The "There is no player start" Bug?

cookiesurvival

L2: Junior Member
Jul 5, 2015
53
35
Note: I did not check to see if this happened to anyone else on here, so please just link me to the post if there is one.

Oh boy, another bug. :B
I was about to test out my map to check if the scale of it is set correctly and stuff. But when I did, TF2 set it to the outdated version of the map. So I tried to see what's holding it back. I clicked Alt+P and got the following:
1on5s6G.png

I'm not sure if this is the problem, because the spawns in the picture haven't changed between the current and the outdated maps that TF2 runs. There are spawn points in this map, and they all functioned normally before. But its the only problem that seems to be holding back. So rather Hammer is trying its best on ruining my day, or there is some noobish mistake that I have skipped. And no, adding another spawn entity doesn't solve the problem.

So why is this considered a problem, and how is it able to not allow me to test the map?

Also, I did notice a lot of lag once trying to compile the thing. But I suspected to be the laptop. So after I let it rest, It started working normally again.

Also, also, there doesn't seem to show any errors during compiling.
 

Toomai

L3: Member
Apr 14, 2011
129
144
The message "There is no player start" is about the "player spawns here in single-player" entity; it has absolutely no relevance to TF2 maps. Your problem is most certainly elsewhere. You'll have to check the compile log more throughly. Or, try loading the default pointfile and/or portalfile; having a pointfile that loads or a portalfile that doesn't load is an indicator of leaks or other such problems.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
If you're being redirected to your last version the VBSP stage of your compile has had a critical error in the latest version and stopped the compile process. VVIS and VRAD then can't run since they need the bsp that VBSP spat out which it didn't do so it just stops completely. Most likely a leak, or a tool texture on a displacement.

edit as for the info_player_start, you can ignore that. It's for single player Source games only. Don't ask why it's in multi-player games, it just is. Cuz Source, you know.
 
Last edited:

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
This error message appears when the map contains no info_player_start. They actually do nothing in TF2 and are used in singleplayer Source games.
This problem will not interrupt mapping, compiling, quick-testing and testing on servers.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
543
Crowbar is correct on this, that entity has no use in TF2 but i tend to put it in anyway just to clear up the error list.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
Info_player_start will act as a spectator location for a second when you first join the server however, so just don't put it facing a wall or something. Doesn't hugely matter though because you can only see that for a brief flash before the "join a team" UI appears (unless you have no info_observer_points in the map).
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Doubt it's an important use since only alpha maps I think can lack these points, and for alpha these problems are negligible.
About "just a flash": most of players use custon HUDs, many of which have these menus transparent so the map is seen.
 

seth

aa
May 31, 2013
1,019
851
Info_player_start will act as a spectator location for a second when you first join the server however, so just don't put it facing a wall or something. Doesn't hugely matter though because you can only see that for a brief flash before the "join a team" UI appears (unless you have no info_observer_points in the map).

Really? I thought that's what the info_observer_point with the welcome point parameter ticked did.
 

cookiesurvival

L2: Junior Member
Jul 5, 2015
53
35
The message "There is no player start" is about the "player spawns here in single-player" entity; it has absolutely no relevance to TF2 maps. Your problem is most certainly elsewhere. You'll have to check the compile log more throughly. Or, try loading the default pointfile and/or portalfile; having a pointfile that loads or a portalfile that doesn't load is an indicator of leaks or other such problems.

If you're being redirected to your last version the VBSP stage of your compile has had a critical error in the latest version and stopped the compile process. VVIS and VRAD then can't run since they need the bsp that VBSP spat out which it didn't do so it just stops completely. Most likely a leak, or a tool texture on a displacement.

edit as for the info_player_start, you can ignore that. It's for single player Source games only. Don't ask why it's in multi-player games, it just is. Cuz Source, you know.

I have check all of the things you guys suggested. Checking the compile for any errors, which the only error is the skybox texture error. Check both Pointfile and Portalfile, which only showed that I have a lot of portals and no points. Checked for any accidentally created displacements, and added a Info_player_start just in case. The only think I can think of is that I have too many portals, and I'm not saying that because I never saw them before. Is that a considered able problem on loading up setbacks? Or hammer trying to be a troll again. . . :/
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
I have check all of the things you guys suggested. Checking the compile for any errors, which the only error is the skybox texture error. Check both Pointfile and Portalfile, which only showed that I have a lot of portals and no points. Checked for any accidentally created displacements, and added a Info_player_start just in case. The only think I can think of is that I have too many portals, and I'm not saying that because I never saw them before. Is that a considered able problem on loading up setbacks? Or hammer trying to be a troll again. . . :/
Wanna post your compile log here?
 

cookiesurvival

L2: Junior Member
Jul 5, 2015
53
35
Wanna post your compile log here?

