My map does some...strange stuff

Ida

deer
aa
Jan 6, 2008
2,289
1,372
When I try to test my map, this happens:

1. I am invincible. When I try to hurt myself with rockets or grenades, I can see blood on the walls/ground, but I don't lose HP and the character doesn't say anything he'd normally say (like "oww" or "ooh, that smarts").

2. The knockback effect of my own rockets and grenades (presumably stickies too) does not affect me at all.

3. When I right click, the game thinks I do it hundreds of times. For example, if I try to detonate stickies, all I hear is tons of "beep beep beep beep beep beep" sounds (when you detonate stickies, you usually get this sound...only ONE time) until I release the button, and they don't explode. I can't cloak as a Spy because I immediately uncloak. I can't spin up my minigun either because the game thinks I'm releasing the button then clicking it again, which cancels and restarts the spin-up over and over again.

This is extremely weird. It happened just after I had made most of my brushes into func_details, but that should have no connection, right? As for console commands, I had only recently used "thirdperson", "sv_cheats 1" and "noclip". Nothing that could mess it up this bad, I think.

Also, this DOES NOT HAPPEN on other maps if I play them by myself, or when I play on a server with other people.
 
Last edited:

Earl

L6: Sharp Member
Dec 21, 2007
284
38
Sounds like your map is inside one giant brush. Have you used unrealEd in the past?
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
I tracked all his posting history and don't see anything about him using UnrealEd. /endstalking

but you should still check if you made a huge all encompassing brush, zoom way out in the 3d view to see if you can find out
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
exactly what is bad about UnrealEd?

I think they were suggesting he was using hammer like he would UnrealEd since he wasn't used to hammer.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
I have never in my life touched UnrealEd.

As for the big brush...well, I have a hollow box for my sky right now that goes all the way around the map (yes, yes, I know it's bad for optimisation, but it's just temporary), but it's been there since day one and it has never caused me any trouble.
 

Earl

L6: Sharp Member
Dec 21, 2007
284
38
Hit Alt+P in hammer to check for problems. Also check the console right after you load your map for additional problems. It might give some hints.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Alt+P gives me no problems, but I will try checking the compile log the next time I compile.
 

lsd

L1: Registered
Jan 12, 2008
30
5
while we're talking smack about unrealed,

look what i did in 4 hours:

77068380cs8.png
\

with nothing but subtractive brushes and static meshes

ps looking for a map name


edit btw theres stuff behind the walls too im a dumbass for not taking the picture
 
Last edited:

Ida

deer
aa
Jan 6, 2008
2,289
1,372
We're not "talking smack about unrelated", I have yet to fix this problem, so I'd appreciate it if you didn't spam the topic.
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
Please post the compile log.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Edit: Didn't read the above posts properly -.- nvm

It sounds like your map didn't properly compile (well obviously) but what i'm surprised about is normally with an improper compile (when something goes wrong) the last working version of your map is loaded. Not.. what you have now.
 
Last edited:

Ida

deer
aa
Jan 6, 2008
2,289
1,372
I will compile my map in a minute. I'll post again if I have/haven't found anything with the Interlopers thingy.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Here is my compile log:

Code:
** Executing...
** Command: "c:program filessteamsteamappskirderf22sourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappskirderf22team fortress 2tf" "C:Program FilesSteamsteamappskirderf22sourcesdk_contenttfmapsrcctf_boats"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: c:program filessteamsteamappskirderf22team fortress 2tfmaterials
Loading C:Program FilesSteamsteamappskirderf22sourcesdk_contenttfmapsrcctf_boats.vmf
Patching WVT material: maps/ctf_boats/nature/blendgroundtograss003_nodetail_wvt_patch
fixing up env_cubemap materials on brush sides...
env_cubemap pointing at deleted brushside near (-897, 4343, 104)
env_cubemap pointing at deleted brushside near (-897, 4343, 104)
env_cubemap pointing at deleted brushside near (-897, 4343, 104)
env_cubemap pointing at deleted brushside near (-897, 4343, 104)
env_cubemap pointing at deleted brushside near (-897, 4343, 104)
env_cubemap pointing at deleted brushside near (-897, 4343, 104)
env_cubemap pointing at deleted brushside near (-897, 4343, 104)
env_cubemap pointing at deleted brushside near (-897, 4343, 104)
Multiple references for cubemap on texture maps/ctf_boats/glass/glasswindow001a_-897_4343_104!!!
Multiple references for cubemap on texture maps/ctf_boats/glass/glasswindow001a_-897_4343_104!!!
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 188 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesSteamsteamappskirderf22sourcesdk_contenttfmapsrcctf_boats.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 (0) (221774 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 931 texinfos to 493
Reduced 52 texdatas to 47 (1267 bytes to 1112)
Writing C:Program FilesSteamsteamappskirderf22sourcesdk_contenttfmapsrcctf_boats.bsp
5 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappskirderf22sourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappskirderf22team fortress 2tf" "C:Program FilesSteamsteamappskirderf22sourcesdk_contenttfmapsrcctf_boats"

