TF2 starts to load my map but then crashes

zahndah

professional letter
aa
Jul 4, 2015
721
642
After I compile my map and it launches TF2, the game hangs around on the main screen for a few seconds as it tries to load my map then it crashes with the message 'HL2.exe has stopped responding'. I have no idea what is wrong because the compile seems fine to me but here it is anyway:

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2.vmf"

Valve Software - vbsp.exe (Jul 2 2015)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2.vmf
Patching WVT material: maps/pl_coaltown2/coalmines/blendgroundtograss_coalmines_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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2.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...
done (0) (46102 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 240 texinfos to 130
Reduced 13 texdatas to 12 (349 bytes to 310)
Writing C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2"

Valve Software - vvis.exe (Jul 2 2015)
4 threads
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2.bsp
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2.prt
574 portalclusters
1956 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 (158)
Optimized: 2236 visible clusters (1.46%)
Total clusters visible: 153016
Average clusters visible: 266
Building PAS...
Average clusters audible: 563
visdatasize:84418 compressed from 82656
writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2.bsp
2 minutes, 38 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2"

Valve Software - vrad.exe SSE (Jul 2 2015)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2.bsp
Setting up ray-trace acceleration structure... Done (0.14 seconds)
1149 faces
690926 square feet [99493400.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1149 patches before subdivision
21085 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5)
transfers 1440858, max 482
transfer lists: 11.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0110 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (15)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 5/1024 240/49152 ( 0.5%)
brushes 115/8192 1380/98304 ( 1.4%)
brushsides 776/65536 6208/524288 ( 1.2%)
planes 1028/65536 20560/1310720 ( 1.6%)
vertexes 2376/65536 28512/786432 ( 3.6%)
nodes 1222/65536 39104/2097152 ( 1.9%)
texinfos 130/12288 9360/884736 ( 1.1%)
texdata 12/2048 384/65536 ( 0.6%)
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 1149/65536 64344/3670016 ( 1.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 336/65536 18816/3670016 ( 0.5%)
leaves 1228/65536 39296/2097152 ( 1.9%)
leaffaces 1392/65536 2784/131072 ( 2.1%)
leafbrushes 849/65536 1698/131072 ( 1.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 6795/512000 27180/2048000 ( 1.3%)
edges 3960/256000 15840/1024000 ( 1.5%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 139/32768 1390/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1965/65536 3930/131072 ( 3.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1751392/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 84418/16777216 ( 0.5%)
entdata [variable] 7233/393216 ( 1.8%)
LDR ambient table 1228/65536 4912/262144 ( 1.9%)
HDR ambient table 1228/65536 4912/262144 ( 1.9%)
LDR leaf ambient 599/65536 16772/1835008 ( 0.9%)
HDR leaf ambient 1228/65536 34384/1835008 ( 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] 1/1148 ( 0.1%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/586 ( 0.2%)
pakfile [variable] 106161/0 ( 0.0%)
physics [variable] 46102/4194304 ( 1.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 3141
Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2.bsp
23 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_coaltown2.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" +map "pl_coaltown2" -steam

Please help because I do not know what is wrong.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Your compile looks fine. Can you open the map through the console in TF2 or does that crash also? There's probably something in your map that is causing crashes. It could be bad logic or any number of things.

In Hammer hit alt+p and see if you have any errors (you can ignore the player start error) and then also check all your game logic, and the logic of anything that might play sounds too. There's really a lot of reasons your map could be crashing when it gets loaded and few of them show up in the compile log.
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
Thanks so much, turns out a door was bugged. now when I launch it via the hammer editor or TF2 all of the prop_details are not there, but a few prop_statics are there, should they all be prop_statics?