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Map is crashing tf2 [SOLVED]

Discussion in 'Mapping Questions & Discussion' started by red3pit, Aug 2, 2017.

  1. red3pit

    red3pit L6: Sharp Member

    Messages:
    262
    Positive Ratings:
    296
    I should probably start this thread before, bc I'm trying to fix this issue for a week of so.

    So recently, I ended work on new version of my medieval harvest. In hammer, there are no problems, I did nescessery optimization, checked alt+p and everything. In compile log there were no big problems, here's my latest fast compile:

    ** 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\koth_ye_olde_harveste_v3.vmf"

    Valve Software - vbsp.exe (Jun 14 2017)
    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\koth_ye_olde_harveste_v3.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/koth_ye_olde_harveste_v3/harvest/ground_to_green_grass_001_nosprites_wvt_patch
    Patching WVT material: maps/koth_ye_olde_harveste_v3/harvest/ground_to_green_grass_001_wvt_patch
    Patching WVT material: maps/koth_ye_olde_harveste_v3/harvest/ground_to_green_grass_002_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 1884 detail faces...done (1)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_harvest_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_harvest_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_harvest_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_harvest_01 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) (1330454 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 5294 texinfos to 3849
    Reduced 155 texdatas to 139 (3992 bytes to 3484)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.bsp
    Wrote ZIP buffer, estimated size 7619, actual size 5797
    7 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" -fast "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3"

    Valve Software - vvis.exe (Jun 14 2017)
    fastvis = true
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.prt
    1090 portalclusters
    2895 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 29801 visible clusters (3.02%)
    Total clusters visible: 985717
    Average clusters visible: 904
    Building PAS...
    Average clusters audible: 1087
    visdatasize:304330 compressed from 313920
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.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" -noextra "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3"

    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 c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.bsp
    Setting up ray-trace acceleration structure... Done (3.69 seconds)
    10982 faces
    3 degenerate faces
    1122426 square feet [161629376.00 square inches]
    570 Displacements
    329508 Square Feet [47449160.00 Square Inches]
    10979 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
    101723 patches after subdivision
    109 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (17)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (46)
    transfers 11051569, max 1688
    transfer lists: 84.3 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(495638, 261635, 90252)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(66472, 26835, 7292)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(11322, 3571, 765)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(1977, 515, 89)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(374, 80, 11)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(73, 13, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(15, 2, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(3, 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<0.0360 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10)
    FinalLightFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    8 of 8 (100% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (11)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 38/1024 1824/49152 ( 3.7%)
    brushes 3646/8192 43752/98304 (44.5%)
    brushsides 30141/65536 241128/524288 (46.0%)
    planes 22968/65536 459360/1310720 (35.0%)
    vertexes 22424/65536 269088/786432 (34.2%)
    nodes 2303/65536 73696/2097152 ( 3.5%)
    texinfos 3849/12288 277128/884736 (31.3%)
    texdata 139/2048 4448/65536 ( 6.8%)
    dispinfos 570/0 100320/0 ( 0.0%)
    disp_verts 16154/0 323080/0 ( 0.0%)
    disp_tris 21504/0 43008/0 ( 0.0%)
    disp_lmsamples 928696/0 928696/0 ( 0.0%)
    faces 10982/65536 614992/3670016 (16.8%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 9759/65536 546504/3670016 (14.9%)
    leaves 2342/65536 74944/2097152 ( 3.6%)
    leaffaces 14967/65536 29934/131072 (22.8%)
    leafbrushes 8461/65536 16922/131072 (12.9%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 95299/512000 381196/2048000 (18.6%)
    edges 65779/256000 263116/1024000 (25.7%)
    LDR worldlights 109/8192 9592/720896 ( 1.3%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 1660/32768 16600/327680 ( 5.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 39252/65536 78504/131072 (59.9%)
    cubemapsamples 7/1024 112/16384 ( 0.7%)
    overlays 213/512 74976/180224 (41.6%)
    LDR lightdata [variable] 6889292/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 304330/16777216 ( 1.8%)
    entdata [variable] 84576/393216 (21.5%)
    LDR ambient table 2342/65536 9368/262144 ( 3.6%)
    HDR ambient table 2342/65536 9368/262144 ( 3.6%)
    LDR leaf ambient 14068/65536 393904/1835008 (21.5%)
    HDR leaf ambient 2342/65536 65576/1835008 ( 3.6%)
    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] 1/1475548 ( 0.0%)
    dtl prp lght [variable] 1/4 (25.0%)
    HDR dtl prp lght [variable] 1/4 (25.0%)
    static props [variable] 1/60484 ( 0.0%)
    pakfile [variable] 5797/0 ( 0.0%)
    physics [variable] 1330454/4194304 (31.7%)
    physics terrain [variable] 111118/1048576 (10.6%)