Valve Software - vvis.exe (Mar 11 2008)
2 threads
reading c:program filessteamsteamappskirderf22sourcesdk_contenttfmapsrcctf_boats.bsp
reading c:program filessteamsteamappskirderf22sourcesdk_contenttfmapsrcctf_boats.prt
 210 portalclusters
 856 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 (334)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 43958
Average clusters visible: 209
Building PAS...
Average clusters audible: 210
visdatasize:13024  compressed from 13440
writing c:program filessteamsteamappskirderf22sourcesdk_contenttfmapsrcctf_boats.bsp
5 minutes, 35 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappskirderf22sourcesdkbinorangeboxbinvrad.exe"
** Parameters:  -game "c:program filessteamsteamappskirderf22team fortress 2tf" "C:Program FilesSteamsteamappskirderf22sourcesdk_contenttfmapsrcctf_boats"

Valve Software - vrad.exe SSE (Mar 11 2008)

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

Loading c:program filessteamsteamappskirderf22sourcesdk_contenttfmapsrcctf_boats.bsp
Setting up ray-trace acceleration structure... Done (2.09 seconds)
2138 faces
4 degenerate faces
919886 square feet [132463592.00 square inches]
1 Displacements
23044 Square Feet [3318356.00 Square Inches]
2134 patches before subdivision
27590 patches after subdivision
118 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (29)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (20)
transfers 2665663, max 619
transfer lists:  20.3 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(237281, 108186, 52012)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(55860, 20926, 11579)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(16272, 6006, 3443)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(5389, 2017, 1069)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(1946, 736, 349)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(746, 273, 113)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(299, 104, 38)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(123, 39, 12)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(52, 15, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #10 added RGB(22, 6, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(10, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #12 added RGB(4, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #13 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #14 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1666 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 (17)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  22/1024         1056/49152    ( 2.1%) 
brushes                580/8192         6960/98304    ( 7.1%) 
brushsides            3865/65536       30920/524288   ( 5.9%) 
planes                2562/65536       51240/1310720  ( 3.9%) 
vertexes              4243/65536       50916/786432   ( 6.5%) 
nodes                  576/65536       18432/2097152  ( 0.9%) 
texinfos               493/12288       35496/884736   ( 4.0%) 
texdata                 47/2048         1504/65536    ( 2.3%) 
dispinfos                1/0             176/0        ( 0.0%) 
disp_verts             289/0            5780/0        ( 0.0%) 
disp_tris              512/0            1024/0        ( 0.0%) 
disp_lmsamples       21308/0           21308/0        ( 0.0%) 
faces                 2138/65536      119728/3670016  ( 3.3%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1753/65536       98168/3670016  ( 2.7%) 
leaves                 599/65536       19168/2097152  ( 0.9%) 
leaffaces             3532/65536        7064/131072   ( 5.4%) 
leafbrushes           1379/65536        2758/131072   ( 2.1%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            17462/512000      69848/2048000  ( 3.4%) 
edges                11355/256000      45420/1024000  ( 4.4%) 
LDR worldlights        118/8192        10384/720896   ( 1.4%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips            310/32768        3100/327680   ( 0.9%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          6735/65536       13470/131072   (10.3%) 
cubemapsamples           2/1024           32/16384    ( 0.2%) 
overlays                17/512          5984/180224   ( 3.3%) 
LDR lightdata         [variable]      899640/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       13024/16777216 ( 0.1%) 
entdata               [variable]       57956/393216   (14.7%) 
LDR ambient table      599/65536        2396/262144   ( 0.9%) 
HDR ambient table      599/65536        2396/262144   ( 0.9%) 
LDR leaf ambient      2843/65536       79604/1835008  ( 4.3%) 
HDR leaf ambient       599/65536       16772/1835008  ( 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]           1/16312    ( 0.0%) 
pakfile               [variable]      319028/0        ( 0.0%) 
physics               [variable]      221774/4194304  ( 5.3%) 
physics terrain       [variable]         522/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 6188
Writing c:program filessteamsteamappskirderf22sourcesdk_contenttfmapsrcctf_boats.bsp
1 minute, 18 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamsteamappskirderf22sourcesdk_contenttfmapsrcctf_boats.bsp" "c:program filessteamsteamappskirderf22team fortress 2tfmapsctf_boats.bsp"
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Interlopers gave me this (sorry for triple posts, but I have too many words for one):

On Interlopers.net, it gave me this:

Multiple references for cubemap on texture some_texture!!!

Description:
You can specify for each cubemap which faces should be using it. However, each face can only have one cubemap attached to itself this way. If you want the face to use multiple cubemaps you shouldn't tie them statically to cubemaps this way, but split the face (into multiple brushes).

Solution:
I hope you can find out by the name of the texture which face vbsp is talking about, because that's the only reference you have. No nifty stuff will help you find the problem, you have to check each texture or cubemap individually to find it. Or just leave it, as far as i know it defaults to one of the two env_cubemaps anyway, so it wont harm you one bit if you leave it.


Generally, this error may be ignored

I'll fix it anyway, but is this even relevant?
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
Hmm, doesn't sound like that would cause it, but fixing an error cant hurt. cant see other errors in the compile log, though...