Tf2 crashing upon map load, Help!! {fixed}

  • Site Migration: See bugs? Report them here. Want something changed or have an idea? Suggest it here.

Yabayabayaba

L5: Dapper Member
Jun 2, 2016
247
74
Here is the long story of how I got very confused.

I downloaded compile pal in an attempt to pack my map, and it looks awesome, yet ever since loading my map crashes tf2. If I load it via the console or via another compile (hammer or compile pal) makes no difference, tf2 still crashed midway through loading without any error messages. I have used interlopers error checker, and solved all problems it could find, until it started giving me the error that vvis was shown twice in my compile log, although i looked and it was not. (this appears to have gone away) I have verified the game file integrity, and I have no more ideas, other custom maps work just fine. I just retried compiling, and tf2 opened, but froze forever, and hammer also froze, so I couldn't get the compile log.

Any help or ideas would be appreciated. I will post new information as I can find it.

Thanks!
-Yaba

Edit: I do have the error no player start, even though I do have player spawns. unlikely, but I thought I would mention it
 
Last edited:

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,341
917
Edit: I do have the error no player start, even though I do have player spawns. unlikely, but I thought I would mention it
The no player start error is something left over from another Source game (can't remember which), and it's due to not having an info_player_start entity. These entities are not used in TF2, so it is unnecessary to add it to your map. You can ignore this error, or if it really bugs you, chuck an info_player_start entity anywhere in your map- it shouldn't have any affect in TF2 except for adding 1 to your entity count.

As per your original problem, I don't know. Posting the compile log might help us fix the problem, however.
 

Yabayabayaba

L5: Dapper Member
Jun 2, 2016
247
74
Good news and bad news, opening compile pal through winrar compiled correctly, bad news, although a fast compile produced lighting, a publish compile ended in full bright, and I can't use mat_Fulbright to remove it. Here is the compile log
Starting a 'Publish' compile.
Starting compilation of C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\content\tf\mapsrc\mvm_chase_a4.vmf
Valve Software - vbsp.exe (Jun 14 2017)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\content\tf\mapsrc\mvm_chase_a4.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/mvm_chase_a4/winter/blendrocktorock001_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 38 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\content\tf\mapsrc\mvm_chase_a4.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_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) (110305 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 688 texinfos to 437
Reduced 33 texdatas to 30 (823 bytes to 753)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\content\tf\mapsrc\mvm_chase_a4.bsp
Wrote ZIP buffer, estimated size 319351, actual size 318199
2 seconds elapsed
Valve Software - vvis.exe (Jun 14 2017)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\mvm_chase_a4.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\mvm_chase_a4.prt
224 portalclusters
792 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: 118 visible clusters (0.37%)
Total clusters visible: 32012
Average clusters visible: 142
Building PAS...
Average clusters audible: 222
visdatasize:14491 compressed from 14336
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\mvm_chase_a4.bsp
11 seconds elapsed
Valve Software - vrad.exe SSE (Jun 14 2017)

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

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\mvm_chase_a4.bsp
Setting up ray-trace acceleration structure... Done (7.89 seconds)
1607 faces
3674086 square feet [529068416.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1607 patches before subdivision
51511 patches after subdivision
sun extent from map=0.008727
10 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (151)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 2009891, max 345
transfer lists: 15.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(228494, 171018, 141671)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(12595, 8333, 5966)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2955, 1778, 1098)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(830, 436, 229)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(238, 107, 48)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(71, 27, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(21, 7, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(6, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(2, 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<0.0328 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (9)

Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 54/1024 2592/49152 ( 5.3%)
brushes 282/8192 3384/98304 ( 3.4%)
brushsides 1911/65536 15288/524288 ( 2.9%)
planes 1688/65536 33760/1310720 ( 2.6%)
vertexes 2520/65536 30240/786432 ( 3.8%)
nodes 1130/65536 36160/2097152 ( 1.7%)
texinfos 437/12288 31464/884736 ( 3.6%)
texdata 30/2048 960/65536 ( 1.5%)
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 1607/65536 89992/3670016 ( 2.5%)
hdr faces 1607/65536 89992/3670016 ( 2.5%)
origfaces 975/65536 54600/3670016 ( 1.5%)
leaves 1185/65536 37920/2097152 ( 1.8%)
leaffaces 1805/65536 3610/131072 ( 2.8%)
leafbrushes 725/65536 1450/131072 ( 1.1%)
areas 3/256 24/2048 ( 1.2%)
surfedges 11305/512000 45220/2048000 ( 2.2%)
edges 6220/256000 24880/1024000 ( 2.4%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 10/8192 880/720896 ( 0.1%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 127/32768 1270/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1890/65536 3780/131072 ( 2.9%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 0/0 ( 0.0%)
HDR lightdata [variable] 2799108/0 ( 0.0%)
visdata [variable] 14491/16777216 ( 0.1%)
entdata [variable] 62190/393216 (15.8%)
LDR ambient table 1185/65536 4740/262144 ( 1.8%)
HDR ambient table 1185/65536 4740/262144 ( 1.8%)
LDR leaf ambient 1185/65536 33180/1835008 ( 1.8%)
HDR leaf ambient 7171/65536 200788/1835008 (10.9%)
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] 1/10276 ( 0.0%)
pakfile [variable] 1464517/0 ( 0.0%)
physics [variable] 110305/4194304 ( 2.6%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 2

Total triangle count: 4182
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\mvm_chase_a4.bsp
3 minutes, 0 seconds elapsed
C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\content\tf\mapsrc\mvm_chase_a4.bsp -> C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\mvm_chase_a4.bsp
1 File(s) copied

CompilePal - Nav Generator
Generating...
nav file complete!

CompilePal - Cubemap Generator
Detecting HDR levels...
Map requires one set of cubemaps
Compiling cubemaps...
Cubemaps compiled

CompilePal - Automated Packaging
Finding sources of game content...
Found search paths...
Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\custom\
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\bin
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download
Reading BSP...
Initializing pak file...
Writing file list...
Running bspzip...
Finished!
---------------------
7 materials found
8 models found
0 particle files found
0 sounds found
additional files:
-nav file
---------------------
'Publish' compile finished in 00:08:53
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,574
Your compile log seems fine. TF2 can also crash when game logic is set up incorrectly, shift trough your entities to see if anything's gone wrong.
 

Yabayabayaba

L5: Dapper Member
Jun 2, 2016
247
74
ok, problem solved. Opening compile pal through the zip fixed tf2's crashing, and enabling ldr and static prop lighting fixed the full bright.