TF2 crashing after CompilePal compile?

The Siphon

L6: Sharp Member
Mar 2, 2015
278
190
I made an airstrip map designed for SFM. Now I finished everything so I had to pack all content etc. I used CompilePal, since most people recommend it. When I finished the compile the game kept crashing every single time I tried to load the map. I tried to do 5 compiles with CompilePal and it always crashes. Now I decided to compile it in Hammer and again, it crashes. Doesn't matter what compile options I use it always crashes.

There are no leaks or any problems with the map, only problem that shows up in compile log is that the skybox texture cannot load the default cubemap. I tried using other skyboxes, but they always crash, besides, it used to work before using CompilePal.

Why does this keep happening? I don't think anyone else has had this kind of problem with CompilePal.

Fast compile log
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "c:\users\inso asennus\desktop\mapping\maps\sfm\sfm_airstrip\desert\sfm_airstrip_desert"

Valve Software - vbsp.exe (Feb 17 2017)
4 threads
materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading c:\users\inso asennus\desktop\mapping\maps\sfm\sfm_airstrip\desert\sfm_airstrip_desert.vmf
Patching WVT material: maps/sfm_airstrip_desert/nature/blendrockground008_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 566 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\users\inso asennus\desktop\mapping\maps\sfm\sfm_airstrip\desert\sfm_airstrip_desert.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 (1) (179628 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 374 texinfos to 253
Reduced 57 texdatas to 51 (2133 bytes to 1882)
Writing c:\users\inso asennus\desktop\mapping\maps\sfm\sfm_airstrip\desert\sfm_airstrip_desert.bsp
Wrote ZIP buffer, estimated size 10325, actual size 7699
2 seconds elapsed

** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -fast -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "c:\users\inso asennus\desktop\mapping\maps\sfm\sfm_airstrip\desert\sfm_airstrip_desert"

Valve Software - vvis.exe (Feb 17 2017)
fastvis = true
4 threads
reading c:\users\inso asennus\desktop\mapping\maps\sfm\sfm_airstrip\desert\sfm_airstrip_desert.bsp
reading c:\users\inso asennus\desktop\mapping\maps\sfm\sfm_airstrip\desert\sfm_airstrip_desert.prt
180 portalclusters
429 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 63 visible clusters (0.20%)
Total clusters visible: 31159
Average clusters visible: 173
Building PAS...
Average clusters audible: 178
visdatasize:9684 compressed from 8640
writing c:\users\inso asennus\desktop\mapping\maps\sfm\sfm_airstrip\desert\sfm_airstrip_desert.bsp
0 seconds elapsed

** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -bounce 2 -noextra -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "c:\users\inso asennus\desktop\mapping\maps\sfm\sfm_airstrip\desert\sfm_airstrip_desert"

