Notices

Game crashes on respawn? (and env_cubemap questions)  Thread Tools Reply
Old 01-25-2010, 10:04 PM   #1
tony311
L1: Registered
 
tony311 is offline
Posts: 4
Thanks: 0
Thanked: 0

Default Game crashes on respawn? (and env_cubemap questions)


On pretty much every map I've made so far, I've noticed that when I go to respawn, if I'm the only one on the server, it will crash 100% of the time. Doesn't matter how I die or if I switch teams or not, it always crashes the game (Screen whites out, Windows pops up "hl2.exe has stopped working...". I'm running Windows 7 Professional x64.

With two players, it still crashes occasionally, but not as often, and as more players are added the chances of it crashing go down. Here's how my spawn areas are laid out:
  • One func_respawnroom for each team, named respawn_[team], set to the team's color
  • 16 spawnpoints, set to the team's color, spread out evenly around the room (still crashes even with one, so it's not like it's being blocked)
  • A supply locker and a func_regenerate encompassing it, with no spawnpoints inside the func_regenerate
  • A func_respawnroomvisualizer tied to the respawnroom

Does anyone have any idea what's going on here? It's really hard to test maps when you have to restart the game every time you die.

And about env_cubemap:

How exactly does Hammer get the images for reflections? You run the command to generate them in the game, and next time you compile the map they're added. I assume they're stored in the .bsp, but at what point does Hammer acquire the cubemap images?

Also, how are the images stored? When you run buildcubemaps, it seems like it'd be inefficient to store every possible image from every possible position in the map. Does it store one for like every square foot or so, then env_cubemap uses the nearest one?

Last question, let's say you have a building surrounded on all sides by outdoor areas. Since (at least I assume) reflections use the nearest env_cubemap, that would mean that with one env_cubemap inside and one outside, there will be places near the outer wall that the indoors one would be the closest. Do you have to add them all around the outside to ensure when you''re outside, the closest one is outside as well, or does it work some other way?
 
Reply With Quote
Advertisement
 
Advertisement
Advertisement Sponsored links

Old 01-25-2010, 10:20 PM   #2
Pseudo
L4: Senior Member
 
Pseudo's Avatar
 
Pseudo is offline
Posts: 316
Thanks: 33
Thanked: 149

Default Game crashes on respawn? (and env_cubemap questions)


The crash on respawn might have something to do with a lack of info_observer_point.

Hammer doesn't acquire the cubemaps. You compile, then build cubemaps. You don't need to compile again for the cubemaps to become effective.

One image is saved for every env_cubemap that is in your map.

__________________

 
Reply With Quote
Old 01-25-2010, 10:48 PM   #3
tony311
L1: Registered
 
tony311 is offline
Posts: 4
Thanks: 0
Thanked: 0

Default Game crashes on respawn? (and env_cubemap questions)


OK, that makes sense. But when does the cubemap data get embedded into the map? Does TF2 store them in the file when you run the buildcubemaps command?

Edit: Yay, the info_observer_point fixed it
 
Last edited by tony311; 01-25-2010 at 10:54 PM.
Reply With Quote
Old 01-25-2010, 10:50 PM   #4
chickenm4n
L1: Registered
 
chickenm4n's Avatar
 
chickenm4n is offline
Posts: 47
Thanks: 3
Thanked: 6

Default Game crashes on respawn? (and env_cubemap questions)


well after you compile, in the console you'll type env_buildcubemaps.

to reiterate what pseudo said:

You don't need to compile again for the cubemaps to become effective.

, they become effective RIGHT when you buildthem with that command, all though you'll probably want to do it again at the end of your build (when you're done with your map) so that it'll refresh the cubemap pictures of any changes you've made, however you don't need to do this more than, two or three times, i'd say.
 
Reply With Quote
Old 01-25-2010, 11:03 PM   #5
Pseudo
L4: Senior Member
 
Pseudo's Avatar
 
Pseudo is offline
Posts: 316
Thanks: 33
Thanked: 149

Default Game crashes on respawn? (and env_cubemap questions)


Quote:
Originally Posted by tony311 View Post
OK, that makes sense. But when does the cubemap data get embedded into the map? Does TF2 store them in the file when you run the buildcubemaps command?
Yes, they are embedded into the map when you use the buildcubemaps command. If you open the bsp in Pakrat afterwards, you will see the cubemap files listed. They are vtf files with names beginning with "c" followed by several numbers.

__________________

 
Reply With Quote
Old 01-25-2010, 11:28 PM   #6
tony311
L1: Registered
 
tony311 is offline
Posts: 4
Thanks: 0
Thanked: 0

Default Game crashes on respawn? (and env_cubemap questions)


Thanks. Another couple questions, is there any easier way to copy/paste entities and keep their parent links? I'll have like, a door with a parented brush and when I copy/paste it, it keeps the same name and the brush keeps the same parent name, so I have to edit both with new names. Any easier way?

And is there any way to disable the "Waiting for players" time, and the 5-second freeze at the beginning of a round? It's extremely annoying having to wait 20 seconds to even move every time I have to test a map out.
 
Last edited by tony311; 01-25-2010 at 11:41 PM.
Reply With Quote
Old 01-26-2010, 01:28 PM   #7
Pseudo
L4: Senior Member
 
Pseudo's Avatar
 
Pseudo is offline
Posts: 316
Thanks: 33
Thanked: 149

Default Game crashes on respawn? (and env_cubemap questions)


For copying and pasting, you can use the Paste Special command and select "Make pasted entity names unique". You could also use the Replace command on the selection after you paste it. Another option would be to make the items a prefab and use the &i token, it will be replaced with a unique number when the prefab is placed.

To remove the "Waiting for Players" timer, type mp_waitingforplayers_cancel 1 into the console (or bind it to a key).

__________________

 
Reply With Quote
Old 01-26-2010, 03:17 PM   #8
tony311
L1: Registered
 
tony311 is offline
Posts: 4
Thanks: 0
Thanked: 0

Default Game crashes on respawn? (and env_cubemap questions)


Next question: I hit some key and now all faces have this big grid of green, blue, and red lines when I get close enough. How do I turn that off?

Edit: Found it, it was the 3D grid button.
 
Last edited by tony311; 01-26-2010 at 03:20 PM.
Reply With Quote
Old 01-26-2010, 03:21 PM   #9
gamemaster1996
Shinobi
 
gamemaster1996's Avatar
 
gamemaster1996 is offline
Posts: 1,043
Thanks: 1,346
Thanked: 131

Default Game crashes on respawn? (and env_cubemap questions)


Hmm since when did lacking of info_observer_point crash team fortress? Mine didn't in my old maps.

__________________
Sure i'll do something :/ If you need anything doing ask.
 
Reply With Quote
Old 01-26-2010, 03:24 PM   #10
Pseudo
L4: Senior Member
 
Pseudo's Avatar
 
Pseudo is offline
Posts: 316
Thanks: 33
Thanked: 149

Default Game crashes on respawn? (and env_cubemap questions)


Quote:
Originally Posted by gamemaster1996 View Post
Hmm since when did lacking of info_observer_point crash team fortress? Mine didn't in my old maps.
I think it depends on where the map's origin is.

__________________

 
Reply With Quote
Sponsored links
Advertisement
 
Advertisement
Advertisement

Reply  

Tags
crash, cubemap, respawn, spawn

Previous Thread Next Thread
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -5. The time now is 10:54 PM.