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Crash during Loading Resources
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02-19-2010, 09:28 AM
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#1
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L4: Senior Member
Eyce is offline
Posts: 333
Thanks: 333
Thanked: 163
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Crash during Loading Resources
I was adding in a new section in place of the large placeholder tower in my ctf map just before, adding in a couple of props to fill it in + the usual playerclip/nobuild trigger needed.
The map compiles fine, Hammer returns no problems (nor does Interloper mention anything that could crash the client), yet when I load the map in a created server for testing, the initialising Resources/Loading Resources bit crashes TF2 to desktop.
VBCT Compile log below:
Quote:
VBSP Started, Please Wait!
VBSP: c:\program files\steam\steamapps\<rawr>\sourcesdk\bin\orangeb ox\bin\vbsp.exe -game "c:\program files\steam\steamapps\<rawr>\team fortress 2\tf" "C:\Program Files\Steam\steamapps\<rawr>\sourcesdk_content\tf\ mapsrc\ctf_rippleside_a10"
Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:\program files\steam\steamapps\<rawr>\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\<rawr>\sourcesdk_content\tf\ mapsrc\ctf_rippleside_a10.vmf
Patching WVT material: maps/ctf_rippleside_a10/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/ctf_rippleside_a10/nature/blendgroundtograss007_nodetail_wvt_patch
Patching WVT material: maps/ctf_rippleside_a10/nature/blendgroundtograss007_reducedetail_wvt_patch
Patching WVT material: maps/ctf_rippleside_a10/winter/blendgraveltogravel001_wvt_patch
Patching WVT material: maps/ctf_rippleside_a10/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)
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 (0)
Find Visible Detail Sides...
Merged 26 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\<rawr>\sourcesdk_content\tf\ mapsrc\ctf_rippleside_a10.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_alpinestorm_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_alpinestorm_01 to build the default cubemap!
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) (199275 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...
9Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1389 texinfos to 736
Reduced 61 texdatas to 47 (2002 bytes to 1321)
Writing C:\Program Files\Steam\steamapps\<rawr>\sourcesdk_content\tf\ mapsrc\ctf_rippleside_a10.bsp
9 seconds elapsed
Compile Complete for this module.
VBSP Completed: Saturday, 20 February 2010, 2:15:14 AM
VBSP: Placing detail props : 0...1...2...3...4...5...6...7...8...
VBSP: 9Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
VBSP: Compile time: 9 seconds elapsed
-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!
VVIS: c:\program files\steam\steamapps\<rawr>\sourcesdk\bin\orangeb ox\bin\vvis.exe -game "c:\program files\steam\steamapps\<rawr>\team fortress 2\tf" "C:\Program Files\Steam\steamapps\<rawr>\sourcesdk_content\tf\ mapsrc\ctf_rippleside_a10"
Valve Software - vvis.exe (May 19 2009)
4 threads
reading c:\program files\steam\steamapps\<rawr>\sourcesdk_content\tf\ mapsrc\ctf_rippleside_a10.bsp
reading c:\program files\steam\steamapps\<rawr>\sourcesdk_content\tf\ mapsrc\ctf_rippleside_a10.prt
871 portalclusters
2600 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 (111)
Optimized: 3317 visible clusters (0.00%)
Total clusters visible: 302420
Average clusters visible: 347
Building PAS...
Average clusters audible: 851
visdatasize:183026 compressed from 195104
writing c:\program files\steam\steamapps\<rawr>\sourcesdk_content\tf\ mapsrc\ctf_rippleside_a10.bsp
1 minute, 51 seconds elapsed
Compile Complete for this module.
VVIS Completed: Saturday, 20 February 2010, 2:17:08 AM
VVIS: Compile time: 1 minute, 51 seconds elapsed
-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!
