog_start in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_end in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_startskybox in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_endskybox in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar r_farz in multiplayer, unless the server has sv_cheats set to 1.
Network: IP (IP REMOVED FOR PRIVACY), mode MP, dedicated No, ports 27015 SV / 27005 CL
Error loading cfg/trusted_keys_base.txt
Error loading cfg/pure_server_minimal.txt
Map cycle file 'cfg/mapcycle.txt' was not found.
'cfg/motd.txt' not found; not loaded
'cfg/motd_text.txt' not found; not loaded
SV_ActivateServer: setting tickrate to 66.7
Connection to game coordinator established.
Current item schema is up-to-date with version 7DFE843C.
'listenserver.cfg' not present; not executing.
'map_test.cfg' not present; not executing.
[TF Workshop] Got updated information for map [ workshop/cp_degrootcreep_b5.ugc758374382 ]
[TF Workshop] Got updated information for map [ workshop/koth_scaffolding_a11.ugc795017485 ]
[TF Workshop] Got updated information for map [ workshop/cp_firewatch_b4.ugc830157693 ]
[TF Workshop] Got updated information for map [ workshop/koth_slasher_rc2.ugc782407483 ]
[TF Workshop] Got updated information for map [ workshop/mvm_teien_rc3.ugc942906984 ]
[TF Workshop] Got updated information for map [ workshop/cp_powerground_b3.ugc821847223 ]
[TF Workshop] Got updated information for map [ workshop/ctf_discover_b59.ugc936149990 ]
[TF Workshop] Got updated information for map [ workshop/koth_ye_olde_harveste_v4.ugc931586045 ]
[TF Workshop] Got updated information for map [ workshop/koth_hardway_72_rc1.ugc755324034 ]
[TF Workshop] Got updated information for map [ workshop/cp_burghausen_rc1.ugc454268748 ]
[TF Workshop] Got updated information for map [ workshop/cp_forgotten_b2.ugc823363516 ]
[TF Workshop] Got updated information for map [ workshop/pl_badwater_event.ugc766145891 ]
Dropped (PROFILE NAME REMOVED FOR PRIVACY) from server (Disconnect by user.)



If I go into an offline practice map and type "changelevel map_test" into the console, the map loads up as expected.


Here is the compile log after changing the level and playing around in it a bit, again with personal info removed for privacy:

Code:
] changelevel map_test
---- Host_Changelevel ----
Error loading cfg/trusted_keys_base.txt
Error loading cfg/pure_server_minimal.txt
'cfg/motd.txt' not found; not loaded
'cfg/motd_text.txt' not found; not loaded
SV_ActivateServer: setting tickrate to 66.7
'listenserver.cfg' not present; not executing.
'map_test.cfg' not present; not executing.

Team Fortress
Map: map_test
Players: 1 / 24
Build: 4463499
Server Number: 3

Client reached server_spawn.
Recognizing MM server id [A:1:2961386506:9836]
Attemped to precache unknown particle system "blood_impact_red"!
Error loading cfg/trusted_keys_base.txt
Error loading cfg/pure_server_minimal.txt
The server is using sv_pure 0.  (Enforcing consistency for select files only)
Voice_Init: Using Steam voice optimal sample rate 24000
(USERNAME REMOVED FOR PRIVACY) connected
Compact freed 696320 bytes
Redownloading all lightmaps
EntSelectSpawnPoint(): No valid spawns for class #TF_Class_Name_Demoman on team 3 found, even though at least one spawn entity exists.
'demoman.cfg' not present; not executing.
EntSelectSpawnPoint(): No valid spawns for class #TF_Class_Name_Demoman on team 3 found, even though at least one spawn entity exists.
(USERNAME REMOVED FOR PRIVACY) suicided.
EntSelectSpawnPoint(): No valid spawns for class #TF_Class_Name_Demoman on team 3 found, even though at least one spawn entity exists.
(USERNAME REMOVED FOR PRIVACY) suicided.
EntSelectSpawnPoint(): No valid spawns for class #TF_Class_Name_Demoman on team 3 found, even though at least one spawn entity exists.


It is probably also worth mentioning that I am on Windows 10


So in short, I can run my custom maps manually, but for the sake of fast iteration while working on a project, I would really like the maps to load automatically when TF2 starts after compiling.


Thank you so much to anyone who tries to help me figure out a solution to this problem.
 

michaelheronsgate

L1: Registered
Apr 14, 2018
2
0
Thanks for replying, do you know why TF2 is trying to load a map called “preload_room” instead of the map I’m compiling, called “map_test”?

Hammer’s compile even says:

“+map “map_test” -steam”

Which I am guessing are parameters telling TF2 explicitly to launch with “map_test”
 
Last edited: