Map glitches out immediately after selecting class!

Discussion in 'Mapping Questions & Discussion' started by chrisamundo, May 2, 2019.

  1. chrisamundo

    chrisamundo L2: Junior Member

    Messages:
    63
    Positive Ratings:
    7
    So, I'll load up the map, things are fine, I'll choose a class and then BAM! It starts stuttering, all I can do is close it via task manager. No idea what is at fault here, checked interlopers but nothing there. I doubt that it's a compile problem but I'll list it here to be sure. Check the log or let me know what could be happening, I'd appreciate it.

    Compile Log:

    ** 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\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.vmf"

    Valve Software - vbsp.exe (Aug 2 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\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.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 52 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.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) (88675 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 244 texinfos to 133
    Reduced 26 texdatas to 25 (582 bytes to 564)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
    Wrote ZIP buffer, estimated size 105905, actual size 105691
    4 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\sourcesdk_content\tf\mapsrc\pl_indaclash_a1"

    Valve Software - vvis.exe (Aug 2 2018)
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.prt
    72 portalclusters
    139 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: 10 visible clusters (0.32%)
    Total clusters visible: 3174
    Average clusters visible: 44
    Building PAS...
    Average clusters audible: 69
    visdatasize:1910 compressed from 2304
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1"

    Valve Software - vrad.exe SSE (Jul 18 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\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
    Setting up ray-trace acceleration structure... Done (2.38 seconds)
    779 faces
    210408 square feet [30298788.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    779 patches before subdivision
    26237 patches after subdivision
    sun extent from map=0.000000
    109 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (24)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
    transfers 2373854, max 373
    transfer lists: 18.1 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(348124, 255177, 195095)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(56456, 33901, 26864)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(10076, 4751, 3898)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(1878, 665, 568)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(374, 95, 85)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(78, 14, 13)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(17, 2, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(4, 0, 0)
    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<0.0158 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
    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 (1)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 29/1024 1392/49152 ( 2.8%)
    brushes 240/8192 2880/98304 ( 2.9%)
    brushsides 1473/65536 11784/524288 ( 2.2%)
    planes 696/65536 13920/1310720 ( 1.1%)
    vertexes 1383/65536 16596/786432 ( 2.1%)
    nodes 407/65536 13024/2097152 ( 0.6%)
    texinfos 133/12288 9576/884736 ( 1.1%)
    texdata 25/2048 800/65536 ( 1.2%)
    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 779/65536 43624/3670016 ( 1.2%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 558/65536 31248/3670016 ( 0.9%)
    leaves 437/65536 13984/2097152 ( 0.7%)
    leaffaces 911/65536 1822/131072 ( 1.4%)
    leafbrushes 395/65536 790/131072 ( 0.6%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 6170/512000 24680/2048000 ( 1.2%)
    edges 3802/256000 15208/1024000 ( 1.5%)
    LDR worldlights 109/8192 9592/720896 ( 1.3%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 121/32768 1210/327680 ( 0.4%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 2130/65536 4260/131072 ( 3.3%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 10/512 3520/180224 ( 2.0%)
    LDR lightdata [variable] 497304/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 1910/16777216 ( 0.0%)
    entdata [variable] 105041/393216 (26.7%)
    LDR ambient table 437/65536 1748/262144 ( 0.7%)
    HDR ambient table 437/65536 1748/262144 ( 0.7%)
    LDR leaf ambient 1290/65536 36120/1835008 ( 2.0%)
    HDR leaf ambient 437/65536 12236/1835008 ( 0.7%)
    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] 1/5902 ( 0.0%)
    pakfile [variable] 105691/0 ( 0.0%)
    physics [variable] 88675/4194304 ( 2.1%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 2389
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
    33 seconds elapsed
    Valve Software - vrad.exe SSE (Jul 18 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\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
    Setting up ray-trace acceleration structure... Done (0.69 seconds)
    779 faces
    210408 square feet [30298788.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    779 patches before subdivision
    26237 patches after subdivision
    sun extent from map=0.000000
    109 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
    transfers 2373854, max 373
    transfer lists: 18.1 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(2261, 1792, 1301)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(334, 246, 183)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(54, 35, 27)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(9, 5, 4)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(2, 1, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0153 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
    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 (1)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 29/1024 1392/49152 ( 2.8%)
    brushes 240/8192 2880/98304 ( 2.9%)
    brushsides 1473/65536 11784/524288 ( 2.2%)
    planes 696/65536 13920/1310720 ( 1.1%)
    vertexes 1383/65536 16596/786432 ( 2.1%)
    nodes 407/65536 13024/2097152 ( 0.6%)
    texinfos 133/12288 9576/884736 ( 1.1%)
    texdata 25/2048 800/65536 ( 1.2%)
    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 779/65536 43624/3670016 ( 1.2%)
    hdr faces 779/65536 43624/3670016 ( 1.2%)
    origfaces 558/65536 31248/3670016 ( 0.9%)
    leaves 437/65536 13984/2097152 ( 0.7%)
    leaffaces 911/65536 1822/131072 ( 1.4%)
    leafbrushes 395/65536 790/131072 ( 0.6%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 6170/512000 24680/2048000 ( 1.2%)
    edges 3802/256000 15208/1024000 ( 1.5%)
    LDR worldlights 109/8192 9592/720896 ( 1.3%)
    HDR worldlights 109/8192 9592/720896 ( 1.3%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 121/32768 1210/327680 ( 0.4%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 2130/65536 4260/131072 ( 3.3%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 10/512 3520/180224 ( 2.0%)
    LDR lightdata [variable] 497304/0 ( 0.0%)
    HDR lightdata [variable] 497304/0 ( 0.0%)
    visdata [variable] 1910/16777216 ( 0.0%)
    entdata [variable] 105041/393216 (26.7%)
    LDR ambient table 437/65536 1748/262144 ( 0.7%)
    HDR ambient table 437/65536 1748/262144 ( 0.7%)
    LDR leaf ambient 1290/65536 36120/1835008 ( 2.0%)
    HDR leaf ambient 596/65536 16688/1835008 ( 0.9%)
    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] 1/5902 ( 0.0%)
    pakfile [variable] 105691/0 ( 0.0%)
    physics [variable] 88675/4194304 ( 2.1%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 2389
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp
    16 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_indaclash_a1.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" -windowed -noborder -w 1920 -h 1080 -novid +map "pl_indaclash_a1" -steam
     
