Need some help

Discussion in 'Mapping Questions & Discussion' started by Flock, Jul 17, 2009.

  1. Flock

    Flock L1: Registered

    Messages:
    7
    Positive Ratings:
    0
    Ok, so Im kinda new to map making (well I real-ish map) and Im getting this error...

    Code:
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\krakenfire\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\krakenfire\team fortress 2\tf" "C:\Program Files\Steam\SteamApps\krakenfire\sourcesdk_content\tf\mapsrc\dm_tf2deathrunbetaZOMG"
    
    Valve Software - vbsp.exe (May 19 2009)
    2 threads
    materialPath: c:\program files\steam\steamapps\krakenfire\team fortress 2\tf\materials
    Loading C:\Program Files\Steam\SteamApps\krakenfire\sourcesdk_content\tf\mapsrc\dm_tf2deathrunbetaZOMG.vmf
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    **** leaked ****
    Entity trigger_hurt (-64.00 384.00 -320.00) leaked!
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2050.0 3072.0 -698.5)
    Leaf 0 contents: CONTENTS_SOLID 
    Leaf 1 contents: 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2562.0 3072.0 -698.5)
    Leaf 0 contents: CONTENTS_SOLID 
    Leaf 1 contents: 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2051.0 3072.0 783.0)
    Leaf 0 contents: CONTENTS_SOLID 
    Leaf 1 contents: 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2562.0 3072.0 783.0)
    Leaf 0 contents: CONTENTS_SOLID 
    Leaf 1 contents: 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2049.0 3072.0 783.0)
    Leaf 0 contents: CONTENTS_SOLID 
    Leaf 1 contents: 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2142.5 3072.0 1817.5)
    Leaf 0 contents: CONTENTS_SOLID 
    Leaf 1 contents: 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2654.5 3072.0 1817.5)
    Leaf 0 contents: CONTENTS_SOLID 
    Leaf 1 contents: 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0 4096.0 336.0)
    Leaf 0 contents: 
    Leaf 1 contents: CONTENTS_SOLID 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: 
    
    *** Suppressing further FindPortalSide errors.... ***
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    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) (141520 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 554 texinfos to 404
    Reduced 8 texdatas to 8 (193 bytes to 193)
    Writing C:\Program Files\Steam\SteamApps\krakenfire\sourcesdk_content\tf\mapsrc\dm_tf2deathrunbetaZOMG.bsp
    1 second elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\SteamApps\krakenfire\sourcesdk_content\tf\mapsrc\dm_tf2deathrunbetaZOMG.bsp" "c:\program files\steam\steamapps\krakenfire\team fortress 2\tf\maps\dm_tf2deathrunbetaZOMG.bsp"
    
    
    I know what to do with the leak, but I can't find it... (lol) and Im not sure what the other stuff means? any help please?:confused:
     
  2. Cameron:D

    Cameron:D L6: Sharp Member

    Messages:
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    145
    To find a leak go map>load pointfile. Follow the red like and ta-da! The other errors are probable related to he leak and/or areaportals
     
  3. Flock

    Flock L1: Registered

    Messages:
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    0
    Thanks alot =]


    But I'm not sure if this is extreamly bad, but what does this mean?

    Code:
    
    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...
    
    
    
     
  4. Nutomic

    Nutomic L11: Posh Member

    Messages:
    888
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    177
    This is just normal, you can ignore it.
     
  5. Flock

    Flock L1: Registered

    Messages:
    7
    Positive Ratings:
    0
    Ok, and one last thing (hopefully)

    My map doesn't have ANY leaks, and I can not find what is wrong with it, but once I start the map though hammer or regular tf2, it crashes.
    It starts loading the map, and before the loading (on the bottom right) goes away, it crashes with a hl2.exe error.... any help?

    Code:
    ** Executing...
    ** Command: "c:program filessteamsteamappskrakenfiresourcesdkbinorangeboxbinvbsp.exe"
    ** Parameters: -game "c:program filessteamsteamappskrakenfireteam fortress 2tf" "C:Program FilesSteamSteamAppskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG"
    
    Valve Software - vbsp.exe (May 19 2009)
    2 threads
    materialPath: c:program filessteamsteamappskrakenfireteam fortress 2tfmaterials
    Loading C:Program FilesSteamSteamAppskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG.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)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:Program FilesSteamSteamAppskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG.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 (0) (142961 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 545 texinfos to 396
    Reduced 8 texdatas to 8 (193 bytes to 193)
    Writing C:Program FilesSteamSteamAppskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG.bsp
    1 second elapsed
    
    ** Executing...
    ** Command: "c:program filessteamsteamappskrakenfiresourcesdkbinorangeboxbinvvis.exe"
    ** Parameters: -game "c:program filessteamsteamappskrakenfireteam fortress 2tf" "C:Program FilesSteamSteamAppskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG"
    
    Valve Software - vvis.exe (May 19 2009)
    2 threads
    reading c:program filessteamsteamappskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG.bsp
    reading c:program filessteamsteamappskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG.prt
     535 portalclusters
    1681 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 (61)
    Optimized: 472 visible clusters (0.00%)
    Total clusters visible: 110401
    Average clusters visible: 206
    Building PAS...
    Average clusters audible: 476
    visdatasize:74106  compressed from 77040
    writing c:program filessteamsteamappskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG.bsp
    1 minute, 1 second elapsed
    