VRAD: c:\program files\steam\steamapps\<rawr>\sourcesdk\bin\orangeb ox\bin\vrad.exe -game "c:\program files\steam\steamapps\<rawr>\team fortress 2\tf" "C:\Program Files\Steam\steamapps\<rawr>\sourcesdk_content\tf\ mapsrc\ctf_rippleside_a10"
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\<rawr>\sourcesdk_content\tf\ mapsrc\ctf_rippleside_a10.bsp
Setting up ray-trace acceleration structure... Done (1.67 seconds)
2941 faces
7 degenerate faces
1080397 square feet [155577216.00 square inches]
94 Displacements
303771 Square Feet [43743096.00 Square Inches]
2934 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
51734 patches after subdivision
sun extent from map=0.258819
48 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (21)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (14)
transfers 4122594, max 666
transfer lists: 31.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(224359, 198482, 163762)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(27853, 17717, 12545)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(4540, 2157, 1281)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(740, 265, 141)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(134, 37, 18)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(24, 5, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(5, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0450 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 (20)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 47/1024 2256/49152 ( 4.6%)
brushes 545/8192 6540/98304 ( 6.7%)
brushsides 3632/65536 29056/524288 ( 5.5%)
planes 2004/65536 40080/1310720 ( 3.1%)
vertexes 5157/65536 61884/786432 ( 7.9%)
nodes 1890/65536 60480/2097152 ( 2.9%)
texinfos 736/12288 52992/884736 ( 6.0%)
texdata 47/2048 1504/65536 ( 2.3%)
dispinfos 94/0 16544/0 ( 0.0%)
disp_verts 6270/0 125400/0 ( 0.0%)
disp_tris 9728/0 19456/0 ( 0.0%)
disp_lmsamples 358304/0 358304/0 ( 0.0%)
faces 2941/65536 164696/3670016 ( 4.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1687/65536 94472/3670016 ( 2.6%)
leaves 1938/65536 62016/2097152 ( 3.0%)
leaffaces 4437/65536 8874/131072 ( 6.8%)
leafbrushes 2943/65536 5886/131072 ( 4.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 20955/512000 83820/2048000 ( 4.1%)
edges 12648/256000 50592/1024000 ( 4.9%)
LDR worldlights 48/8192 4224/720896 ( 0.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 442/32768 4420/327680 ( 1.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7581/65536 15162/131072 (11.6%)
cubemapsamples 23/1024 368/16384 ( 2.2%)
overlays 18/512 6336/180224 ( 3.5%)
LDR lightdata [variable] 3044392/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 183026/16777216 ( 1.1%)
entdata [variable] 43639/393216 (11.1%)
LDR ambient table 1938/65536 7752/262144 ( 3.0%)
HDR ambient table 1938/65536 7752/262144 ( 3.0%)
LDR leaf ambient 11063/65536 309764/1835008 (16.9%)
HDR leaf ambient 1938/65536 54264/1835008 ( 3.0%)
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] 1/9186 ( 0.0%)
pakfile [variable] 5959/0 ( 0.0%)
physics [variable] 199275/4194304 ( 4.8%)
physics terrain [variable] 7014/1048576 ( 0.7%)
Level flags = 0
Total triangle count: 8354
Writing c:\program files\steam\steamapps\<rawr>\sourcesdk_content\tf\ mapsrc\ctf_rippleside_a10.bsp
1 minute, 7 seconds elapsed
Compile Complete for this module.
VRAD Completed: Saturday, 20 February 2010, 2:18:17 AM
VRAD: Compile time: 1 minute, 7 seconds elapsed
One Line Summary: 20/02/2010 2:18:17 AM, ctf_rippleside_a10.vmf, Team Fortress 2, normal , normal, normal, 00:00:12, 00:01:53, 00:01:09, 00:03:16
History.csv was updated.
Compile Summary - job mode: FULL
Map Name: ctf_rippleside_a10.vmf
VBSP - mode:normal , 9 seconds, 00:00:12 elapsed
VVIS - mode:normal, 1 minute, 51 seconds, 00:01:53 elapsed
VRAD - mode:normal, 1 minute, 7 seconds(LDR), n/a(HDR), 00:01:09 elapsed
Total Compile time: 00:03:16
(yes, I know how to fix the sprite issue too so don't worry about that. :3)
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02-19-2010, 10:52 AM
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#2
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Mapping Coding Drinking
Nutomic is offline
Posts: 869
Thanks: 201
Thanked: 176
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Crash during Loading Resources
Can you see any errors in the console before it crashes?
Besides that, i think you can only try to compile the map part by part and see which part crashes (cordon tool).
__________________
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02-19-2010, 07:48 PM
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#3
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L4: Senior Member
Eyce is offline
Posts: 333
Thanks: 333
Thanked: 163
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Crash during Loading Resources
It crashes straight to desktop saying hl2.exe is not responding etc. when it's in the screen where it displays stats (That loading bit), so I can't actually view the console during or after it.
