Spawnpoint Problem

r3dw3r3w0lf

L1: Registered
Nov 19, 2009
32
1
Well i found out about leaks finally so i got those fixed. I also fixed the carve problem i had(yes i know im an idiot). I have those fixed so now the map works just fine but the only problem i have now i can't find is this. In game this pops up!

Heres the quick version: When i go in game, me and the bot or person spawn in the exact same place in the exact same direction away from the points. OUTSIDE THE MAP! Doesn't even use any of the friggin points.

In game:

Code:
material "vgui/../vgui/icon_con_high" not found.
--- Missing Vgui material vgui/..\vgui\icon_con_high
execing scout.cfg
Spawnpoint at (0.00 -1280.00 16.00) is not clear.
Spawnpoint at (0.00 1280.00 16.00) is not clear.
] bot
Bot01 connected
Spawnpoint at (0.00 -1280.00 16.00) is not clear.
Spawnpoint at (0.00 1280.00 16.00) is not clear.
Couldn't load 'bugreporter_filequeue'
Unable to rename screenshots/2009_12_21_.jpg to c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\team fortress 2\tf\screenshots\2009_12_21__0000.jpg!
Wrote 'screenshots/2009_12_21_.jpg':  2.36 MB (1024x768) compresssed (quality 100) to 219.53 KB
E
Heres the compile logs:

Code:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\Anime_Mansion"

Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\Anime_Mansion.vmf
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\Anime_Mansion.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 (0) (21802 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 152 texinfos to 103
Reduced 11 texdatas to 9 (347 bytes to 234)
Writing C:\Program Files (x86)\Steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\Anime_Mansion.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\Anime_Mansion"

Valve Software - vvis.exe (May 19 2009)
4 threads
reading c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\Anime_Mansion.bsp
reading c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\Anime_Mansion.prt
 112 portalclusters
 256 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 (0)
Optimized: 24 visible clusters (0.00%)
Total clusters visible: 7512
Average clusters visible: 67
Building PAS...
Average clusters audible: 112
visdatasize:4051  compressed from 3584
writing c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\Anime_Mansion.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\Anime_Mansion"

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 (x86)\steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\Anime_Mansion.bsp
Setting up ray-trace acceleration structure... Done (0.04 seconds)
458 faces
797041 square feet [114774016.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
458 patches before subdivision
36562 patches after subdivision
sun extent from map=0.000000
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (4)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 1895039, max 299
transfer lists:  14.5 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(18426, 4239, 4226)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(1560, 108, 92)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(179, 3, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(30, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(5, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0363 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (2)
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 (4)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   4/1024          192/49152    ( 0.4%) 
brushes                 62/8192          744/98304    ( 0.8%) 
brushsides             372/65536        2976/524288   ( 0.6%) 
planes                 144/65536        2880/1310720  ( 0.2%) 
vertexes               562/65536        6744/786432   ( 0.9%) 
nodes                  277/65536        8864/2097152  ( 0.4%) 
texinfos               103/12288        7416/884736   ( 0.8%) 
texdata                  9/2048          288/65536    ( 0.4%) 
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                  458/65536       25648/3670016  ( 0.7%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              214/65536       11984/3670016  ( 0.3%) 
leaves                 282/65536        9024/2097152  ( 0.4%) 
leaffaces              550/65536        1100/131072   ( 0.8%) 
leafbrushes            151/65536         302/131072   ( 0.2%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             2908/512000      11632/2048000  ( 0.6%) 
edges                 1531/256000       6124/1024000  ( 0.6%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips             16/32768         160/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           207/65536         414/131072   ( 0.3%) 
cubemapsamples           8/1024          128/16384    ( 0.8%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      736088/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]        4051/16777216 ( 0.0%) 
entdata               [variable]        3565/393216   ( 0.9%) 
LDR ambient table      282/65536        1128/262144   ( 0.4%) 
HDR ambient table      282/65536        1128/262144   ( 0.4%) 
LDR leaf ambient      1248/65536       34944/1835008  ( 1.9%) 
HDR leaf ambient       282/65536        7896/1835008  ( 0.4%) 
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]           1/12       ( 8.3%) 
pakfile               [variable]         837/0        ( 0.0%) 
physics               [variable]       21802/4194304  ( 0.5%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 1136
Writing c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\Anime_Mansion.bsp
15 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\r3dw3r3w0lf\sourcesdk_content\tf\mapsrc\Anime_Mansion.bsp" "c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\team fortress 2\tf\maps\Anime_Mansion.bsp"


** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\r3dw3r3w0lf\team fortress 2\tf" -toconsole -dev -console +sv_lan 1 +map "Anime_Mansion"
help?

-r3d
 

Freyja

aa
Jul 31, 2009
2,994
5,813
Well, your spawn points arn't clear. Make sure they're hovering a little above the ground (16 units is good) and not touching anything.
 

KaiserFate

L69: Deviant Member
Dec 9, 2009
69
12
Something similar happened to me actually, follow Aly's advice because my spawnpoints' feet were touching the ground and I had the exact same problem until I bumped the spawn up into the air.