Testing Issues

Discussion in 'Mapping Questions & Discussion' started by Aperture, Mar 20, 2013.

  1. Aperture

    Aperture L1: Registered

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    Hey everyone.

    I'm having a bit of an issue when I try to test, whether it's ran from Hammer, or straight from TF2.

    When I test, it doesn't seem to be testing the current state the map is in, but a more previous save of the file. I guess for some reason it was update.

    Any ideas?
     
  2. Aperture

    Aperture L1: Registered

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    Oops, I meant wasn't updated*
     
  3. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    In that case, you can be pretty certain that it's because you have an error in your new version that prevents the map from compiling properly. This doesn't stop tf2 from launching, and thus it fires up an older version of the map.

    Scan your log and all that, fix the issue and recompile.
     
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  4. ics

    aa ics http://ics-base.net

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    As Dr. Element said, check the compile log. Press and hold alt and press p to check errors in the map. If there are none, then you have a leak in the map. Either out of it or inside map (areaportal or similiar).
     
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  5. Dïcecübe

    Dïcecübe L3: Member

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    This sort of error is always caused by a error from the VBSP compiling stage. Which prevents the VVIS compiling stage to functure correctly. Instead to work, it stuffs the log with "portal" errors.
    Check the VBSP stage in the compile log. I recommend you to disable VRAD and check "Don't start game when finished" for a fast compile log.

    I have experienced this many times. Not hard to fix. It's often caused by "invaild brush"-errors and major leaks.
     
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  6. Spacek531

    Spacek531 L4: Comfortable Member

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    I actually had this exact problem. go to interlopers.net/errors and copy/paste the error into there, OR press alt+p to check for problems. Generally it should pop up in the alt+p menu (like invalid brush, texture perpendicular to face, etc.) but it's not perfect, so going to interlopers will be able to save you from these other more difficult to find problems (like how you're not supposed to tie a displacement to a func_detail) and it should tell you exactly what the problem is and what brush it is.
     
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  7. Aperture

    Aperture L1: Registered

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    I've got it, thanks!

    But, now that's continued a bit more, I stumbled upon a new problem. I tried testing, and the lighting was all off, so I compiled and check for errors, and there was a leak. So I fixed the leak, and I recompiled and I can't find any errors. But, as soon as I try to open the map, the game crashes.

    Here's my compile log.


    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\DepartmentStoreV2.vmf"

    Valve Software - vbsp.exe (Oct 31 2012)
    6 threads
    materialPath: c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\DepartmentStoreV2.vmf
    Patching WVT material: maps/departmentstorev2/koth_viaduct_event/blendgrasstodirt_viaduct001_wvt_patch
    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 12 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\DepartmentStoreV2.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...
    WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
    done (0) (422310 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 256 texinfos to 196
    Reduced 45 texdatas to 42 (1107 bytes to 959)
    Writing C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\DepartmentStoreV2.bsp
    3 seconds elapsed

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\DepartmentStoreV2"

    Valve Software - vvis.exe (Oct 31 2012)
    6 threads
    reading c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\DepartmentStoreV2.bsp
    reading c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\DepartmentStoreV2.prt
    679 portalclusters
    2084 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 (16)
    Optimized: 714 visible clusters (0.58%)
    Total clusters visible: 122661
    Average clusters visible: 180
    Building PAS...
    Average clusters audible: 323
    visdatasize:84188 compressed from 119504
    writing c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\DepartmentStoreV2.bsp
    16 seconds elapsed

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\DepartmentStoreV2"

    Valve Software - vrad.exe SSE (Oct 31 2012)