I've got the idea it has something to do with the props but I'm not 100% sure. :/
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03-24-2010, 08:25 AM
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#4
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L4: Senior Member
Eyce is offline
Posts: 333
Thanks: 333
Thanked: 163
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Crash during Loading Resources
Same issue again, newer version of the map.
I can compile and run other maps fine.
There's no errors in hammer's checker or the compile log through interlopers. No func_detail displacements, either.
Map just keeps crashing on load in game.
I've also tried copying and pasting the entire map over to see if there's any problem with the old file or something, nope.
Latest compile log:
Code:
** Executing...
** Command: "c:\program files\steam\steamapps\eycecube\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\eycecube\team fortress 2\tf" "C:\Program Files\Steam\steamapps\eycecube\sourcesdk_content\tf\mapsrc\ctf_testingripplesidea12"
Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:\program files\steam\steamapps\eycecube\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\eycecube\sourcesdk_content\tf\mapsrc\ctf_testingripplesidea12.vmf
Patching WVT material: maps/ctf_testingripplesidea12/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/ctf_testingripplesidea12/nature/blendgroundtograss007_nodetail_wvt_patch
Patching WVT material: maps/ctf_testingripplesidea12/nature/blendgroundtograss007_reducedetail_wvt_patch
Patching WVT material: maps/ctf_testingripplesidea12/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)
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 (0)
Find Visible Detail Sides...
Merged 6 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\eycecube\sourcesdk_content\tf\mapsrc\ctf_testingripplesidea12.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
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) (193004 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
..10
Compacting texture/material tables...
Reduced 1405 texinfos to 752
Reduced 46 texdatas to 38 (1256 bytes to 878)
Writing C:\Program Files\Steam\steamapps\eycecube\sourcesdk_content\tf\mapsrc\ctf_testingripplesidea12.bsp
4 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\eycecube\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\eycecube\team fortress 2\tf" "C:\Program Files\Steam\steamapps\eycecube\sourcesdk_content\tf\mapsrc\ctf_testingripplesidea12"
Valve Software - vvis.exe (May 19 2009)
4 threads
reading c:\program files\steam\steamapps\eycecube\sourcesdk_content\tf\mapsrc\ctf_testingripplesidea12.bsp
reading c:\program files\steam\steamapps\eycecube\sourcesdk_content\tf\mapsrc\ctf_testingripplesidea12.prt
790 portalclusters
2430 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 (132)
Optimized: 2027 visible clusters (0.00%)
Total clusters visible: 242459
Average clusters visible: 306
Building PAS...
Average clusters audible: 748
visdatasize:146610 compressed from 164320
writing c:\program files\steam\steamapps\eycecube\sourcesdk_content\tf\mapsrc\ctf_testingripplesidea12.bsp
2 minutes, 13 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\eycecube\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\eycecube\team fortress 2\tf" "C:\Program Files\Steam\steamapps\eycecube\sourcesdk_content\tf\mapsrc\ctf_testingripplesidea12"
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\eycecube\sourcesdk_content\tf\mapsrc\ctf_testingripplesidea12.bsp
Setting up ray-trace acceleration structure... Done (1.51 seconds)
3090 faces
8 degenerate faces
769483 square feet [110805592.00 square inches]
68 Displacements
197623 Square Feet [28457718.00 Square Inches]
3082 patches before subdivision
zero area child patch
51996 patches after subdivision
sun extent from map=0.258819
44 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (22)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (15)
transfers 4105933, max 676
transfer lists: 31.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(140208, 117718, 103998)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(18875, 10835, 7856)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2950, 1180, 739)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(501, 144, 82)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(89, 19, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(16, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0422 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
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 (12)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 41/1024 1968/49152 ( 4.0%)
brushes 517/8192 6204/98304 ( 6.3%)
brushsides 3513/65536 28104/524288 ( 5.4%)
planes 2160/65536 43200/1310720 ( 3.3%)
vertexes 5229/65536 62748/786432 ( 8.0%)
nodes 1829/65536 58528/2097152 ( 2.8%)
texinfos 752/12288 54144/884736 ( 6.1%)
texdata 38/2048 1216/65536 ( 1.9%)
dispinfos 68/0 11968/0 ( 0.0%)