  2. Wyvern

    aa Wyvern Certified TF2 Cartographer

    Messages:
    104
    Positive Ratings:
    144
    Hm... You don't seem to have any compile errors, as suspected. Have you checked how much space you're using on your hard drive, or how much RAM is being used in the background? TF2 is pretty large, and it can't function too well without a significant amount of space available on your computer.
     
    • Agree Agree x 1
  3. Maid

    aa Maid Moocow

    Messages:
    189
    Positive Ratings:
    386
    If it only happens after selecting a class, to me that suggests that the map logic is causing the issue (as selecting a class initialises it). are you trying to use a nonstandard gamemode or homemade logic?
     
    • Agree Agree x 2
  4. Narpas

    aa Narpas Takes way to long to make and update maps

    Messages:
    419
    Positive Ratings:
    399
    If your map can launch (even if launching crashes TF2), then 99% of the time it's not a compile issue (something that you'd be able to find in the compile log or with Interlopers).
    Usually in this case it's something to do with the logic in the map. Check all your I/O to make sure it's functioning properly.
    If the issues continue and you can't find the cause, compile sections of your map individually using the cordon tool and slowly narrow down the area(s) that cause the problems
     
    • Agree Agree x 2
  5. chrisamundo

    chrisamundo L2: Junior Member

    Messages:
    63
    Positive Ratings:
    7
    FIXED! Very sorry for wasting your time, but the problem was with the payload cart logic. As a joke before I finish the path, I decided to make it so that the cart would go flying. I was going to remove it after I tested it, but it fucked it up so I removed it.