Map crashes TF2

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TeMP
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Map crashes TF2

Post by TeMP » Tue Mar 04, 2014 6:30 pm

I've been working on a surf map for a while now and it is almost done. However, if you noclip outside if the map, into the void, your TF2 will crash. I have no idea why this is happening. If you have any ideas on how I could try to fix this, please let me know.
10:45 PM - redc: i am no where near temp in anything
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Evil MrMuffinz
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Re: Map crashes TF2

Post by Evil MrMuffinz » Tue Mar 04, 2014 6:44 pm

it happens on some maps, off the top of my head happyhands2 which i dont think is in tf2. it also crashes anyone in spec
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asscmalt
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Re: Map crashes TF2

Post by asscmalt » Tue Mar 04, 2014 7:25 pm

Can you post your compile log?
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TeMP
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Re: Map crashes TF2

Post by TeMP » Tue Mar 04, 2014 9:27 pm

compiled with VBCT

Map File Selected: C:\HammerAutosave\surf_reprise.vmf
There is no Custom Profile to load: C:\Users\Thane\Documents\Tf2stuff\compiler\surf_reprise.pro
Don't Launch the MOD-Specific SDK on MOD select.

Team Fortress 2 was selected
Game name read from gameinfo.txt file: Team Fortress 2 ... actual mod = Team Fortress 2
appid read from gameinfo.txt file: 440

Full Compile Selected!
Compile Start Time: March-04-14, 6:19:54 PM

-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!

VBSP: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\HammerAutosave\surf_reprise"

Valve Software - vbsp.exe (Feb 14 2014)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\HammerAutosave\surf_reprise.vmf
Patching WVT material: maps/surf_reprise/swamp/nature/blenddirtswampgrass001_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (1)
Find Visible Detail Sides...
Merged 4194 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\HammerAutosave\surf_reprise.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_07*.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_07*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (26) (3011001 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 4190 texinfos to 2645
Reduced 18 texdatas to 14 (504 bytes to 351)
Writing C:\HammerAutosave\surf_reprise.bsp
33 seconds elapsed

Compile Complete for this module.
VBSP Completed: March-04-14, 6:20:28 PM
VBSP: WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
VBSP: Compile time: 33 seconds elapsed

-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!

VVIS: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\HammerAutosave\surf_reprise"

Valve Software - vvis.exe (Feb 14 2014)
4 threads
reading c:\hammerautosave\surf_reprise.bsp
reading c:\hammerautosave\surf_reprise.prt
2180 portalclusters
4723 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 (19)
Optimized: 554 visible clusters (0.16%)
Total clusters visible: 339923
Average clusters visible: 155
Building PAS...
Average clusters audible: 298
visdatasize:382822 compressed from 1220800
writing c:\hammerautosave\surf_reprise.bsp
19 seconds elapsed

Compile Complete for this module.
VVIS Completed: March-04-14, 6:20:49 PM
VVIS: Compile time: 19 seconds elapsed

-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!

VRAD: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\HammerAutosave\surf_reprise"

Valve Software - vrad.exe SSE (Feb 14 2014)

