MVM - Mission not loaded in my custom map

FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
I was a bit new to the hammer so I might me a noob but the problem that I'm having is that the game won't let me load my mvm mission that I've made for my custom mvm map. I can load my mission on any official map. My map have bsp, lin, log, vmf and vmx files. Did I miss any of it?
 

Bogdy

L4: Comfortable Member
Aug 13, 2014
187
208
A .pop file.
The actual mission is located in a .pop file.
To make a pop file, you can use http://old.mvm.tf/
The .pop file must be named like your map. (I think. Don't quote me on that.)
 

FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
I do know how to make a mission fairly well but although I think that it the map's problem
 
Last edited:

henke37

aa
Sep 23, 2011
2,075
515
There is no requirement for the pop file to be named after the map. But the game does load the one named after the map by default. They really are two separate things.
 

Geit

💜 I probably broke it 💜
aa
May 28, 2009
598
1,161
There is no requirement for the pop file to be named after the map. But the game does load the one named after the map by default. They really are two separate things.

@The Jill patched this recently I believe, you can now embed multiple .pop files in a single bsp apparently, as well as a nav file that's independent of the map's file name (by naming it embed.nav).

I'm not sure if there's any more exact instructions than that, I meant to document it, but lost the chat log. Maybe Jill will drop by this thread and update us.

EDIT: I misread the original quote, but my point still stands that you can apparently embed multiple pop files now.
 
Last edited:

FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
There is no requirement for the pop file to be named after the map. But the game does load the one named after the map by default. They really are two separate things.
So I have mvm_cargostation.bsp and mvm_cargostation.pop. The game had noticed that there Is a mvm_cargostation.pop but It just won't load it. I've tried to call a vote to change to that mission and it said that the game would change into that mission but in fact it didn't change to that mission.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Its very likely that the popfile itself is broken or some other errors are going on. Check the console if it reports errors related to the popfile. Especialy missing brackets are a common cause.

If all else fails you could post the popfile in here (make sure to use the [code] tag to make it preserve identation and also prevent up taking a huge part of the screen)
 

FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
Its very likely that the popfile itself is broken or some other errors are going on. Check the console if it reports errors related to the popfile. Especialy missing brackets are a common cause.

If all else fails you could post the popfile in here (make sure to use the [code] tag to make it preserve identation and also prevent up taking a huge part of the screen)

Here's the error that the console said:

No Nav Mesh CPopulationManager::Initialize for scripts/population/mvm_cargostation.popCan't compute incursion distances from the Red spawn room(s). Bots will perform poorly. This is caused by either a missing func_respawnroom, or missing info_player_teamspawn entities within the func_respawnroom.
Can't compute incursion distances from the Blue spawn room(s). Bots will perform poorly. This is caused by either a missing func_respawnroom, or missing info_player_teamspawn entities within the func_respawnroom.
Can't find blue spawn room nav areas. No legal bomb drop areas are markedNo nav area for bomb delivery zone

So I have 4 blue info_player_teamspawn named "spawnbot" in the blue func_respawnroom and 6 red info_player_teamspawn named "red_player_teamspawn" in the red func_respawnroom.

I only have 1 hologram and I have a Blue func_capturezone and a prop_dynamic bomb hatch.

I think it might be the nav problem
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
It definitely is the nav as thats the default message when the nav cant be loaded or cant create a path to the hatch. It should indicate it by showing just a 'wave 0' on top.

Note that both the blue and red respawnrooms both need to be a single entity (1 entity for blue, 1 for red). Depending on the case it can bug up the map quite alot. But even this shouldnt stop the map from working at all. Also, im not sure if its relevant, but give the rooms a visualizer (even if entirely nodraw textured)

All props arent relevant to the nav unless they are able to block the bots, sometimes it generates a blocked nav square because of a prop. a func_door does block a path, but still allows the nav to get generated through it. And since the error is that is simply cant calculate the distance this only is relevant when all doors are closed which is very unlikely to be the case as it would block you aswel, or all doors have a filter to only allow red and the hatch can only be reached through a door (if this was the mistake at least facepalm 5 times for stupidity because your hatch is probably inside the respawnroom).
A solid hatch prop might hinder to generate a nav square and this could be relevant to check. Even valve just uses a nodraw combined with a non-solid prop for the hatch.
 

FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
It definitely is the nav as thats the default message when the nav cant be loaded or cant create a path to the hatch. It should indicate it by showing just a 'wave 0' on top.

Note that both the blue and red respawnrooms both need to be a single entity (1 entity for blue, 1 for red). Depending on the case it can bug up the map quite alot. But even this shouldnt stop the map from working at all. Also, im not sure if its relevant, but give the rooms a visualizer (even if entirely nodraw textured)

All props arent relevant to the nav unless they are able to block the bots, sometimes it generates a blocked nav square because of a prop. a func_door does block a path, but still allows the nav to get generated through it. And since the error is that is simply cant calculate the distance this only is relevant when all doors are closed which is very unlikely to be the case as it would block you aswel, or all doors have a filter to only allow red and the hatch can only be reached through a door (if this was the mistake at least facepalm 5 times for stupidity because your hatch is probably inside the respawnroom).
A solid hatch prop might hinder to generate a nav square and this could be relevant to check. Even valve just uses a nodraw combined with a non-solid prop for the hatch.

I've Finally figure it out how to fix it by just typing nav_generate in the console. *face palm 5 times*. Thanks for helping!
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
So the bug was simply that you never generated the nav

(can happen, as this also is required to be done at allmost any recompile of the map because it will break when it no longer does match the map)