disp_verts 5508/0 110160/0 ( 0.0%)
disp_tris 8704/0 17408/0 ( 0.0%)
disp_lmsamples 329376/0 329376/0 ( 0.0%)
faces 3090/65536 173040/3670016 ( 4.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1666/65536 93296/3670016 ( 2.5%)
leaves 1871/65536 59872/2097152 ( 2.9%)
leaffaces 4168/65536 8336/131072 ( 6.4%)
leafbrushes 2092/65536 4184/131072 ( 3.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 21891/512000 87564/2048000 ( 4.3%)
edges 13005/256000 52020/1024000 ( 5.1%)
LDR worldlights 44/8192 3872/720896 ( 0.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 487/32768 4870/327680 ( 1.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 8274/65536 16548/131072 (12.6%)
cubemapsamples 22/1024 352/16384 ( 2.1%)
overlays 24/512 8448/180224 ( 4.7%)
LDR lightdata [variable] 2728120/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 146610/16777216 ( 0.9%)
entdata [variable] 39488/393216 (10.0%)
LDR ambient table 1871/65536 7484/262144 ( 2.9%)
HDR ambient table 1871/65536 7484/262144 ( 2.9%)
LDR leaf ambient 8698/65536 243544/1835008 (13.3%)
HDR leaf ambient 1871/65536 52388/1835008 ( 2.9%)
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] 1/8122 ( 0.0%)
pakfile [variable] 2006/0 ( 0.0%)
physics [variable] 193004/4194304 ( 4.6%)
physics terrain [variable] 5006/1048576 ( 0.5%)
Level flags = 0
Total triangle count: 9106
Writing c:\program files\steam\steamapps\eycecube\sourcesdk_content\tf\mapsrc\ctf_testingripplesidea12.bsp
1 minute, 0 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\eycecube\sourcesdk_content\tf\mapsrc\ctf_testingripplesidea12.bsp" "c:\program files\steam\steamapps\eycecube\team fortress 2\tf\maps\ctf_testingripplesidea12.bsp"
This is really starting to shit me. >_>
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03-24-2010, 01:16 PM
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#5
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L5: Alleged Expert
UKCS-Alias is offline
Posts: 410
Thanks: 55
Thanked: 88
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Crash during Loading Resources
The most common mistake is that people use 9 or more team_control_point_entities or mess up with other map systems that control hud features and such. When they are bugged they often crash the map during that.
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03-25-2010, 03:26 AM
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#6
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L4: Senior Member
Eyce is offline
Posts: 333
Thanks: 333
Thanked: 163
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Crash during Loading Resources
Quote:
Originally Posted by UKCS-Alias
The most common mistake is that people use 9 or more team_control_point_entities or mess up with other map systems that control hud features and such. When they are bugged they often crash the map during that.
The problem here is I only did some minor edits to brush vertices and added a few props to the map- I didn't touch any of those.
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03-25-2010, 06:57 AM
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#7
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Now with 70% more Alpine
Aly is online now
Posts: 1,478
Thanks: 1,278
Thanked: 1,264
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Crash during Loading Resources
If you pakratted your nav file, which I know you were generating it the other day, it will crash.
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03-25-2010, 08:12 PM
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#8
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L4: Senior Member
Eyce is offline
Posts: 333
Thanks: 333
Thanked: 163
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Crash during Loading Resources
Quote:
Originally Posted by Aly
If you pakratted your nav file, which I know you were generating it the other day, it will crash.
wat
I've never pakratted anything ever, so I'm not sure who you were confusing me with in the chat
Also: Found the issue: It's something to do with the basic light entities. I have no idea what caused it but after deleting all the basic light things, the map compiled.
/shrugs
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03-27-2010, 10:13 AM
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#9
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L5: Alleged Expert
UKCS-Alias is offline
Posts: 410
Thanks: 55
Thanked: 88
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Crash during Loading Resources
Quote:
Originally Posted by Eyce
The problem here is I only did some minor edits to brush vertices and added a few props to the map- I didn't touch any of those.
Quote:
zero area child patch
That part showed up in the console and often indicates an invalid brush. Invalid brushes can couse those crashes.
Check the compile logs in here next time btw
http://www.interlopers.net/errors/
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