TF2 crashes as soon as my map loads

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Alright, I'm having a bit of an issue. TF2 crashes as soon as my map loads, no warning, nothing. Since my last iteration I've remade a structure but that is all. I've also tried cordon compiles yet the map crashes anyway, no matter what section of the map is compiled. All and any help is greatly appreciated
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\***\Documents\Maps\koth_voltov\koth_voltov_a5b.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 66 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\***\Documents\Maps\koth_voltov\koth_voltov_a5b.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_sunny_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_sunny_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) (314667 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2503 texinfos to 1579
Reduced 19 texdatas to 18 (392 bytes to 374)
Writing C:\Users\***\Documents\Maps\koth_voltov\koth_voltov_a5b.bsp
Wrote ZIP buffer, estimated size 410572, actual size 409286
1 second elapsed



4 threads
reading c:\users\***\documents\maps\koth_voltov\koth_voltov_a5b.bsp
reading c:\users\***\documents\maps\koth_voltov\koth_voltov_a5b.prt
1220 portalclusters
3785 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 3772 visible clusters (1.05%)
Total clusters visible: 359791
Average clusters visible: 294
Building PAS...
Average clusters audible: 1160
visdatasize:346026 compressed from 390400
writing c:\users\***\documents\maps\koth_voltov\koth_voltov_a5b.bsp
3 minutes, 22 seconds elapsed



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

Loading c:\users\***\documents\maps\koth_voltov\koth_voltov_a5b.bsp
4838 faces
3 degenerate faces
1577790 square feet [227201856.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
4835 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
102875 patches after subdivision
30 direct lights
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Build Patch/Sample Hash Table(s).....Done<0.0280 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 39/1024 1872/49152 ( 3.8%)
brushes 853/8192 10236/98304 (10.4%)
brushsides 5654/65536 45232/524288 ( 8.6%)
planes 2318/65536 46360/1310720 ( 3.5%)
vertexes 6844/65536 82128/786432 (10.4%)
nodes 2750/65536 88000/2097152 ( 4.2%)
texinfos 1579/12288 113688/884736 (12.8%)
texdata 18/2048 576/65536 ( 0.9%)
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 4838/65536 270928/3670016 ( 7.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2806/65536 157136/3670016 ( 4.3%)
leaves 2790/65536 89280/2097152 ( 4.3%)
leaffaces 5893/65536 11786/131072 ( 9.0%)
leafbrushes 2234/65536 4468/131072 ( 3.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 34201/512000 136804/2048000 ( 6.7%)
edges 19256/256000 77024/1024000 ( 7.5%)
LDR worldlights 30/8192 2640/720896 ( 0.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 392/32768 3920/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6126/65536 12252/131072 ( 9.3%)
cubemapsamples 4/1024 64/16384 ( 0.4%)
overlays 9/512 3168/180224 ( 1.8%)
LDR lightdata [variable] 3273972/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 346026/16777216 ( 2.1%)
entdata [variable] 37487/393216 ( 9.5%)
LDR ambient table 2790/65536 11160/262144 ( 4.3%)
HDR ambient table 2790/65536 11160/262144 ( 4.3%)
LDR leaf ambient 15986/65536 447608/1835008 (24.4%)
HDR leaf ambient 2790/65536 78120/1835008 ( 4.3%)
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] 1/5542 ( 0.0%)
pakfile [variable] 409286/0 ( 0.0%)
physics [variable] 314667/4194304 ( 7.5%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 13297
Writing c:\users\***\documents\maps\koth_voltov\koth_voltov_a5b.bsp
37 seconds elapsed
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
Looking at the log, I found "zero area child patch", which means a brush has a face with no area. This is caused by bad vertex manipulation. So you should try to pinpoint the the invalid solid structure.
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
So should I just keep cordoning off/quickhiding brushes until I find the culprit(s)?
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Or use alt-p to find the invalid brush.

Zero area child patch doesn't always mean there is a problem though, it is possible to fully compile and run a map that gives such an error with no problems. It could be a red herring. Have you tried using -condebug in your launch options and seeing if TF2 spits out any errors?
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
yeah, I've already tried that - no errors come with alt+p
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Have you tried using -condebug in your launch options and seeing if TF2 spits out any errors?
There doesn't seem to be anything out of the ordinary in this:
For FCVAR_REPLICATED, ConVar must be defined in client and game .dlls (sv_use_steam_voice)
ProtoDefs post data loaded.
ProtoDefs loaded. 18.34 MB used
ProtoDefs post data loaded.
ProtoDefs loaded. 18.34 MB used
maxplayers set to 24
Steam config directory: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\platform\config
CClientSteamContext logged on = 1
Parent cvar in server.dll not allowed (tf_flamethrower_new_flame_offset)
ProtoDefs post data loaded.
ProtoDefs loaded. 18.34 MB used
ProtoDefs post data loaded.
ProtoDefs loaded. 18.34 MB used
Cleaning up unneeded replay block data...
Replay cleanup done.
Loading default settings for high sensitivity
ProtoDefs post data loaded.
ProtoDefs post data loaded.
Connection to game coordinator established.
Current item schema is up-to-date with version 8D126351.
CTFGCClientSystem::postInitGC
CTFGCClientSystem - adding listener
ProtoDefs post data loaded.
ProtoDefs post data loaded.
Can't use cheat cvar fog_start in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_end in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_startskybox in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_endskybox in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar r_farz in multiplayer, unless the server has sv_cheats set to 1.
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/conveyor_belt.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/conveyor_belt.mdl)
Using map cycle file 'cfg/mapcycle.txt'.
Unless the VPHYSICS error is something to worry about?
 

henke37

aa
Sep 23, 2011
2,075
515
They don't cause any crashes. But it distracts from other errors. Just turn collisions off for those props, because there is none to be found.
 
Oct 6, 2008
1,947
445
Also check for an entity inside a brush - ie. light
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
An update (and bump) for this issue: I've learned that certain things seem to be missing from the compiled map. Why would this occur and how can I fix this?
KVMCE.png
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Update on this issue:
I've found that the map will only crash TF2 if a prop_static is in the map. It does work, but only if I use prop_dynamic instead of prop_static. Why would this be and how can I fix it?
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Just having any prop_static in the map causes issues, or is it a certain model that causes issues?
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Just having any prop_static in the map causes issues, or is it a certain model that causes issues?
I'm not too sure. I found that certain props were causing the crash, so I deleted them and placed down the exact same prop again, which has fixed it. It was also crashing when any prop aside from the control point and resupply cabinets were in the map, and turning the other props into prop_dynamic seemed to fix that.