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

Loading c:\hammerautosave\surf_reprise.bsp
Setting up ray-trace acceleration structure... Done (4.75 seconds)
18990 faces
207 degenerate faces
45686260 square feet [6578821120.00 square inches]
36 Displacements
1492749 Square Feet [214955888.00 Square Inches]
18783 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
420891 patches after subdivision
sun extent from map=0.000000
253 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (76)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (106)
transfers 101228122, max 1212
transfer lists: 772.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(4981651, 4123975, 2247371)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(2236807, 1760316, 804566)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(927383, 737203, 298714)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(431391, 327784, 113175)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(191763, 143604, 43325)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(90755, 64992, 16798)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(41983, 29209, 6548)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(20136, 13379, 2574)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(9547, 6110, 1016)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(4630, 2824, 403)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(2231, 1304, 160)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(1092, 607, 64)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(532, 283, 26)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(262, 132, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(129, 62, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #16 added RGB(64, 29, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #17 added RGB(32, 14, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #18 added RGB(16, 6, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(8, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #20 added RGB(4, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #21 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.8495 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (32)
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 (35)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 51/1024 2448/49152 ( 5.0%)
brushes 3007/8192 36084/98304 (36.7%)
brushsides 34567/65536 276536/524288 (52.7%)
planes 38320/65536 766400/1310720 (58.5%)
vertexes 30141/65536 361692/786432 (46.0%)
nodes 6360/65536 203520/2097152 ( 9.7%)
texinfos 2645/12288 190440/884736 (21.5%)
texdata 14/2048 448/65536 ( 0.7%)
dispinfos 36/0 6336/0 ( 0.0%)
disp_verts 9156/0 183120/0 ( 0.0%)
disp_tris 16128/0 32256/0 ( 0.0%)
disp_lmsamples 248450/0 248450/0 ( 0.0%)
faces 18990/65536 1063440/3670016 (29.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 9626/65536 539056/3670016 (14.7%)
leaves 6412/65536 205184/2097152 ( 9.8%)
leaffaces 23733/65536 47466/131072 (36.2%)
leafbrushes 10304/65536 20608/131072 (15.7%)
areas 8/256 64/2048 ( 3.1%)
surfedges 131147/512000 524588/2048000 (25.6%)
edges 75886/256000 303544/1024000 (29.6%)
LDR worldlights 253/8192 22264/720896 ( 3.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2210/32768 22100/327680 ( 6.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 37275/65536 74550/131072 (56.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 12085776/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 382822/16777216 ( 2.3%)
entdata [variable] 97649/393216 (24.8%)
LDR ambient table 6412/65536 25648/262144 ( 9.8%)
HDR ambient table 6412/65536 25648/262144 ( 9.8%)
LDR leaf ambient 33599/65536 940772/1835008 (51.3%)
HDR leaf ambient 6412/65536 179536/1835008 ( 9.8%)
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] 1/6498 ( 0.0%)
pakfile [variable] 174535/0 ( 0.0%)
physics [variable] 3011001/4194304 (71.8%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 53882
Writing c:\hammerautosave\surf_reprise.bsp
4 minutes, 30 seconds elapsed

Compile Complete for this module.
VRAD Completed: March-04-14, 6:25:21 PM
VRAD: Compile time: 4 minutes, 30 seconds elapsed

One Line Summary: 04/03/2014 6:25:21 PM, surf_reprise.vmf, Team Fortress 2, normal , normal, normal, 00:00:34, 00:00:20, 00:04:31, 00:05:26
History.csv was updated.

Compile Summary - job mode: FULL
Map Name: surf_reprise.vmf
VBSP - mode:normal , 33 seconds, 00:00:34 elapsed
VVIS - mode:normal, 19 seconds, 00:00:20 elapsed
VRAD - mode:normal, 4 minutes, 30 seconds(LDR), n/a(HDR), 00:04:31 elapsed
Total Compile time: 00:05:26

NOTE: old BSP file renamed to : C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\surf_reprise_old.bsp

File copied: C:\HammerAutosave\surf_reprise.bsp to C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\surf_reprise.bsp
10:45 PM - redc: i am no where near temp in anything
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asscmalt
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Location: Long Island
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Re: Map crashes TF2

Post by asscmalt » Tue Mar 04, 2014 10:37 pm

Probably unrelated but using 4 power displacements is usually a bad idea/can cause issues. Try lowering them to 3 and see if that helps with anything.


*Edit
The happyhands_2 crash issue in CSS was caused by the animated lava texture, surf_core had a similar issue. Unless you're using an animated texture, its probably the displacement, or an entity that isnt liked.
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TeMP
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Re: Map crashes TF2

Post by TeMP » Wed Mar 05, 2014 11:32 pm

I changed the displacements to 3 and it still crashes :/
10:45 PM - redc: i am no where near temp in anything
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asscmalt
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Re: Map crashes TF2

Post by asscmalt » Thu Mar 06, 2014 12:19 am

You're best option is then to just cordon off sections of the map to narrow down what section is causing the issue.
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TeMP
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Joined: Sat Jan 18, 2014 4:25 am

Re: Map crashes TF2

Post by TeMP » Thu Mar 06, 2014 12:55 am

I completely removed the displacements and it still crashes. I have a bunch of trees and shrubs that give errors in console but butler told me that didn't matter. Later I will delete all the trees and see if it still crashes.
10:45 PM - redc: i am no where near temp in anything
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Evil MrMuffinz
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Re: Map crashes TF2

Post by Evil MrMuffinz » Thu Mar 06, 2014 1:39 am

nerd topic talking about nerd stuff
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Tresis
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Re: Map crashes TF2

Post by Tresis » Thu Mar 06, 2014 2:01 am

Evil MrMuffinz wrote:nerd topic talking about nerd stuff
just cuz u dum
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