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

    Loading c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\DepartmentStoreV2.bsp
    Setting up ray-trace acceleration structure... Done (0.93 seconds)
    2814 faces
    2460181 square feet [354266112.00 square inches]
    6 Displacements
    15 Square Feet [2176.00 Square Inches]
    2814 patches before subdivision
    88436 patches after subdivision
    sun extent from map=-0.000000
    35 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (7)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5)
    transfers 4278525, max 655
    transfer lists: 32.6 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(30803, 35111, 26112)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(5171, 6950, 3904)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(1155, 1844, 830)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(302, 527, 184)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(83, 152, 45)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #6 added RGB(25, 45, 11)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(8, 13, 3)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(3, 4, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(1, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0660 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
    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 (6)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 5/1024 240/49152 ( 0.5%)
    brushes 175/8192 2100/98304 ( 2.1%)
    brushsides 1737/65536 13896/524288 ( 2.7%)
    planes 2170/65536 43400/1310720 ( 3.3%)
    vertexes 3702/65536 44424/786432 ( 5.6%)
    nodes 1213/65536 38816/2097152 ( 1.9%)
    texinfos 196/12288 14112/884736 ( 1.6%)
    texdata 42/2048 1344/65536 ( 2.1%)
    dispinfos 6/0 1056/0 ( 0.0%)
    disp_verts 1734/0 34680/0 ( 0.0%)
    disp_tris 3072/0 6144/0 ( 0.0%)
    disp_lmsamples 288/0 288/0 ( 0.0%)
    faces 2814/65536 157584/3670016 ( 4.3%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 817/65536 45752/3670016 ( 1.2%)
    leaves 1219/65536 39008/2097152 ( 1.9%)
    leaffaces 3422/65536 6844/131072 ( 5.2%)
    leafbrushes 581/65536 1162/131072 ( 0.9%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 16412/512000 65648/2048000 ( 3.2%)
    edges 8822/256000 35288/1024000 ( 3.4%)
    LDR worldlights 35/8192 3080/720896 ( 0.4%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 215/32768 2150/327680 ( 0.7%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 3024/65536 6048/131072 ( 4.6%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 7818808/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 84188/16777216 ( 0.5%)
    entdata [variable] 17087/393216 ( 4.3%)
    LDR ambient table 1219/65536 4876/262144 ( 1.9%)
    HDR ambient table 1219/65536 4876/262144 ( 1.9%)
    LDR leaf ambient 5235/65536 146580/1835008 ( 8.0%)
    HDR leaf ambient 1219/65536 34132/1835008 ( 1.9%)
    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] 1/17456 ( 0.0%)
    pakfile [variable] 212535/0 ( 0.0%)
    physics [variable] 422310/4194304 (10.1%)
    physics terrain [variable] 0/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 7330
    Writing c:\program files (x86)\steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\DepartmentStoreV2.bsp
    28 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\theapertureproject\sourcesdk_content\tf\mapsrc\DepartmentStoreV2.bsp" "c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf\maps\DepartmentStoreV2.bsp"


    ** Executing...
    ** Command: c:\program files (x86)\steam\steam.exe
    ** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\theapertureproject\team fortress 2\tf" +map "DepartmentStoreV2"

    Sorry I'm asking you guys for so much
     
  8. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    Do you mean that your map went fullbright?

    I had that happen too for some ungodly reason. I simply replaced the light_environment, and then it went smoothly again.
     
  9. Aperture

    Aperture L1: Registered

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    Not bright, but dark. Everything was considerably darker
     
  10. henke37

    aa henke37

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    Power four displacements? Are you crazy?
     
  11. Dïcecübe

    Dïcecübe L3: Member

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    Do never use the power-4-displacements! Just divide the displacements into smaller pieces!
    Take an example of the cliff-roof in the underground base(s) from ctf_2fort. It's made of 8+ power-3 displacements. Carefully sawn together. I'm doing the same for my cliffs, displacements and cliffy roofs.
     
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  12. Aperture

    Aperture L1: Registered

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    Henke, I honestly have not a clue what that means, haha. Still very new to this.

    I'm guessing I shouldn't use them?
     
  13. nightwatch

    aa nightwatch

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    Displacements have a "power". This refers to how complex they are. Obviously, power 2 and 3 displacements are less complicated than power 4 displacements are. However, a large power 4 displacement could be equivalent to 4 x power 3 displacements, but you should still use the power 3 displacements, because the source engine cries when it sees power 4 displacements.
     
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  14. GPuzzle

    GPuzzle L9: Fashionable Member

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    It does not cry, it goes downright batshit insane (more than it usually is).
     
  15. Aperture

    Aperture L1: Registered

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    Okay uhm.. what's a displacement? :S
     
  16. GPuzzle

    GPuzzle L9: Fashionable Member

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    A displacement is what we use to create sloped terrain. For example, most cliffs and natural grounds are displacements.
     
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  17. colacan

    colacan L5: Dapper Member

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    Which you created with the 'Displacement' tab in the material window.
     
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  18. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    The compile log says that you have 6 displacements, and at least one of them is power 4 :p

    Try to disable all the automatic visgroups, then enable the displacement visgroup. That will show you where they are.
     
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