PC Crashes moments after starting compile

Discussion in 'Mapping Questions & Discussion' started by Wookong, Oct 20, 2015.

  1. Wookong

    Wookong L1: Registered

    Messages:
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    0
    Hello, whenever I attempt to compile my Team Fortress 2 map, my computer will immediately turn off.
    I'm not sure if this is a problem with my computer's temperature, although it has happened with previous maps.

    This log(?) I received last time I compiled is different from usual Hammer logs:

    3EgVERKmY7b8mZMpJM7tibi1B81AKcMIcrQD9pIRStb3dpumAiP0hMyGoL3EmMpF0M6I38/Clx09AHJj/UlGocl/B4fSJ7HB/j6R1TE07H53CCjr/ajdaS9vGuYYyy3D60RwbTrMlQIsgzKzAa7zVSBmGa9OZ51CuQPWLYtDUrnXAHV5BHk4glPg8610El4H8lwoTbmSnFpsVb+whAaGIlGAQp9BYGM4rbo2weFONRQ57uhhV/fXLPjufKjfM+kMX0JW8AUAAMAAAAAAQEAAA== request-method GET request-Accept-Encoding gzip, deflate response-head HTTP/1.1 200 OK
    Server: nginx
    Date: Wed, 21 Oct 2015 02:27:30 GMT
    Content-Type: application/json; charset=utf-8
    Vary: Accept-Encoding, Accept-Encoding
    Access-Control-Allow-Origin: *
    X-BE: api, api
    X-LB: lb2
    S


    Here is a proper log from a few days ago, there are extremely minor changes in the map:

    materialPath: C:\Program Files\Steam\SteamApps\common\Team Fortress 2\tf\materials
    Loading C:\Users\user\Documents\TF2 Map\cp_backstreets_b1_3.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...10**** leaked ****
    Entity info_target (-1314.00 -2653.00 971.00) leaked!
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 116 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_badlands_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_badlands_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) (187062 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 858 texinfos to 465
    Reduced 39 texdatas to 36 (982 bytes to 912)
    Writing C:\Users\user\Documents\TF2 Map\cp_backstreets_b1_3.bsp
    1 second elapsed



    4 threads
    reading c:\users\user\documents\tf2 map\cp_backstreets_b1_3.bsp
    reading c:\users\user\documents\tf2 map\cp_backstreets_b1_3.prt
    LoadPortals: couldn't read c:\users\user\documents\tf2 map\cp_backstreets_b1_3.prt



    [Reading texlights from 'lights.rad']
    [56 texlights parsed from 'lights.rad']

    Loading c:\users\user\documents\tf2 map\cp_backstreets_b1_3.bsp
    No vis information, direct lighting only.
    2945 faces
    4627926 square feet [666421312.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    14 direct lights
    0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0317 sec>
    0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 21/1024 1008/49152 ( 2.1%)
    brushes 506/8192 6072/98304 ( 6.2%)
    brushsides 3414/65536 27312/524288 ( 5.2%)
    planes 2174/65536 43480/1310720 ( 3.3%)
    vertexes 5026/65536 60312/786432 ( 7.7%)
    nodes 2319/65536 74208/2097152 ( 3.5%)
    texinfos 465/12288 33480/884736 ( 3.8%)
    texdata 36/2048 1152/65536 ( 1.8%)
    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 2945/65536 164920/3670016 ( 4.5%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1245/65536 69720/3670016 ( 1.9%)
    leaves 2341/65536 74912/2097152 ( 3.6%)
    leaffaces 4952/65536 9904/131072 ( 7.6%)
    leafbrushes 2145/65536 4290/131072 ( 3.3%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 19057/512000 76228/2048000 ( 3.7%)
    edges 11828/256000 47312/1024000 ( 4.6%)
    LDR worldlights 14/8192 1232/720896 ( 0.2%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 322/32768 3220/327680 ( 1.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 5901/65536 11802/131072 ( 9.0%)
    cubemapsamples 4/1024 64/16384 ( 0.4%)
    overlays 8/512 2816/180224 ( 1.6%)
    LDR lightdata [variable] 4663164/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 28620/393216 ( 7.3%)
    LDR ambient table 2341/65536 9364/262144 ( 3.6%)
    HDR ambient table 2341/65536 9364/262144 ( 3.6%)
    LDR leaf ambient 10708/65536 299824/1835008 (16.3%)
    HDR leaf ambient 2341/65536 65548/1835008 ( 3.6%)
    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] 1/13110 ( 0.0%)
    pakfile [variable] 529849/0 ( 0.0%)
    physics [variable] 187062/4194304 ( 4.5%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 8167
    Writing c:\users\user\documents\tf2 map\cp_backstreets_b1_3.bsp
    33 seconds elapsed



    materialPath: C:\Program Files\Steam\SteamApps\common\Team Fortress 2\tf\materials
    Loading C:\Users\user\Documents\TF2 Map\cp_backstreets_b1_3.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 116 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing C:\Users\user\Documents\TF2 Map\cp_backstreets_b1_3.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_badlands_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_badlands_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) (187326 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 858 texinfos to 464
    Reduced 39 texdatas to 36 (982 bytes to 912)
    Writing C:\Users\user\Documents\TF2 Map\cp_backstreets_b1_3.bsp
    5 seconds elapsed



    4 threads
    reading c:\users\user\documents\tf2 map\cp_backstreets_b1_3.bsp
    reading c:\users\user\documents\tf2 map\cp_backstreets_b1_3.prt
    951 portalclusters
    3581 numportals
    0...1...2...3...4...5...6...7...8...9...100...1...2


    materialPath: C:\Program Files\Steam\SteamApps\common\Team Fortress 2\tf\materials
    Loading C:\Users\user\Documents\TF2 Map\cp_backstreets_b1_3.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 116 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\user\Documents\TF2 Map\cp_backstreets_b1_3.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_badlands_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_badlands_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) (187326 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 858 texinfos to 464
    Reduced 39 texdatas to 36 (982 bytes to 912)
    Writing C:\Users\user\Documents\TF2 Map\cp_backstreets_b1_3.bsp
    3 seconds elapsed



    4 threads
    reading c:\users\user\documents\tf2 map\cp_backstreets_b1_3.bsp
    reading c:\users\user\documents\tf2 map\cp_backstreets_b1_3.prt
    951 portalclusters
    3581 numportals
    0...1...2...3...4...5...6...7...8...9...100...1...2.

    ^ I am aware of the leak, there is nothing much I can do to fix it as I can't fully compile. (The crashing occurred even before there was the leak). The map is quite primitive.



    Am I doing something terribly wrong? I can provide more information if necessary.

    Thanks
     
  2. Hyperion

    aa Hyperion L16: Grid Member

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    617
    Have overclocked your cpu? Compiling uses almost 100% of your cpu and you may lose power because of that
     
  3. Freyja

    aa Freyja ¯\_(ツ)_/¯

    Messages:
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    4,753
    It does sound like your cpu is overheating or drawing too much power. You can try limiting the number of threads that the compile processes use to tone it down.