Now when I load up the map, I'll always get "map is unplayable" for no reason. I've got a PLAYER START and FINALE set up in the map and of the nav's are connected together. I've playtested the map dozens of times before and never had any issues with the nav. This error only started popping up days ago and I don't know why. Nav_trouble_report gives zero errors.
After doing a nav_analyze, I still get the "unplayable" error and then L4D2 freezes. I get the looping sound crash. It only happens on this map, after I do an analyze. Again, all of this just started happening a few days ago. I've tried verifying L4D2 and that didn't work.
Compile log:
- Code: Select all
-------------------------------------------------------------------------------
Running command: cd "c:\program files (x86)\steam\steamapps\common\left 4 dead 2
\bin"
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:\program files (x86)\steam\steamapps\common\left 4 dead 2\bi
n\vbsp.exe" -game "c:\program files (x86)\steam\steamapps\common\left 4 dead 2\l
eft4dead2" "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\sdk_cont
ent\mapsrc\streetcombatver2.vmf"
-------------------------------------------------------------------------------
Valve Software - vbsp.exe (Aug 19 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\common\left 4 dead 2\left4d
ead2\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\sdk_content\
mapsrc\streetcombatver2.vmf
Can't find surfaceprop stone for material STONE/STONE_EXT_06, using default
Can't find surfaceprop stone for material STONE/STONE_EXT_04, using default
Patching WVT material: maps/streetcombatver2/concrete/blendconcrete38a12a_noshad
ow_wvt_patch
Patching WVT material: maps/streetcombatver2/rubble/blend_donner_rubble1_dirtflo
or013a_wvt_patch
Patching WVT material: maps/streetcombatver2/concrete/blend_concrete_01_wvt_patc
h
Patching WVT material: maps/streetcombatver2/concrete/blend_lots_conc_dirt_wvt_p
atch
Patching WVT material: maps/streetcombatver2/concrete/blend_blacktop_01_cheap_wv
t_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...
Merged 2884 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\sdk_content\
mapsrc\streetcombatver2.prt...Building visibility clusters...
done (0)
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) (1669414 bytes)
Cannot build Physics2 data
-----------
DataLinker total stream size 0.0 KiB
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 7384 texinfos to 3795
Reduced 499 texdatas to 418 (20260 bytes to 17528)
Writing C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\sdk_content\
mapsrc\streetcombatver2.bsp
24 seconds elapsed
-------------------------------------------------------------------------------
Running command: cd "c:\program files (x86)\steam\steamapps\common\left 4 dead 2
\bin"
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:\program files (x86)\steam\steamapps\common\left 4 dead 2\bi
n\vvis.exe" -game "c:\program files (x86)\steam\steamapps\common\left 4 dead 2\l
eft4dead2" "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\sdk_cont
ent\mapsrc\streetcombatver2"
-------------------------------------------------------------------------------
Valve Software - vvis.exe (Aug 19 2010)
4 threads
reading c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\
mapsrc\streetcombatver2.bsp
max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
reading c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\
mapsrc\streetcombatver2.prt
1258 portalclusters
3286 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 (127)
Optimized: 8247 visible clusters (0.00%)
Total clusters visible: 428654
Average clusters visible: 340
Building PAS...
