My JB Map crashed with Complie Pal. (Hammer++)

My Man!

L1: Registered
Aug 18, 2021
9
0
Hey peeps I try Compile Pal for final stuff. After I did compile (Publish - Both) with no leaks nor errors. It still crashed my map when I try to join a team or spawn a bot.

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Starting a 'Publish - Both' compile.
Starting compilation of jb_mall_v1
Valve Software - vbsp.exe (Jun 18 2021)
6 threads
materialPath: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
Loading D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_v1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
***need to set $abovewater for material dev/dev_water2_cheap
***need to set $abovewater for material dev/dev_water2_cheap
Patching WVT material: maps/jb_mall_v1/ba_jail_casuarina/grasssand_wvt_patch
Patching WVT material: maps/jb_mall_v1/ba_jail_casuarina/grasssand3_wvt_patch
Patching WVT material: maps/jb_mall_v1/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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 212 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_v1.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) (736340 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3702 texinfos to 2172
Reduced 138 texdatas to 121 (3765 bytes to 3157)
Writing D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_v1.bsp
Wrote ZIP buffer, estimated size 435989, actual size 431487
3 seconds elapsed
Valve Software - vvis.exe (Jun 18 2021)
6 threads
reading d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_v1.bsp
reading d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_v1.prt
1453 portalclusters
3937 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 (4)
Optimized: 1182 visible clusters (0.61%)
Total clusters visible: 193739
Average clusters visible: 133
Building PAS...
Average clusters audible: 425
visdatasize:199698 compressed from 534704
writing d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_v1.bsp
4 seconds elapsed
Valve Software - vrad.exe SSE (Jun 18 2021)

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

[56 texlights parsed from 'lights.rad']

Loading d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_v1.bsp
Error! Unable to load file "models/props_interiors/styrofoam_cups.dx80.vtx"
Error! Unable to load file "models/props_interiors/stove04_industrial.dx80.vtx"
Error! Unable to load file "models/props_interiors/sink_industrial01.dx80.vtx"
Error! Unable to load file "models/props_interiors/soapdispenser01.dx80.vtx"
Error! Unable to load file "models/props_interiors/refrigerator_industrial01.dx80.vtx"
Error! Unable to load file "models/props_interiors/cashregister01.dx80.vtx"
Error! Unable to load file "models/props_interiors/stove03_industrial.dx80.vtx"
Error! Unable to load file "models/props_interiors/table_cafeteria.dx80.vtx"
Error! Unable to load file "models/props_downtown/booth_table.dx80.vtx"
Error! Invalid VTX file checksum: 617188304, expected 1453147081 "models/props_junk/trashdumpster01a.dx80.vtx"
Setting up ray-trace acceleration structure... Done (0.54 seconds)
11352 faces
3188885 square feet [459199552.00 square inches]
9 Displacements
15647 Square Feet [2253262.25 Square Inches]
11352 patches before subdivision
252820 patches after subdivision
sun extent from map=0.008727
439 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (164)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
transfers 34466842, max 791
transfer lists: 263.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1154592, 886162, 887391)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(321206, 220836, 213590)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(100613, 59748, 51724)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(40772, 22167, 18165)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(14762, 6848, 5012)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(6216, 2614, 1841)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(2422, 864, 563)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1046, 335, 217)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(435, 119, 76)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(194, 47, 32)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(85, 18, 13)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(39, 8, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(18, 3, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(9, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(4, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(2, 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 (0)
Bounce #18 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0647 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
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 (5)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (1)

Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 427/1024 20496/49152 (41.7%)
brushes 1600/8192 19200/98304 (19.5%)
brushsides 12912/65536 103296/524288 (19.7%)
planes 18450/65536 369000/1310720 (28.2%)
vertexes 17844/65536 214128/786432 (27.2%)
nodes 6875/65536 220000/2097152 (10.5%)
texinfos 2172/12288 156384/884736 (17.7%)
texdata 121/2048 3872/65536 ( 5.9%)
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 22060/0 22060/0 ( 0.0%)
faces 11352/65536 635712/3670016 (17.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6723/65536 376488/3670016 (10.3%)
leaves 7303/65536 233696/2097152 (11.1%)
leaffaces 12912/65536 25824/131072 (19.7%)
leafbrushes 3703/65536 7406/131072 ( 5.7%)
areas 11/256 88/2048 ( 4.3%)
surfedges 80733/512000 322932/2048000 (15.8%)
edges 43951/256000 175804/1024000 (17.2%)
LDR worldlights 439/8192 38632/720896 ( 5.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 7/32768 84/393216 ( 0.0%)
waterstrips 854/32768 8540/327680 ( 2.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 13059/65536 26118/131072 (19.9%)
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 20/512 7040/180224 ( 3.9%)
LDR lightdata [variable] 19468028/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 199698/16777216 ( 1.2%)
entdata [variable] 512391/393216 (130.3%) VERY FULL!
LDR ambient table 7303/65536 29212/262144 (11.1%)
HDR ambient table 7303/65536 29212/262144 (11.1%)
LDR leaf ambient 24474/65536 685272/1835008 (37.3%)
HDR leaf ambient 7303/65536 204484/1835008 (11.1%)
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] 1/36780 ( 0.0%)
pakfile [variable] 1720067/0 ( 0.0%)
physics [variable] 736340/4194304 (17.6%)
physics terrain [variable] 1837/1048576 ( 0.2%)