    Level flags = 0

    Total triangle count: 34381
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.bsp
    1 minute, 38 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_ye_olde_harveste_v3.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 "koth_ye_olde_harveste_v3" -steam

    Normal compile looks similiar to this. If i'll find one I'll post it later.
    So, whenever I try to launch the map, it just crashes the game and I have no idea what went wrong.
    Here are bsp and vmf files to check how it looks:
     

    Attached Files:

  2. Vel0city

    aa Vel0city func_fish

    Messages:
    1,938
    Positive Ratings:
    1,542
    There's probably some game logic messed up that TF2 doesn't like. Check that against the last known compiling version.
     
  3. red3pit

    red3pit L6: Sharp Member

    Messages:
    262
    Positive Ratings:
    296
    I had trigger brush not turned into capture zone, but after fixing that it still crashes. Except for that, there was no change in game logic from v2 to this version. Here's fast log with fixed cap zone:

    ** 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\koth_ye_olde_harveste_v3.vmf"

    Valve Software - vbsp.exe (Jun 14 2017)
    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\koth_ye_olde_harveste_v3.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/koth_ye_olde_harveste_v3/harvest/ground_to_green_grass_001_nosprites_wvt_patch
    Patching WVT material: maps/koth_ye_olde_harveste_v3/harvest/ground_to_green_grass_001_wvt_patch
    Patching WVT material: maps/koth_ye_olde_harveste_v3/harvest/ground_to_green_grass_002_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 1884 detail faces...done (1)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_harvest_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_harvest_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_harvest_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_harvest_01 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 (0) (1330618 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 5294 texinfos to 3849
    Reduced 155 texdatas to 139 (3992 bytes to 3484)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.bsp
    Wrote ZIP buffer, estimated size 7619, actual size 5797
    7 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" -fast "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3"

    Valve Software - vvis.exe (Jun 14 2017)
    fastvis = true
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.prt
    1076 portalclusters
    2846 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 29119 visible clusters (3.04%)
    Total clusters visible: 958543
    Average clusters visible: 890
    Building PAS...
    Average clusters audible: 1073
    visdatasize:295974 compressed from 292672
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.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" -noextra "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3"

    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 c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.bsp
    Setting up ray-trace acceleration structure... Done (3.71 seconds)
    10954 faces
    3 degenerate faces
    1124212 square feet [161886624.00 square inches]
    570 Displacements
    329508 Square Feet [47449160.00 Square Inches]
    10951 patches before subdivision
    101667 patches after subdivision
    109 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (16)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (43)
    transfers 11135354, max 1687
    transfer lists: 85.0 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(501773, 264355, 91216)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(67232, 27049, 7354)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(11430, 3588, 769)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(1993, 516, 90)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(376, 80, 11)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(73, 13, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(15, 2, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #8 added RGB(3, 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<0.0358 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
    FinalLightFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    8 of 8 (100% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (8)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 39/1024 1872/49152 ( 3.8%)
    brushes 3646/8192 43752/98304 (44.5%)
    brushsides 30141/65536 241128/524288 (46.0%)
    planes 22968/65536 459360/1310720 (35.0%)
    vertexes 22388/65536 268656/786432 (34.2%)
    nodes 2288/65536 73216/2097152 ( 3.5%)
    texinfos 3849/12288 277128/884736 (31.3%)
    texdata 139/2048 4448/65536 ( 6.8%)
    dispinfos 570/0 100320/0 ( 0.0%)
    disp_verts 16154/0 323080/0 ( 0.0%)
    disp_tris 21504/0 43008/0 ( 0.0%)
    disp_lmsamples 928696/0 928696/0 ( 0.0%)
    faces 10954/65536 613424/3670016 (16.7%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 9759/65536 546504/3670016 (14.9%)
    leaves 2328/65536 74496/2097152 ( 3.6%)
    leaffaces 14906/65536 29812/131072 (22.7%)
    leafbrushes 8416/65536 16832/131072 (12.8%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 95153/512000 380612/2048000 (18.6%)
    edges 65684/256000 262736/1024000 (25.7%)
    LDR worldlights 109/8192 9592/720896 ( 1.3%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 1648/32768 16480/327680 ( 5.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 39117/65536 78234/131072 (59.7%)
    cubemapsamples 7/1024 112/16384 ( 0.7%)
    overlays 213/512 74976/180224 (41.6%)
    LDR lightdata [variable] 6896244/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 295974/16777216 ( 1.8%)
    entdata [variable] 85367/393216 (21.7%)
    LDR ambient table 2328/65536 9312/262144 ( 3.6%)
    HDR ambient table 2328/65536 9312/262144 ( 3.6%)
    LDR leaf ambient 14090/65536 394520/1835008 (21.5%)
    HDR leaf ambient 2328/65536 65184/1835008 ( 3.6%)
    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] 1/1475548 ( 0.0%)
    dtl prp lght [variable] 1/4 (25.0%)
    HDR dtl prp lght [variable] 1/4 (25.0%)
    static props [variable] 1/60472 ( 0.0%)
    pakfile [variable] 5797/0 ( 0.0%)
    physics [variable] 1330618/4194304 (31.7%)
    physics terrain [variable] 111118/1048576 (10.6%)

