[SOLVED] Client/server crashes on map load :(

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Legendoniance

L1: Registered
Apr 15, 2020
14
1
Hello!

Thank you for your help, anyone who might be able to answer this <3

I recently started mapping and had a little issue resolved yesterday.
Now that that's resolved, another's popped up.

The issue with the map is simply that it crashes client and server, and doesn't leave anything in the log.
Loading it up on a dedicated server, I managed to get it to run once without crashing.

Not sure if this is important but I was able to join it with a friend, and the server console was spammed with a lot of something along the lines of "out of range value.... *something something* eye angle."

Touching any surface at all, even the ground, in game also makes the camera go weird and it forces the camera to look in other ways.

Now though, both server and client are unable to load up the map.

I have attached the vmf file below, and here's the compile log:


** 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\markl\Desktop\tf2 mapwork\tfdb_mymap.vmf"
Valve Software - vbsp.exe (Sep 23 2019)
12 threads
MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\markl\Desktop\tf2 mapwork\tfdb_mymap.log', but we don't own that location. Allowing.
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\markl\Desktop\tf2 mapwork\tfdb_mymap.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 8 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\markl\Desktop\tf2 mapwork\tfdb_mymap.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) (38935 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 184 texinfos to 127
Reduced 9 texdatas to 8 (223 bytes to 180)
Writing C:\Users\markl\Desktop\tf2 mapwork\tfdb_mymap.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\markl\Desktop\tf2 mapwork\tfdb_mymap.bsp', but we don't own that location. Allowing.
Wrote ZIP buffer, estimated size 212184, actual size 211568
0 seconds 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\markl\Desktop\tf2 mapwork\tfdb_mymap"
Valve Software - vvis.exe (Sep 23 2019)
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\markl\desktop\tf2 mapwork\tfdb_mymap.log', but we don't own that location. Allowing.
12 threads
reading c:\users\markl\desktop\tf2 mapwork\tfdb_mymap.bsp
reading c:\users\markl\desktop\tf2 mapwork\tfdb_mymap.prt
394 portalclusters
1423 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 (11)
Optimized: 7 visible clusters (0.00%)
Total clusters visible: 148061
Average clusters visible: 375
Building PAS...
Average clusters audible: 394
visdatasize:42549 compressed from 44128
writing c:\users\markl\desktop\tf2 mapwork\tfdb_mymap.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\markl\desktop\tf2 mapwork\tfdb_mymap.bsp', but we don't own that location. Allowing.
11 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\markl\Desktop\tf2 mapwork\tfdb_mymap"
Valve Software - vrad.exe SSE (Sep 23 2019)
Valve Radiosity Simulator
12 threads
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\markl\desktop\tf2 mapwork\tfdb_mymap.log', but we don't own that location. Allowing.
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\users\markl\desktop\tf2 mapwork\tfdb_mymap.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
1404 faces
758847 square feet [109274072.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1404 patches before subdivision
73704 patches after subdivision
8 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 (1)
transfers 22959981, max 1059
transfer lists: 175.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1076298, 741537, 644908)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(180063, 76669, 84502)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(35220, 9428, 13010)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(7014, 1110, 1957)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1449, 137, 305)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(301, 17, 47)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(63, 2, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(13, 0, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0224 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 1/1024 48/49152 ( 0.1%)
brushes 117/8192 1404/98304 ( 1.4%)
brushsides 708/65536 5664/524288 ( 1.1%)
planes 238/65536 4760/1310720 ( 0.4%)
vertexes 1709/65536 20508/786432 ( 2.6%)
nodes 506/65536 16192/2097152 ( 0.8%)
texinfos 127/12288 9144/884736 ( 1.0%)
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 1404/65536 78624/3670016 ( 2.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 358/65536 20048/3670016 ( 0.5%)
leaves 508/65536 16256/2097152 ( 0.8%)
leaffaces 2349/65536 4698/131072 ( 3.6%)
leafbrushes 364/65536 728/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7966/512000 31864/2048000 ( 1.6%)
edges 4378/256000 17512/1024000 ( 1.7%)
LDR worldlights 8/8192 704/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 111/32768 1110/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1668/65536 3336/131072 ( 2.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3279140/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 42549/16777216 ( 0.3%)
entdata [variable] 9341/393216 ( 2.4%)
LDR ambient table 508/65536 2032/262144 ( 0.8%)
HDR ambient table 508/65536 2032/262144 ( 0.8%)
LDR leaf ambient 3731/65536 104468/1835008 ( 5.7%)
HDR leaf ambient 508/65536 14224/1835008 ( 0.8%)
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] 211568/0 ( 0.0%)
physics [variable] 38935/4194304 ( 0.9%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 3738
Writing c:\users\markl\desktop\tf2 mapwork\tfdb_mymap.bsp
3 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\markl\Desktop\tf2 mapwork\tfdb_mymap.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\tfdb_mymap.bsp"

