Everything works fine on my map - except for the spawn rooms o.O

cjr605

L1: Registered
Nov 28, 2009
7
0
With the map I'm making, I started out with only one spawn because I wanted to make the red spawn later.

But when I made the red spawn... the red players wouldn't spawn in it! I must have checked my triggers and info_player_teamspawn's 10x to make sure they were the right team.

Then, I created a new file in which to make spawns that worked. I tested it and everyone spawned in the right spots. I deleted the old spawns in my almost-complete-map, and copied/pasted the working ones from the test-file (or whatever you want to call it).

I compiled. Blue spawned in blue. Red spawned in blue. At that point I decided to post here because I'm about to punch my dog who's licking my toes.

ALSO, I did compile in the -fast mode, only because compiling normally kept stopping at "Building physics collision data."

Here's the compile log for -fast:

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\cjr605\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4.vmf
Patching WVT material: maps/cp_drip_a4/nature/blendgroundtogravel005_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 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_01*.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...
done (2) (209744 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 1191 texinfos to 737
Reduced 43 texdatas to 35 (1321 bytes to 1034)
Writing C:\Program Files (x86)\Steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4.bsp
7 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\cjr605\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf" -fast "C:\Program Files (x86)\Steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4"

Valve Software - vvis.exe (May 19 2009)
fastvis = true
2 threads
reading c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4.bsp
reading c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4.prt
915 portalclusters
3312 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 41055 visible clusters (0.00%)
Total clusters visible: 695708
Average clusters visible: 760
Building PAS...
Average clusters audible: 914
visdatasize:216338 compressed from 219600
writing c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4.bsp
1 second elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\cjr605\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4"

Valve Software - vrad.exe SSE (May 19 2009)

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

Loading c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4.bsp
Setting up ray-trace acceleration structure... Done (6.68 seconds)
3266 faces
2 degenerate faces
541210 square feet [77934288.00 square inches]
201 Displacements
134696 Square Feet [19396280.00 Square Inches]
3264 patches before subdivision
37470 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (15)
transfers 2665557, max 746
transfer lists: 20.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0295 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8)
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 (21)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 20/1024 960/49152 ( 2.0%)
brushes 545/8192 6540/98304 ( 6.7%)
brushsides 4027/65536 32216/524288 ( 6.1%)
planes 2180/65536 43600/1310720 ( 3.3%)
vertexes 5706/65536 68472/786432 ( 8.7%)
nodes 1804/65536 57728/2097152 ( 2.8%)
texinfos 737/12288 53064/884736 ( 6.0%)
texdata 35/2048 1120/65536 ( 1.7%)
dispinfos 201/0 35376/0 ( 0.0%)
disp_verts 58089/0 1161780/0 ( 0.0%)
disp_tris 102912/0 205824/0 ( 0.0%)
disp_lmsamples 403112/0 403112/0 ( 0.0%)
faces 3266/65536 182896/3670016 ( 5.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1853/65536 103768/3670016 ( 2.8%)
leaves 1825/65536 58400/2097152 ( 2.8%)
leaffaces 3450/65536 6900/131072 ( 5.3%)
leafbrushes 1515/65536 3030/131072 ( 2.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 23026/512000 92104/2048000 ( 4.5%)
edges 12813/256000 51252/1024000 ( 5.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 203/32768 2030/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3255/65536 6510/131072 ( 5.0%)
cubemapsamples 4/1024 64/16384 ( 0.4%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3333352/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 216338/16777216 ( 1.3%)
entdata [variable] 21418/393216 ( 5.4%)
LDR ambient table 1825/65536 7300/262144 ( 2.8%)
HDR ambient table 1825/65536 7300/262144 ( 2.8%)
LDR leaf ambient 1029/65536 28812/1835008 ( 1.6%)
HDR leaf ambient 1825/65536 51100/1835008 ( 2.8%)
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] 1/2454 ( 0.0%)
pakfile [variable] 532109/0 ( 0.0%)
physics [variable] 209744/4194304 ( 5.0%)
physics terrain [variable] 52386/1048576 ( 5.0%)

Level flags = 0

Total triangle count: 9012
Writing c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4.bsp
51 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4.bsp" "c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf\maps\cp_drip_a4.bsp"


** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\cjr605\team fortress 2\tf" +map "cp_drip_a4"





Thanks for any help you can offer!
 
Nov 14, 2009
1,257
378
You need to double click on the little spawn people, and change their properties to that of "red" for the red spawn and "blu" for the blue spawn. Good lick! <-----originally a typo, but the do thing made me keep it this way :p
 

cjr605

L1: Registered
Nov 28, 2009
7
0
All of the people in the red spawn room have their team set to red, as do blu.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Make sure your spawn points are not touching the ground and are in a func_respawnroom set to the proper team.
 

honeymustard

L9: Fashionable Member
Oct 26, 2009
698
573
Is your map attack/defend with multiple spawns? I remember someone else had the same problem and their spawns broke because of some dodgy entities controlling the spawns.
 

Cynick

L4: Comfortable Member
Feb 7, 2010
153
284
ALSO, I did compile in the -fast mode, only because compiling normally kept stopping at "Building physics collision data."

I don't know what's going on with the spawns, but I got the freeze-up in the same place on another map. It was caused by a displacement with only 3 edges, (e.g. the displacement was a triangle). All displacements must be quadrilaterals (4 edges).

Hope this helps/fixes the freezup.
 

cjr605

L1: Registered
Nov 28, 2009
7
0
That fixed the freezeup!

Now I deleted something having to do with how the attack/defend works (i forget what it was called, stupid me). The spawns work, but the round ends as soon as waiting for players is done! FML
 

Cynick

L4: Comfortable Member
Feb 7, 2010
153
284
Try this: In your team_control_point_round (or team_control_point_master, depending on which you have) set "Prevent team from winning by capping control points" or something like that to "Red".
 

cjr605

L1: Registered
Nov 28, 2009
7
0
Got it to work! I had both of those in there o_O, so I just deleted the _round one because it only needs the master!!

Thanks for the help.