Valve Software - vrad.exe SSE (Feb 17 2017)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\inso asennus\desktop\mapping\maps\sfm\sfm_airstrip\desert\sfm_airstrip_desert.bsp
Setting up ray-trace acceleration structure... Done (1.12 seconds)
4423 faces
4995162 square feet [719303296.00 square inches]
282 Displacements
1079407 Square Feet [155434720.00 Square Inches]
4423 patches before subdivision
201203 patches after subdivision
sun extent from map=0.034899
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (16)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (24)
transfers 36721094, max 1039
transfer lists: 280.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(670025, 248951, 164160)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(72753, 25079, 16659)
Build Patch/Sample Hash Table(s).....Done<0.0607 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 501/8192 6012/98304 ( 6.1%)
brushsides 3321/65536 26568/524288 ( 5.1%)
planes 1216/65536 24320/1310720 ( 1.9%)
vertexes 7199/65536 86388/786432 (11.0%)
nodes 811/65536 25952/2097152 ( 1.2%)
texinfos 253/12288 18216/884736 ( 2.1%)
texdata 51/2048 1632/65536 ( 2.5%)
dispinfos 282/0 49632/0 ( 0.0%)
disp_verts 22842/0 456840/0 ( 0.0%)
disp_tris 36096/0 72192/0 ( 0.0%)
disp_lmsamples 2691912/0 2691912/0 ( 0.0%)
faces 4423/65536 247688/3670016 ( 6.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1757/65536 98392/3670016 ( 2.7%)
leaves 813/65536 26016/2097152 ( 1.2%)
leaffaces 5066/65536 10132/131072 ( 7.7%)
leafbrushes 1440/65536 2880/131072 ( 2.2%)
areas 3/256 24/2048 ( 1.2%)
surfedges 28647/512000 114588/2048000 ( 5.6%)
edges 17653/256000 70612/1024000 ( 6.9%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 676/32768 6760/327680 ( 2.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 11877/65536 23754/131072 (18.1%)
cubemapsamples 24/1024 384/16384 ( 2.3%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 18444444/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 9684/16777216 ( 0.1%)
entdata [variable] 1682/393216 ( 0.4%)
LDR ambient table 813/65536 3252/262144 ( 1.2%)
HDR ambient table 813/65536 3252/262144 ( 1.2%)
LDR leaf ambient 4387/65536 122836/1835008 ( 6.7%)
HDR leaf ambient 813/65536 22764/1835008 ( 1.2%)
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] 1/26040 ( 0.0%)
pakfile [variable] 7699/0 ( 0.0%)
physics [variable] 179628/4194304 ( 4.3%)
physics terrain [variable] 100208/1048576 ( 9.6%)

Level flags = 0

Total triangle count: 12761
Writing c:\users\inso asennus\desktop\mapping\maps\sfm\sfm_airstrip\desert\sfm_airstrip_desert.bsp
50 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\users\inso asennus\desktop\mapping\maps\sfm\sfm_airstrip\desert\sfm_airstrip_desert.bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\sfm_airstrip_desert.bsp"


** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -allowdebug -game "D:\Steam\steamapps\common\Team Fortress 2\tf" +map "sfm_airstrip_desert"
 
S

saph

fastvis = true
I completely missed the first two times you said fast, but try compiling without fastvis enabled. It can cause lower performance and causes some weird errors from time to time. That's probably what's causing your issue as everything else looks fine.
 
S

saph

I believe Source Filmmaker uses a different version of the Source engine, but you're compiling it with the TF2 processes. Which Hammer are you using? I doubt there's any entities or I/O causing the issue, but check it with Alt + P. It could be your game installation or that it's being launched as part of the compile process (I've had a more unstable client sometimes due to this). Is TF2 working normally? It's hard to help without a VMF to look at to find the issue or test compile it.
 

The Siphon

L6: Sharp Member
Mar 2, 2015
278
190
I believe Source Filmmaker uses a different version of the Source engine, but you're compiling it with the TF2 processes. Which Hammer are you using? I doubt there's any entities or I/O causing the issue, but check it with Alt + P. It could be your game installation or that it's being launched as part of the compile process (I've had a more unstable client sometimes due to this). Is TF2 working normally? It's hard to help without a VMF to look at to find the issue or test compile it.
I use the tf2 hammer for creating the map, since the SFM hammer crashes a lot and I prefer the tf2 hammer. I checked Alt + P and there are no errors there. I tested compiling a different map and it works, for some reason it's only this one map after CompilePal compile. Otherwise tf2 works perfectly.
 

Freyja

aa
Jul 31, 2009
3,010
5,838
The problem is this kind of crash is really hard to diagnose and there's very little we can do beyond double checking your compile log.

The only thing you can do is compile sections of your map with cordon until you find the section causing the crash and look closely at thst area for anything that looks strange, because it could be any thousand of things.

It's tedious and will take a long time but it's all you can do
 

The Siphon

L6: Sharp Member
Mar 2, 2015
278
190
The problem is this kind of crash is really hard to diagnose and there's very little we can do beyond double checking your compile log.

The only thing you can do is compile sections of your map with cordon until you find the section causing the crash and look closely at thst area for anything that looks strange, because it could be any thousand of things.

It's tedious and will take a long time but it's all you can do

I managed to fix this, somehow when creating a new map file and copying the old map fixed the problem.