The log above mentioned only one possible error I see, which is the cubemap thing, but it shouldn't affect it...right?

Extra information:
1) Map is designed to be a Dodgeball map based on the plugin by envynz: https://forums.alliedmods.net/showthread.php?p=2534328


thank you for your help!
 

Attachments

  • tfdb_mymap.vmf
    213.9 KB · Views: 151

Legendoniance

L1: Registered
Apr 15, 2020
14
1
The only issue there is says, "There is no player start", however there are already info_player_teamspawn, so I don't need info_player_start, right?
 

theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
447
456
The "There is no player start" can be ignored for TF2. I'm not sure what is the problem, and the best thing may be to just restart if no one else can help you out. Gradually adding stuff until wither you've gotten back to the same point, or you run into the problem again, as then you'll know what thing caused the problem.
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,233
945
Are you messing around with parenting info_observer_points or using point_viewcontrol by any chance?

When you run the dedi server, before loading the map enable developer 2 in server console so all I/O is spit out as well as debug messages. Then do con_logfile logname.txt in the server console to lg console output to a file so you can check it later.

It's possible you have an infinite logic loop and it's *freezing* the server or client because its doing the same thing over and over again. If that's the case you'll see the I/O spammed in server console constantly but it won't be logged to file because of the fact it's frozen.

If you haven't done so you can also install Accelerator on the server to catch crash logs.
 

Legendoniance

L1: Registered
Apr 15, 2020
14
1
I won't be free these few days to try and fiddle around with it, but I'll revert back here when I do (hopefully with good news).

I have however used info_observer_points, I think 2 of them if i'm not wrong.
I simply put them down and did nothing else, might that be a problem?
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,233
945
No, they should work fine on their own.
 
Oct 6, 2008
1,920
441
Do you have:

1. two sloped roofs (or similar) that are mitred together on a 45 degree angle
2. have you selected both and THEN made them a func_detail?
3. is that roof next to other large walls?

this will cause a crash as the engine doesn't know how to put it together and do the lighting at the same time

It's a weird one to be sure - the above.

Use your cordon tools, start sectioning off sections of the map and compile (don't need full vis or rad) then run map find what parts work and what parts don't then start to decrease the box until you find the area causing the crash - then fix them item inside and do it all over again.

Also check your compile log over at interlopers - error checker to see if that also helps < I'd do this one first.

You can also compile in stages i.e. just do the world geometry, then add in displacements, then func_details, etc
 

Legendoniance

L1: Registered
Apr 15, 2020
14
1
I've got new ideas for the map, so I'll leave the original one alone for now and recreate whatever I may need to in the new one.

Should such issues arise again I'll revert back here again :)

Thanks everyone for your help so far!
 

Legendoniance

L1: Registered
Apr 15, 2020
14
1
Hi all :)
I've found the issue by chance, as it happened to this new map I worked on.

It's got to do with "Display Game Title" in Map Properties.
Enabling it somehow causes the map to crash, no idea why or how, but it does. *shrug*