Average clusters audible: 1175
visdatasize:337494 compressed from 402560
writing c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\
mapsrc\streetcombatver2.bsp
2 minutes, 7 seconds elapsed
-------------------------------------------------------------------------------
Running command: cd "c:\program files (x86)\steam\steamapps\common\left 4 dead 2
\bin"
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:\program files (x86)\steam\steamapps\common\left 4 dead 2\bi
n\vrad.exe" -game "c:\program files (x86)\steam\steamapps\common\left 4 dead 2\
left4dead2" "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\sdk_con
tent\mapsrc\streetcombatver2"
-------------------------------------------------------------------------------
Valve Software - vrad.exe SSE (Aug 19 2010)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\
mapsrc\streetcombatver2.bsp
Setting up ray-trace acceleration structure... Done (9.58 seconds)
12481 faces
11 degenerate faces
680930 square feet [98054000.00 square inches]
8 Displacements
5495 Square Feet [791390.69 Square Inches]
12470 patches before subdivision
96844 patches after subdivision
light has _fifty_percent_distance of 32.000000 but _zero_percent_distance of 0.0
00000
light has _fifty_percent_distance of 33.000000 but _zero_percent_distance of 0.0
00000
light has _fifty_percent_distance of 97.000000 but _zero_percent_distance of 0.0
00000
light has _fifty_percent_distance of 44.000000 but _zero_percent_distance of 0.0
00000
light has _fifty_percent_distance of 35.000000 but _zero_percent_distance of 0.0
00000
light has _fifty_percent_distance of 32.000000 but _zero_percent_distance of 0.0
00000
light has _fifty_percent_distance of 44.000000 but _zero_percent_distance of 0.0
00000
light has _fifty_percent_distance of 52.000000 but _zero_percent_distance of 0.0
00000
light has _fifty_percent_distance of 52.000000 but _zero_percent_distance of 0.0
00000
112 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (74)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (46)
transfers 7093750, max 954
transfer lists: 54.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(33013, 19649, 12206)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(9233, 4412, 2513)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(3171, 1354, 737)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1183, 466, 235)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(473, 177, 82)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(196, 70, 30)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(84, 29, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(37, 12, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(17, 5, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(8, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(4, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0506 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (17)
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 (16)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 45/1024 2160/49152 ( 4.4%)
brushes 4618/8192 55416/98304 (56.4%)
brushsides 37841/65536 302728/524288 (57.7%)
planes 30788/65536 615760/1310720 (47.0%)
vertexes 25527/65536 306324/786432 (39.0%)
nodes 2624/65536 83968/2097152 ( 4.0%)
texinfos 3795/12288 273240/884736 (30.9%)
texdata 418/2048 13376/65536 (20.4%)
dispinfos 8/0 1408/0 ( 0.0%)
disp_verts 1840/0 36800/0 ( 0.0%)
disp_tris 3232/0 6464/0 ( 0.0%)
disp_lmsamples 15925/0 15925/0 ( 0.0%)
faces 12481/65536 698936/3670016 (19.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 11103/65536 621768/3670016 (16.9%)
leaves 2670/65536 85440/2097152 ( 4.1%)
leaffaces 16965/65536 33930/131072 (25.9%)
leafbrushes 9081/65536 18162/131072 (13.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 108210/512000 432840/2048000 (21.1%)
edges 70771/256000 283084/1024000 (27.6%)
LDR worldlights 112/8192 11200/819200 ( 1.4%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 1678/32768 16780/327680 ( 5.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 34281/65536 68562/131072 (52.3%)
cubemapsamples 20/1024 320/16384 ( 2.0%)
overlays 122/512 42944/180224 (23.8%)
LDR lightdata [variable] 4605836/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 337494/16777216 ( 2.0%)
entdata [variable] 274802/393216 (69.9%)
LDR ambient table 2670/65536 10680/262144 ( 4.1%)
HDR ambient table 2670/65536 10680/262144 ( 4.1%)
LDR leaf ambient 11533/65536 322924/1835008 (17.6%)
HDR leaf ambient 2670/65536 74760/1835008 ( 4.1%)
occluders 3/0 120/0 ( 0.0%)
occluder polygons 6/0 72/0 ( 0.0%)
occluder vert ind 24/0 96/0 ( 0.0%)
Prop Hull Verts 0/0 0/0 ( 0.0%)
Prop Hull Blob 0/0 0/0 ( 0.0%)
Prop Hull Lists 0/0 0/0 ( 0.0%)
Prop Hulls 0/0 0/0 ( 0.0%)
Prop Hull trilist 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/129438 ( 0.0%)
pakfile [variable] 1909031/0 ( 0.0%)
physics [variable] 1669414/4194304 (39.8%)
physics terrain [variable] 4544/1048576 ( 0.4%)
Level flags = 0
Total triangle count: 37745
Writing c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\
mapsrc\streetcombatver2.bsp
2 minutes, 52 seconds elapsed
-------------------------------------------------------------------------------
Running command: copy "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead
2\sdk_content\mapsrc\streetcombatver2.bsp" "c:\program files (x86)\steam\steama
pps\common\left 4 dead 2\left4dead2\maps\streetcombatver2.bsp"
-------------------------------------------------------------------------------
Finished. Press a key to close.
