My custom VSH is causing people to crash

★GANGST★

L1: Registered
Mar 17, 2022
18
1
Hello everyone, I have recently created a custom VSH that has been added to a Freak Fortress 2 server and at the moment I'm having an issue in the map is causing people to crash on the "sending client info" part of the loading screen. Now what's odd is that this only seems to be affecting specific people and other people can load my map just fine. At first, I thought it was an issue with the size of the map, but after reducing the size it still seems to be crashing people. I'm still trying to figure out why that's occurring, but if someone could take a look at my map and see if you can discover why it's causing crashing issues, I will greatly appreciate it :) Now my map does have custom sounds and models, but as it's not causing everyone to crash I can't tell if it's another specific issue.
 

Attachments

  • vsh_mannopolis_ff_fix.bsp
    38.7 MB · Views: 58

★GANGST★

L1: Registered
Mar 17, 2022
18
1
materialPath: D:\Robert Backup\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\rober\Desktop\my vsh map\vsh_mannopolis_ff_fix.vmf
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/map_watermarks/mannopolis_map_watermark.vmt
LightmappedGeneric,
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/map_watermarks/mannopolis_map_watermark.vmt
LightmappedGeneric,
Can't find surfaceprop for material map_watermarks/mannopolis_map_watermark, using default
fixing up env_cubemap materials on brush sides...
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/map_watermarks/mannopolis_map_watermark.vmt
LightmappedGeneric,
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/map_watermarks/mannopolis_map_watermark.vmt
LightmappedGeneric,
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/map_watermarks/mannopolis_map_watermark.vmt
LightmappedGeneric,
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/map_watermarks/mannopolis_map_watermark.vmt
LightmappedGeneric,
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\rober\Desktop\my vsh map\vsh_mannopolis_ff_fix.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_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) (36604 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 205 texinfos to 145
Reduced 19 texdatas to 19 (443 bytes to 443)
Writing C:\Users\rober\Desktop\my vsh map\vsh_mannopolis_ff_fix.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\rober\Desktop\my vsh map\vsh_mannopolis_ff_fix.bsp', but we don't own that location. Allowing.
ZIP Output overshot buffer estimate: Estimated 0, actual 54
3 seconds elapsed



8 threads
reading c:\users\rober\desktop\my vsh map\vsh_mannopolis_ff_fix.bsp
reading c:\users\rober\desktop\my vsh map\vsh_mannopolis_ff_fix.prt
337 portalclusters
874 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 91 visible clusters (0.10%)
Total clusters visible: 93022
Average clusters visible: 276
Building PAS...
Average clusters audible: 334
visdatasize:31120 compressed from 32352
writing c:\users\rober\desktop\my vsh map\vsh_mannopolis_ff_fix.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\rober\desktop\my vsh map\vsh_mannopolis_ff_fix.bsp', but we don't own that location. Allowing.
ZIP Output overshot buffer estimate: Estimated 0, actual 54
14 seconds elapsed



[Reading texlights from 'lights.rad']
[56 texlights parsed from 'lights.rad']