    Level flags = 0

    Total triangle count: 34291
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.bsp
    1 minute, 30 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_ye_olde_harveste_v3.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_ye_olde_harveste_v3.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 "koth_ye_olde_harveste_v3" -steam
     
  4. red3pit

    red3pit L6: Sharp Member

    Messages:
    262
    Positive Ratings:
    296
    And? Any idea?
     
  5. Lampenpam

    aa Lampenpam

    Messages:
    1,019
    Positive Ratings:
    341
    Have you tried compiling without logic entities, or certain other entities? Have you tried compiling parts of your map with cordon tool?
     
  6. red3pit

    red3pit L6: Sharp Member

    Messages:
    262
    Positive Ratings:
    296
    Nope, but sure will try these.
     
  7. red3pit

    red3pit L6: Sharp Member

    Messages:
    262
    Positive Ratings:
    296
    So it's not logic's fault, cause it crashed without it. Now time to try cordon tool. Will edit this post and add the resaults.
     
  8. Viperi

    aa Viperi Lord Procrastination

    Messages:
    1,005
    Positive Ratings:
    564
    "zero area child patch" on the first post. Likely a compile with invalid solid.
     
  9. red3pit

    red3pit L6: Sharp Member

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    Ok, so logic wasn't a problem, but I couldn't find the issue by using cordon tool neither (after few times I isolated just a skybox, to try what will happen and it still crashed.)

    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
    That's 8 invalid brushes, but as I mentioned above, even the skybox alone crashed.
     
  10. ics

    aa ics http://ics-base.net

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    zero area child patch doesn't usually cause crashes. Press and hold alt and press p to open error dialog. Fix errors there if any.
     
  11. [Rx.] Christian Troy

    [Rx.] Christian Troy L5: Dapper Member

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    Did you happen to mess with the light map? Not to long ago I changed the light map from 16 to 64 on a map and it gave the "zero area child patch" until I changed it to 32.

    As for the crashing, is the map crashing the game tf2 or the server?
     
  12. red3pit

    red3pit L6: Sharp Member

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    Actually, the only "error" it shows is that there's no info_player_start.

    Did nothing to lightmap grid.

    Looks like it's map's fault at some point.
     
  13. red3pit

    red3pit L6: Sharp Member

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    Looks like we're stuck in here.
     
  14. Lampenpam

    aa Lampenpam

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    so, uh. remake the skybox if this is causing it?

    Or perhaps there is just something wrong with the VMF in general which somehow screws up the bsp? Try copy pasting all objects into a new vmf? :/

    When is the map crashing anyway? Right when you load it or after some time playing?
     
  15. red3pit

    red3pit L6: Sharp Member

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    I tried even without skybox, nothing.

    It crashes when loading it.

    Maybe this will do.
     
  16. red3pit

    red3pit L6: Sharp Member

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    Ok, so after renameing the file, it somehow helped and opens normaly... I will never understand source engine.
     
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