payload and normal train on 1 map

Discussion in 'Mapping Questions & Discussion' started by blablubde, Jun 4, 2013.

  1. blablubde

    blablubde L1: Registered

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    hello,

    i decided to sign up, as i just cant find the problem in my map. i already got lots of information from here, but for this problem i need some help.

    i've created a map with a payload track. so far its working, but now i've added another track with a "normal" train. (like in cp_well)

    the problem is, after compiling the map the game freezes / crashes. i can load the map, get into the game, but upon selecting the class it crashes.
    if i remove one of the trains, its working, but not if both are present in the map.

    please take a look at the map and give me a hint on whats the problem.
    (to reduce compile time, i've extracted only the 2 trains from my map. all the other things are removed)

    https://www.dropbox.com/s/dc5taf99jeds57q/trains.vmf

    notes:
    the red team can push the cart, red spawn is besides the payload track.
    the blue team cant push it, blue spawn is besides the "big" train.
    (the payload path_track points might not all be necessary, i've created it short after i've started with mapping, so its far away from perfect. bear with me) :blushing:


    thx in advance
     
  2. Sergis

    aa Sergis L666: ])oo]v[

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    there was something that made payload, even a regular one i think, crash on mapload but i cannot remember what it was
     
  3. Toxindude

    Toxindude L3: Member

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    Please post your compile log.
     
  4. blablubde

    blablubde L1: Registered

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    you can have the compile log, maybe you can see more than interlopers.

    Code:
    ** Executing...
    ** Command: "L:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "L:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "G:\Dropbox\Dropbox\TF2\trains.vmf"
    
    Valve Software - vbsp.exe (May 20 2013)
    8 threads
    materialPath: L:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
    Loading G:\Dropbox\Dropbox\TF2\trains.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...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing G:\Dropbox\Dropbox\TF2\trains.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 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) (14205 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 143 texinfos to 38
    Reduced 13 texdatas to 11 (352 bytes to 302)
    Writing G:\Dropbox\Dropbox\TF2\trains.bsp
    0 seconds elapsed
    
    ** Executing...
    ** Command: "L:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "L:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "G:\Dropbox\Dropbox\TF2\trains"
    
    Valve Software - vvis.exe (May 20 2013)
    8 threads
    reading g:\dropbox\dropbox\tf2\trains.bsp
    reading g:\dropbox\dropbox\tf2\trains.prt
     129 portalclusters
     327 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 (0)
    Optimized: 2 visible clusters (0.01%)
    Total clusters visible: 15493
    Average clusters visible: 120
    Building PAS...
    Average clusters audible: 129
    visdatasize:5426  compressed from 6192
    writing g:\dropbox\dropbox\tf2\trains.bsp
    0 seconds elapsed
    
    ** Executing...
    ** Command: "L:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters:  -game "L:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "G:\Dropbox\Dropbox\TF2\trains"
    
    Valve Software - vrad.exe SSE (May 20 2013)
    