Level flags = 1

Total triangle count: 30123
Writing d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_v1.bsp
3 minutes, 10 seconds elapsed
Valve Software - vrad.exe SSE (Jun 18 2021)

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

[56 texlights parsed from 'lights.rad']

Loading d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_v1.bsp
Error! Unable to load file "models/props_interiors/styrofoam_cups.dx80.vtx"
Error! Unable to load file "models/props_interiors/stove04_industrial.dx80.vtx"
Error! Unable to load file "models/props_interiors/sink_industrial01.dx80.vtx"
Error! Unable to load file "models/props_interiors/soapdispenser01.dx80.vtx"
Error! Unable to load file "models/props_interiors/refrigerator_industrial01.dx80.vtx"
Error! Unable to load file "models/props_interiors/cashregister01.dx80.vtx"
Error! Unable to load file "models/props_interiors/stove03_industrial.dx80.vtx"
Error! Unable to load file "models/props_interiors/table_cafeteria.dx80.vtx"
Error! Unable to load file "models/props_downtown/booth_table.dx80.vtx"
Error! Invalid VTX file checksum: 617188304, expected 1453147081 "models/props_junk/trashdumpster01a.dx80.vtx"
Setting up ray-trace acceleration structure... Done (0.41 seconds)
11352 faces
3188885 square feet [459199552.00 square inches]
9 Displacements
15647 Square Feet [2253262.25 Square Inches]
11352 patches before subdivision
252820 patches after subdivision
sun extent from map=0.008727
439 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (156)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 34466842, max 791
transfer lists: 263.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1154592, 886162, 887391)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(321205, 220836, 213591)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(100613, 59748, 51724)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(40772, 22167, 18165)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(14762, 6848, 5012)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(6216, 2614, 1841)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(2422, 864, 563)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1046, 335, 217)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(435, 119, 76)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(194, 47, 32)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(85, 18, 13)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(39, 8, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(18, 3, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(9, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(4, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(2, 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 (0)
Bounce #18 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0747 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
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 (6)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (1)

Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 427/1024 20496/49152 (41.7%)
brushes 1600/8192 19200/98304 (19.5%)
brushsides 12912/65536 103296/524288 (19.7%)
planes 18450/65536 369000/1310720 (28.2%)
vertexes 17844/65536 214128/786432 (27.2%)
nodes 6875/65536 220000/2097152 (10.5%)
texinfos 2172/12288 156384/884736 (17.7%)
texdata 121/2048 3872/65536 ( 5.9%)
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 22060/0 22060/0 ( 0.0%)
faces 11352/65536 635712/3670016 (17.3%)
hdr faces 11352/65536 635712/3670016 (17.3%)
origfaces 6723/65536 376488/3670016 (10.3%)
leaves 7303/65536 233696/2097152 (11.1%)
leaffaces 12912/65536 25824/131072 (19.7%)
leafbrushes 3703/65536 7406/131072 ( 5.7%)
areas 11/256 88/2048 ( 4.3%)
surfedges 80733/512000 322932/2048000 (15.8%)
edges 43951/256000 175804/1024000 (17.2%)
LDR worldlights 439/8192 38632/720896 ( 5.4%)
HDR worldlights 439/8192 38632/720896 ( 5.4%)
leafwaterdata 7/32768 84/393216 ( 0.0%)
waterstrips 854/32768 8540/327680 ( 2.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 13059/65536 26118/131072 (19.9%)
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 20/512 7040/180224 ( 3.9%)
LDR lightdata [variable] 19468028/0 ( 0.0%)
HDR lightdata [variable] 19468028/0 ( 0.0%)
visdata [variable] 199698/16777216 ( 1.2%)
entdata [variable] 512391/393216 (130.3%) VERY FULL!
LDR ambient table 7303/65536 29212/262144 (11.1%)
HDR ambient table 7303/65536 29212/262144 (11.1%)
LDR leaf ambient 24474/65536 685272/1835008 (37.3%)
HDR leaf ambient 24474/65536 685272/1835008 (37.3%)
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] 1/36780 ( 0.0%)
pakfile [variable] 3011983/0 ( 0.0%)
physics [variable] 736340/4194304 (17.6%)
physics terrain [variable] 1837/1048576 ( 0.2%)

Level flags = 3

Total triangle count: 30123
Writing d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_v1.bsp
3 minutes, 3 seconds elapsed
D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_v1.bsp -> D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\jb_mall_v1.bsp
1 File(s) copied
CompilePal - Cubemap Generator
Detecting HDR levels...
Map requires two sets of cubemaps
Compiling LDR cubemaps...
Compiling HDR cubemaps...
Cubemaps compiled

CompilePal - Automated Packaging
Finding sources of game content...
Found search paths...
Found wildcard path: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\custom\
Found search path: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf
Found search path: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf
Found search path: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\bin
Found search path: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\download
Reading BSP...
Initializing pak file...
Writing file list...
Running bspzip...
Copying packed bsp to vmf folder...
Finished!
---------------------
119 materials found
24 models found
0 particle files found
19 sounds found
additional files:
-nav file
---------------------

'Publish - Both' compile finished in 00:07:31
0 errors/warnings logged:
No errors/warnings logged for jb_mall_v1

================================================================================
 

My Man!

L1: Registered
Aug 18, 2021
9
0
Bumped this, I try to delete prop as an above log. Still the same result. PLEASE help.