Loading c:\users\rober\desktop\my vsh map\vsh_mannopolis_ff_fix.bsp
Error! Unable to load file "models/props_city/future_city_building4.dx80.vtx"
Error! Unable to load file "models/props_city/future_city_building2.dx80.vtx"
Error! Unable to load file "models/props_city/future_city_building3.dx80.vtx"
Error! Unable to load file "models/props_city/future_city_building6.dx80.vtx"
Error! Unable to load file "models/props_city/future_city_building8.dx80.vtx"
Error! Unable to load file "models/props_city/future_city_building_large3.dx80.vtx"
Error! Unable to load file "models/props_city/future_city_tower4.dx80.vtx"
Error! Unable to load file "models/props_city/future_city_building_large5.dx80.vtx"
Error! Unable to load file "models/props_city/future_city_tower2.dx80.vtx"
Error! Unable to load file "models/props_city/future_city_building_large2.dx80.vtx"
Error! Unable to load file "models/props_city/future_city_tower1.dx80.vtx"
Error! Unable to load file "models/props_city/future_city_building7.dx80.vtx"
Error! Unable to load file "models/props_city/future_city_tower3.dx80.vtx"
2124 faces
2671038 square feet [384629504.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2124 patches before subdivision
90526 patches after subdivision
204 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 8743229, max 1190
transfer lists: 66.7 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(278148, 298330, 271625)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(21118, 26169, 24713)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(1966, 2492, 2313)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(211, 275, 251)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(24, 31, 27)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(3, 4, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0491 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 11/1024 528/49152 ( 1.1%)
brushes 92/8192 1104/98304 ( 1.1%)
brushsides 556/65536 4448/524288 ( 0.8%)
planes 600/65536 12000/1310720 ( 0.9%)
vertexes 2874/65536 34488/786432 ( 4.4%)
nodes 1032/65536 33024/2097152 ( 1.6%)
texinfos 145/12288 10440/884736 ( 1.2%)
texdata 19/2048 608/65536 ( 0.9%)
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 2124/65536 118944/3670016 ( 3.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 272/65536 15232/3670016 ( 0.4%)
leaves 1044/65536 33408/2097152 ( 1.6%)
leaffaces 2410/65536 4820/131072 ( 3.7%)
leafbrushes 897/65536 1794/131072 ( 1.4%)
areas 3/256 24/2048 ( 1.2%)
surfedges 10615/512000 42460/2048000 ( 2.1%)
edges 5507/256000 22028/1024000 ( 2.2%)
LDR worldlights 203/8192 17864/720896 ( 2.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 120/32768 1200/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1611/65536 3222/131072 ( 2.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3877300/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 31120/16777216 ( 0.2%)
entdata [variable] 105173/393216 (26.7%)
LDR ambient table 1044/65536 4176/262144 ( 1.6%)
HDR ambient table 1044/65536 4176/262144 ( 1.6%)
LDR leaf ambient 4937/65536 138236/1835008 ( 7.5%)
HDR leaf ambient 1044/65536 29232/1835008 ( 1.6%)
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] 1/12 ( 8.3%)
static props [variable] 1/17098 ( 0.0%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 36604/4194304 ( 0.9%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 5279
Writing c:\users\rober\desktop\my vsh map\vsh_mannopolis_ff_fix.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
41 seconds elapsed
 

henke37

aa
Sep 23, 2011
2,075
515
You have malformed/truncated material files and missing model files. You should fix those things first.
 

★GANGST★

L1: Registered
Mar 17, 2022
18
1
Hey thank you for the response. Now I don’t believe the models are causing any issues as people have managed to load into this specific version of my map with no issues. (Although I will look into that if necessary. ) Now what I believe may be causing people to crash could be one of the custom sound files that I made for the map. This is a theory that I may have “accidentally” discovered when I was testing out one of my Freak Fortress 2/Versus Saxton Hale bosses.
 

★GANGST★

L1: Registered
Mar 17, 2022
18
1
Okay one of my friends discovered that having your Team Fortress 2's "Model Settings" set to anything but high was causing him to crash upon loading my map. I tested that out on my end, and sure enough it also crashed my game. Now I know I am utilizing props from "Source Fillmaker/Garry's Mod" (from the Winglet's "Timeless Thief video if you saw that amazing animation) and my guess is either the Building Props or Hovercar props. Would there be a way to make it to where these props have lower quality versions of them. (as they may not even have lower quality versions which could be causing the problem.)
 

TF2CutContent

Banned
Nov 26, 2010
59
82
Okay one of my friends discovered that having your Team Fortress 2's "Model Settings" set to anything but high was causing him to crash upon loading my map. I tested that out on my end, and sure enough it also crashed my game. Now I know I am utilizing props from "Source Fillmaker/Garry's Mod" (from the Winglet's "Timeless Thief video if you saw that amazing animation) and my guess is either the Building Props or Hovercar props. Would there be a way to make it to where these props have lower quality versions of them. (as they may not even have lower quality versions which could be causing the problem.)
Could very well be a lack of LODs. Load the models up in HLMV and see what options appear in the LOD dropdown. If they've got lower LODs, I may be mistaken but I'd swear you can force a prop to use a certain LOD setting. Could try that. Either way, I would start off troubleshooting this by making a version of the map without the SFM props and see if it causes crashes still. If the crashes stop, then you have your answer.
 

★GANGST★

L1: Registered
Mar 17, 2022
18
1
Whoops, nearly forgot to mention, but I believe the biggest reason my map was crashing people was due to the future buildings props (as these are from Garry's Mod & Source Filmmaker. Shoutout to The Winglet wink wink.) were missing a dxlevel 80 mesh file. Thankfully, I have crowbar from being a Freak Fortress 2 Boss maker and was able to recompile the buildings and give them that missing file. I believe I have now solved the crashing issue with my map but will need to test it with the people that were crashing upon loading my map. (To ensure that I fixed the issue, I messed around with my own model settings and managed to make my own game crash when loading my map. After recompiling the buildings files and re adding my map, I no longer crashed when loading it.) Oh and thanks for all of the comments and people helping me out to find that issue. Let's hope I'm correct and fixed the crashing issue!
 
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