TF2 program chashes when 'waiting for players'

Mozz_Gaming

L1: Registered
Oct 9, 2015
12
0
the map renders fine as but when i spawn in the timer for 'waiting for players' comes up and stars from 28 seconds which i know is normal. however, the game crashes when that timer hits 1 or 2 seconds left. i checked to see if it does it on any other map (such as ctf_2fort) but they all work fine just my map.

the map i am building is a deathrun map but i went over all the buttons and triggers and even checked for leaks and all of that is fine. what i did notice is that if i ask hammer to load a portal file for the map it cannot find it for the specific map.

here is the log report for hammer's render of the map (the leak listed in their is really odd too as shown in the image provided):

hammer.PNG


** Executing...
** Command: "H:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "H:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Mitchell Mostyn\Desktop\Source SDK Mapping\dr_sabotage_v1.vmf"

Valve Software - vbsp.exe (Oct 14 2017)
4 threads
materialPath: H:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Mitchell Mostyn\Desktop\Source SDK Mapping\dr_sabotage_v1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/dr_sabotage_v1/nature/blendconcretetograss001_wvt_patch
Patching WVT material: maps/dr_sabotage_v1/nature/blendrockgroundwallforest_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity func_button (8806.00 -8532.00 352.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (7680.0 3072.0 264.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8192.0 2560.0 264.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6656.0 3072.0 264.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0 2560.0 -352.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0 2560.0 264.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0 2560.0 880.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5632.0 3072.0 264.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8192.0 1536.0 264.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 298 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (492519 bytes)
Error! To use model "models/player/gibs/gibs_hubcap.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/gibs/gibs_hubcap.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7.Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
.Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
.8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 3654 texinfos to 2369
Reduced 128 texdatas to 121 (3266 bytes to 2960)
Writing C:\Users\Mitchell Mostyn\Desktop\Source SDK Mapping\dr_sabotage_v1.bsp
Wrote ZIP buffer, estimated size 2999, actual size 2249
2 seconds elapsed
-0.279400 -2.044524 0.000000
0.355600 -1.986289 0.000000
0.355600 -2.044524 0.000000
-0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-0.279400 -2.044524 0.000000
0.355600 -1.986289 0.000000
0.355600 -2.044524 0.000000
-0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "H:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "H:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Mitchell Mostyn\Desktop\Source SDK Mapping\dr_sabotage_v1"

Valve Software - vvis.exe (Oct 14 2017)
4 threads
reading c:\users\mitchell mostyn\desktop\source sdk mapping\dr_sabotage_v1.bsp
reading c:\users\mitchell mostyn\desktop\source sdk mapping\dr_sabotage_v1.prt
LoadPortals: couldn't read c:\users\mitchell mostyn\desktop\source sdk mapping\dr_sabotage_v1.prt


** Executing...
** Command: "H:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "H:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Mitchell Mostyn\Desktop\Source SDK Mapping\dr_sabotage_v1"

Valve Software - vrad.exe SSE (Oct 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:\users\mitchell mostyn\desktop\source sdk mapping\dr_sabotage_v1.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (1.23 seconds)
5826 faces
2052824 square feet [295606784.00 square inches]
77 Displacements
62101 Square Feet [8942628.00 Square Inches]
sun extent from map=0.087156
71 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (23)
Build Patch/Sample Hash Table(s).....Done<0.0159 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (7)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 121/1024 5808/49152 (11.8%)
brushes 1165/8192 13980/98304 (14.2%)
brushsides 11127/65536 89016/524288 (17.0%)
planes 10720/65536 214400/1310720 (16.4%)
vertexes 9198/65536 110376/786432 (14.0%)
nodes 3249/65536 103968/2097152 ( 5.0%)
texinfos 2369/12288 170568/884736 (19.3%)
texdata 121/2048 3872/65536 ( 5.9%)
dispinfos 77/0 13552/0 ( 0.0%)
disp_verts 6237/0 124740/0 ( 0.0%)
disp_tris 9856/0 19712/0 ( 0.0%)
disp_lmsamples 175056/0 175056/0 ( 0.0%)
faces 5826/65536 326256/3670016 ( 8.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4006/65536 224336/3670016 ( 6.1%)
leaves 3371/65536 107872/2097152 ( 5.1%)
leaffaces 6576/65536 13152/131072 (10.0%)
leafbrushes 2754/65536 5508/131072 ( 4.2%)
areas 3/256 24/2048 ( 1.2%)
surfedges 43553/512000 174212/2048000 ( 8.5%)
edges 26465/256000 105860/1024000 (10.3%)
LDR worldlights 71/8192 6248/720896 ( 0.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 497/32768 4970/327680 ( 1.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 8874/65536 17748/131072 (13.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 73/512 25696/180224 (14.3%)
LDR lightdata [variable] 6172412/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 147395/393216 (37.5%)
LDR ambient table 3371/65536 13484/262144 ( 5.1%)
HDR ambient table 3371/65536 13484/262144 ( 5.1%)
LDR leaf ambient 11586/65536 324408/1835008 (17.7%)
HDR leaf ambient 3371/65536 94388/1835008 ( 5.1%)
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] 1/28818 ( 0.0%)
pakfile [variable] 2249/0 ( 0.0%)
physics [variable] 492519/4194304 (11.7%)
physics terrain [variable] 24159/1048576 ( 2.3%)