          Valve Radiosity Simulator     
    8 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading g:\dropbox\dropbox\tf2\trains.bsp
    Setting up ray-trace acceleration structure... Done (0.01 seconds)
    619 faces
    606776 square feet [87375840.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    619 patches before subdivision
    32097 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 (0)
    transfers 4038759, max 648
    transfer lists:  30.8 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<0.0107 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 (0)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  13/1024          624/49152    ( 1.3%) 
    brushes                 34/8192          408/98304    ( 0.4%) 
    brushsides             210/65536        1680/524288   ( 0.3%) 
    planes                 296/65536        5920/1310720  ( 0.5%) 
    vertexes               927/65536       11124/786432   ( 1.4%) 
    nodes                  405/65536       12960/2097152  ( 0.6%) 
    texinfos                38/12288        2736/884736   ( 0.3%) 
    texdata                 11/2048          352/65536    ( 0.5%) 
    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                  619/65536       34664/3670016  ( 0.9%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces               56/65536        3136/3670016  ( 0.1%) 
    leaves                 419/65536       13408/2097152  ( 0.6%) 
    leaffaces              680/65536        1360/131072   ( 1.0%) 
    leafbrushes            200/65536         400/131072   ( 0.3%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges             2913/512000      11652/2048000  ( 0.6%) 
    edges                 1578/256000       6312/1024000  ( 0.6%) 
    LDR worldlights          0/8192            0/720896   ( 0.0%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips             26/32768         260/327680   ( 0.1%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices           411/65536         822/131072   ( 0.6%) 
    cubemapsamples           1/1024           16/16384    ( 0.1%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]      952544/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]        5426/16777216 ( 0.0%) 
    entdata               [variable]       29613/393216   ( 7.5%) 
    LDR ambient table      419/65536        1676/262144   ( 0.6%) 
    HDR ambient table      419/65536        1676/262144   ( 0.6%) 
    LDR leaf ambient       203/65536        5684/1835008  ( 0.3%) 
    HDR leaf ambient       419/65536       11732/1835008  ( 0.6%) 
    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]           1/3992     ( 0.0%) 
    pakfile               [variable]         402/0        ( 0.0%) 
    physics               [variable]       14205/4194304  ( 0.3%) 
    physics terrain       [variable]           2/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 1453
    Writing g:\dropbox\dropbox\tf2\trains.bsp
    1 second elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "G:\Dropbox\Dropbox\TF2\trains.bsp" "L:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\trains.bsp"
     
  5. Toxindude

    Toxindude L3: Member

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    Well after doing some reading. I have to ask how many Cart Cap Points are in your map. Make sure there are no more than 8. From what I have read TF can only support 8 rounds any more than that and the map will crash. So go into your ent's and make sure they are set for just 1 cap per zone.
     
  6. blablubde

    blablubde L1: Registered

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    thx for your answer, but im having only 2 payload cap points.

    if its not too much work for you, please download the map file i have provided in the first link and take a look at it.
     
  7. Izotope

    aa Izotope Never releases maps

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    I'm gonna take a look

    EDIT:
    I think the problem is that the ending path node is connected to the starting path node, disconnect them, and make the path_track under the last CP the last path node.

    It could also be caused by the tf_gamerules entity, set the "HUD type" to "Default" instead of "CP HUD"

    Another problem could be caused by the team_train_watcher entity, I've had some problems with it in the past.
    You should only let this entity handle the train movement, if the map has 2 carts, one for each team, or if there are rollback zones on the tracks.

    "Linked path_track" should always be the track that captures "Linked CP".
    According to your settings, path_track1 captures CP2, but according to the I/O system, it does not. Be careful here :p

    Your map also misses some important entities to have a properly working PL map.
    You should look into Valve's PL maps to get an idea of how they did it.
    And I suggest you to take a look into ABS's Gametype Library, which is included in this beauty.
     
    Last edited: Jun 5, 2013
  8. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Crashing when a class is selected on a payload map usually means something HUD-related is not set up properly in the watcher. The HUD is initialized when you spawn, which is right after you pick a class.
     
  9. goatcheese3

    goatcheese3 L1: Registered

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    Well, it seems your problem is that your HUD type is incorrectly set up. Or at least that's part of your problem.
     
  10. blablubde

    blablubde L1: Registered

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    thx a lot. i'll have to try the tipps you have posted.

    it might take me a few days, i'll post again if i can fix it or not.
     
  11. blablubde

    blablubde L1: Registered

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    i've managed to get it working after compiling it like 1000 times.
    no matter what i had tried, it was always crashing. i've even tried to recreate it with all new items.

    the problem always was the payload track which was running in a circle.


    what got it working was the following:
    disconnect the first and last point of the payload track and create an output on the last track point with the following settings:

    OnPass | func_tracktrain | TeleportToPathTrack | path_track_1 | 0.00 | No

    which basically does nothing else than teleport the cart (func_tracktrain) to the first track point.

    its working fine, just once its teleported to the first path, i have to walk out of its radius and get back in to get it moving again.
    not a big deal, so i can live with it.