My map crashes tf2 on load

Pracy

L1: Registered
Jun 1, 2014
1
0
My surf map crashes tf2 on load using the settings at 74.91.116.115:27015 (24/7 Combat Surf @ Game.Azelphur.com (Instant Spawn, rtd). It does not crash when i load it using normal tf2 settings which disables surfing.

here is the console output
** 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:\Users\Brenden\Desktop\tf2 hammer\surf_m00la_sucks.vmf"

Valve Software - vbsp.exe (May 15 2014)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Brenden\Desktop\tf2 hammer\surf_m00la_sucks.vmf
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 362 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Brenden\Desktop\tf2 hammer\surf_m00la_sucks.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 (1) (96446 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 832 texinfos to 474
Reduced 20 texdatas to 12 (875 bytes to 396)
Writing C:\Users\Brenden\Desktop\tf2 hammer\surf_m00la_sucks.bsp
1 second 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:\Users\Brenden\Desktop\tf2 hammer\surf_m00la_sucks"

Valve Software - vvis.exe (May 15 2014)
8 threads
reading c:\users\brenden\desktop\tf2 hammer\surf_m00la_sucks.bsp
reading c:\users\brenden\desktop\tf2 hammer\surf_m00la_sucks.prt
380 portalclusters
1047 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 (8)
Optimized: 67 visible clusters (0.10%)
Total clusters visible: 70459
Average clusters visible: 185
Building PAS...
Average clusters audible: 322
visdatasize:34815 compressed from 36480
writing c:\users\brenden\desktop\tf2 hammer\surf_m00la_sucks.bsp
8 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:\Users\Brenden\Desktop\tf2 hammer\surf_m00la_sucks"

Valve Software - vrad.exe SSE (May 14 2014)

Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\users\brenden\desktop\tf2 hammer\surf_m00la_sucks.bsp
Setting up ray-trace acceleration structure... Done (0.41 seconds)
2335 faces
2 degenerate faces
468927 square feet [67525624.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2333 patches before subdivision
49835 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 (4)
transfers 8139840, max 1091
transfer lists: 62.1 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<0.0151 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 23/1024 1104/49152 ( 2.2%)
brushes 259/8192 3108/98304 ( 3.2%)
brushsides 3000/65536 24000/524288 ( 4.6%)
planes 4168/65536 83360/1310720 ( 6.4%)
vertexes 4525/65536 54300/786432 ( 6.9%)
nodes 1095/65536 35040/2097152 ( 1.7%)
texinfos 474/12288 34128/884736 ( 3.9%)
texdata 12/2048 384/65536 ( 0.6%)
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 2335/65536 130760/3670016 ( 3.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 714/65536 39984/3670016 ( 1.1%)
leaves 1119/65536 35808/2097152 ( 1.7%)
leaffaces 2965/65536 5930/131072 ( 4.5%)
leafbrushes 1203/65536 2406/131072 ( 1.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 14679/512000 58716/2048000 ( 2.9%)
edges 8830/256000 35320/1024000 ( 3.4%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 483/32768 4830/327680 ( 1.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7890/65536 15780/131072 (12.0%)
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1239408/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 34815/16777216 ( 0.2%)
entdata [variable] 8999/393216 ( 2.3%)
LDR ambient table 1119/65536 4476/262144 ( 1.7%)
HDR ambient table 1119/65536 4476/262144 ( 1.7%)
LDR leaf ambient 525/65536 14700/1835008 ( 0.8%)
HDR leaf ambient 1119/65536 31332/1835008 ( 1.7%)
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] 1/12 ( 8.3%)
pakfile [variable] 426020/0 ( 0.0%)
physics [variable] 96446/4194304 ( 2.3%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 7260
Writing c:\users\brenden\desktop\tf2 hammer\surf_m00la_sucks.bsp
6 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Brenden\Desktop\tf2 hammer\surf_m00la_sucks.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\surf_m00la_sucks.bsp"


I am having trouble finding the error which causes this crash on not only my computer by my friend's as well.
Any help would be greatly appreciated.
 
Mar 23, 2013
1,013
347
the log looks fine to me. There is currently a bug in tf2 when you load a map for yourself and then change the map via the "map <mapname>" console command, your game crashes. Maybe it was just that?

On an unrelated note: you seem to have a lot of visleafs, maybe look up what func_detail is.
 

Smileytopin

L1: Registered
Nov 25, 2013
40
17
Exactly what Lampenam said, if you want to test your surf map go to the surf server you wanted to copy the settings of, type in console "map surf_air_arena_v4", and then type in changeleve "Yourmapname". Changing map using the map command crashes tf2 a LOT. Also, go over all of your ramps and func_detail them.
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
good so it isn't just me. It seems to be doing this for portal 2 as well, any time I finish a level and it loads the next one it crashes to desktop.
 

xzzy

aa
Jan 30, 2010
815
531
the log looks fine to me. There is currently a bug in tf2 when you load a map for yourself and then change the map via the "map <mapname>" console command, your game crashes. Maybe it was just that?

On an unrelated note: you seem to have a lot of visleafs, maybe look up what func_detail is.

Welp that's something I would have liked to known four days ago.

I was terrified my SSD was dying. :O

(a verify cache seems to temporarily fix it which is why I thought it was my computer going tits up)
 
Mar 23, 2013
1,013
347
good so it isn't just me. It seems to be doing this for portal 2 as well, any time I finish a level and it loads the next one it crashes to desktop.

Hm... I think that's something different. Since I had excatly the same bug in L4d2 (got fixed but occured again) and in CSGO. this bug was there for years and the comunity found a way to fix it, two friking years later!! This bug had driven me insane. It was so frustrating restarting the game as soon the server changes the map.

http://forums.steampowered.com/forums/showthread.php?t=3170854&page=6

check this out, maybe that fixes it for you. I can confirm that it does in CSGO