Level flags = 0

Total triangle count: 15653
Writing c:\users\mitchell mostyn\desktop\source sdk mapping\dr_sabotage_v1.bsp
32 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Mitchell Mostyn\Desktop\Source SDK Mapping\dr_sabotage_v1.bsp" "H:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\dr_sabotage_v1.bsp"


** Executing...
** Command: "H:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "H:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" +sv_lan 1 +map "dr_sabotage_v1" -steam
 

Gorgonzilla

L3: Member
Dec 1, 2016
133
41
If you would just like to test the map, use mp_waitingforplayerscancel 1 to get rid of the timer, but not sure what the problem is, or how to fix it when playing it on a server. It may be to do with the gamemode logic, but I've never seen that happen before.
 

Mozz_Gaming

L1: Registered
Oct 9, 2015
12
0
If you would just like to test the map, use mp_waitingforplayerscancel 1 to get rid of the timer, but not sure what the problem is, or how to fix it when playing it on a server. It may be to do with the gamemode logic, but I've never seen that happen before.
after adding that command in and even adding a tf_logic_arena it still does it within the exact same time span of the wating for players clock :/
 

Mozz_Gaming

L1: Registered
Oct 9, 2015
12
0
A leak!
From the screenshot it looks like the origin of one or more of your buttons is in the void.
well funny enough right when you message, i fixed that leak issue by just building a box around it and as for my freezing issue it was one of my path_tracks trying to tell the cart to go back to the beginning but attempting to it freezes, now my issue is trying to make the cart teleport to the start again and move again on repeat :/ thanks for the help guys :)
 

Izotope

Sourcerer
aa
May 13, 2013
698
764
trains have a TeleportToPathtrack input you could use.
 
Mar 23, 2013
1,013
347
There are plenty of errors in the log plus looking at the screenshot it looks like you did the beginner error of making big skybox-boxes around your map, which is very unoptimized. Dont ever box in your map like that.
Instead seal the map with skyboxb brushes where the sky is. The floor should be sealed solid brushes too. You can do this by placing nodraw brushes behind elements that do not seal.
 

Harritron

L4: Comfortable Member
Feb 26, 2017
167
83
Just create a giant nodraw brush around the map and group it, therefore if you need to extend it, you just increase the length of it.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Just create a giant nodraw brush around the map and group it, therefore if you need to extend it, you just increase the length of it.
Couple notes:
1. This should only be a temporary solution used for testing. Doing this will reduce your map's optimization. Never release a map like this- a proper map should have the skybox where the sky is and the ground sealing the map.
2. Cordon tools ( :cordonedit::cordonenable: ) can simplify this process.
 

Harritron

L4: Comfortable Member
Feb 26, 2017
167
83
Couple notes:
1. This should only be a temporary solution used for testing. Doing this will reduce your map's optimization. Never release a map like this- a proper map should have the skybox where the sky is and the ground sealing the map.
2. Cordon tools ( :cordonedit::cordonenable: ) can simplify this process.
Sorry about that, I was just trying to think of a temporary solution. Next time I will keep my mouth shut.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Sorry about that, I was just trying to think of a temporary solution. Next time I will keep my mouth shut.
You don't have to keep your mouth shut. Instead, learn from those who know so you can deliver better solutions. What you suggested wasn't bad, like you said it's a good temporary solution to test what the problem is- specifically, to see if removing any leaks can fix it. I just came in to elaborate on your suggestion. Instead of silencing yourself, learn from the pros so you're better equipped to help the next person who comes along.