    ** Executing...
    ** Command: "c:program filessteamsteamappskrakenfiresourcesdkbinorangeboxbinvrad.exe"
    ** Parameters:  -game "c:program filessteamsteamappskrakenfireteam fortress 2tf" "C:Program FilesSteamSteamAppskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG"
    
    Valve Software - vrad.exe SSE (May 19 2009)
    
          Valve Radiosity Simulator     
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:program filessteamsteamappskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG.bsp
    Setting up ray-trace acceleration structure... Done (0.10 seconds)
    5557 faces
    3488744 square feet [502379264.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    5557 patches before subdivision
    269513 patches after subdivision
    0 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (3)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (117)
    transfers 93904112, max 1524
    transfer lists: 716.4 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #1 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.6282 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (19)
    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 (15)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  74/1024         3552/49152    ( 7.2%) 
    brushes                329/8192         3948/98304    ( 4.0%) 
    brushsides            2326/65536       18608/524288   ( 3.5%) 
    planes                3102/65536       62040/1310720  ( 4.7%) 
    vertexes              6923/65536       83076/786432   (10.6%) 
    nodes                 1943/65536       62176/2097152  ( 3.0%) 
    texinfos               396/12288       28512/884736   ( 3.2%) 
    texdata                  8/2048          256/65536    ( 0.4%) 
    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                 5557/65536      311192/3670016  ( 8.5%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces             1679/65536       94024/3670016  ( 2.6%) 
    leaves                2018/65536       64576/2097152  ( 3.1%) 
    leaffaces             6545/65536       13090/131072   (10.0%) 
    leafbrushes            836/65536        1672/131072   ( 1.3%) 
    areas                    5/256            40/2048     ( 2.0%) 
    surfedges            30900/512000     123600/2048000  ( 6.0%) 
    edges                15873/256000      63492/1024000  ( 6.2%) 
    LDR worldlights          0/8192            0/720896   ( 0.0%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips            206/32768        2060/327680   ( 0.6%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices          2676/65536        5352/131072   ( 4.1%) 
    cubemapsamples           0/1024            0/16384    ( 0.0%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]     7640056/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]       74106/16777216 ( 0.4%) 
    entdata               [variable]       54169/393216   (13.8%) 
    LDR ambient table     2018/65536        8072/262144   ( 3.1%) 
    HDR ambient table     2018/65536        8072/262144   ( 3.1%) 
    LDR leaf ambient      1292/65536       36176/1835008  ( 2.0%) 
    HDR leaf ambient      2018/65536       56504/1835008  ( 3.1%) 
    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]           1/12       ( 8.3%) 
    pakfile               [variable]      105719/0        ( 0.0%) 
    physics               [variable]      142961/4194304  ( 3.4%) 
    physics terrain       [variable]           2/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 13128
    Writing c:program filessteamsteamappskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG.bsp
    2 minutes, 36 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:Program FilesSteamSteamAppskrakenfiresourcesdk_contenttfmapsrcdm_tf2deathrunbetaZOMG.bsp" "c:program filessteamsteamappskrakenfireteam fortress 2tfmapsdm_tf2deathrunbetaZOMG.bsp"
    
    
    ** Executing...
    ** Command: c:program filessteamsteam.exe
    ** Parameters: -applaunch 440 -game "c:program filessteamsteamappskrakenfireteam fortress 2tf"  +map "dm_tf2deathrunbetaZOMG"
    
    
     
  6. Flock

    Flock L1: Registered

    Messages:
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    0
    Bump
     
  7. Psy

    aa Psy The Imp Queen

    Messages:
    1,705
    Positive Ratings:
    1,468
    Have you placed an info_player_teamspawn?
     
  8. A Noobcake

    A Noobcake L1: Registered

    Messages:
    41
    Positive Ratings:
    5
    Preferably 12 for each team. If you haven't placed them people don't have any places to spawn.
     
  9. Owlruler

    Owlruler L12: Fabulous Member

    Messages:
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    Positive Ratings:
    271
    not 12, 16 is what you need.
     
  10. Sgt Frag

    Sgt Frag L14: Epic Member

    Messages:
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    294
    ^that's probably the problem.

    But I also noticed your map name has ZOMG in it. ZOMG is well known to crash servers and wont be very well accepted by the community in general.:p

    Just joking, you can name it whatever you want, but don't use CAPS. They will cause server problems.
     
  11. Nineaxis

    aa Nineaxis Quack Doctor

    Messages:
    1,767
    Positive Ratings:
    1,404
    http://www.interlopers.net/errors

    To check for errors. Or you can just look at the compile log yourself, we're not mystic map gurus who can read it like a foreign language, if there's an error, it'll say in the compile log "ERROR: ....". Looking at it right now there doesn't seem to be any error.

    Is your map payload/payload race? Any errors in the PL entity system will cause TF2 to crash.
     
    • Thanks Thanks x 1
  12. Flock

    Flock L1: Registered

    Messages:
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    Positive Ratings:
    0
    I have reason to believe that it is a memory leak, (a friend compiled it, and found an error involving memory leak... idk why mine didn't)
    How would I fix that? and how do I find what is the cause?

    Thanks =]

    (No it is not a pl map, it doesn't really have an objective, its a deathrun map =] ) (after pressing a button at end, it will make a team win after 15 seconds, but if the time runs out, the other team wins)
     
    Last edited: Jul 17, 2009