Of course, just be warned that it is very long. :p

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Mayann Map 2 Test2.vmf"

Valve Software - vbsp.exe (Mar 2 2016)
8 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Mayann Map 2 Test2.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Mayann Map 2 Test2.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) (381669 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 637 texinfos to 396
Reduced 14 texdatas to 13 (305 bytes to 287)
Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Mayann Map 2 Test2.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Mayann Map 2 Test2"

Valve Software - vvis.exe (Mar 2 2016)
8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Mayann Map 2 Test2.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Mayann Map 2 Test2.prt
1547 portalclusters
4339 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 (3160)
Optimized: 4181 visible clusters (0.68%)
Total clusters visible: 618638
Average clusters visible: 399
Building PAS...
Average clusters audible: 1421
visdatasize:534584 compressed from 618800
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Mayann Map 2 Test2.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
52 minutes, 40 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Mayann Map 2 Test2"

Valve Software - vrad.exe SSE (Mar 2 2016)

Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Mayann Map 2 Test2.bsp
Setting up ray-trace acceleration structure... Done (0.24 seconds)
5841 faces
3289207 square feet [473645888.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
5841 patches before subdivision
180239 patches after subdivision
sun extent from map=0.121869
160 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (27)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
transfers 13018460, max 894
transfer lists: 99.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(3800076, 1238561, 497956)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1683436, 169485, 16253)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(846651, 26167, 903)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(445186, 4364, 57)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(240837, 754, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(132301, 133, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(73451, 24, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(41184, 4, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(23230, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(13220, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(7555, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(4359, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(2523, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(1476, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(866, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(514, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(306, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(185, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(112, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(69, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(42, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #22 added RGB(27, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #23 added RGB(17, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #24 added RGB(11, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #25 added RGB(7, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #26 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #27 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #28 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #29 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #30 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0500 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
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 (7)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 51/1024 2448/49152 ( 5.0%)
brushes 1061/8192 12732/98304 (13.0%)
brushsides 6576/65536 52608/524288 (10.0%)
planes 1798/65536 35960/1310720 ( 2.7%)
vertexes 9084/65536 109008/786432 (13.9%)
nodes 3670/65536 117440/2097152 ( 5.6%)
texinfos 396/12288 28512/884736 ( 3.2%)
texdata 13/2048 416/65536 ( 0.6%)
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 5841/65536 327096/3670016 ( 8.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2844/65536 159264/3670016 ( 4.3%)
leaves 3722/65536 119104/2097152 ( 5.7%)
leaffaces 6546/65536 13092/131072 (10.0%)
leafbrushes 2952/65536 5904/131072 ( 4.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 39102/512000 156408/2048000 ( 7.6%)
edges 21946/256000 87784/1024000 ( 8.6%)
LDR worldlights 160/8192 14080/720896 ( 2.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 662/32768 6620/327680 ( 2.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 9387/65536 18774/131072 (14.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3620576/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 534584/16777216 ( 3.2%)
entdata [variable] 93793/393216 (23.9%)
LDR ambient table 3722/65536 14888/262144 ( 5.7%)
HDR ambient table 3722/65536 14888/262144 ( 5.7%)
LDR leaf ambient 21807/65536 610596/1835008 (33.3%)
HDR leaf ambient 3722/65536 104216/1835008 ( 5.7%)
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] 1/288 ( 0.3%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 381669/4194304 ( 9.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 16058
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Mayann Map 2 Test2.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
51 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Mayann Map 2 Test2.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\Mayann Map 2 Test2.bsp"

P.S. It takes forever to load one, might be because of all the portals or something.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Your map name has spaces and capital letters - things there highly recommended not to be.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
Really? I thought that's what the info_observer_point with the welcome point parameter ticked did.

It does, but if you don't have one set up like that, nor an active info_observer_point, then info_player_start does it. And if you don't have an info_player_start, it defaults to map origin.