Bots not spawning?

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DrSquishy

we've all had better times to die
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Feb 10, 2017
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I made a pop file and found that no bots were spawning, and I saw this in the console:
No Nav Mesh CPopulationManager::Initialize for scripts/population/aMvM_origins_displaced_bastard_bots.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.Item Whitelist file 'item_whitelist.txt' could not be found. All items will be allowed.
NextBot tickrate changed from 0 (0.000ms) to 7 (0.105ms)
'soldier.cfg' not present; not executing.
--- Missing Vgui material vgui/..\vgui\maps\menu_thumb_Missing
--- Missing Vgui material vgui/..\vgui\maps\menu_thumb_Missing
--- Missing Vgui material vgui/..\vgui\maps\menu_thumb_Missing
Any help?
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
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I made a pop file and found that no bots were spawning, and I saw this in the console:

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.

Any help?

I also fixed this as a func respawn room had bugged out
 

Da Spud Lord

Occasionally I make maps
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Mar 23, 2017
1,339
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DrSquishy

we've all had better times to die
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Feb 10, 2017
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Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
After doing nav_generate or whatever it is, do I just type retry in the console?
Nope. Once you do nav_generate, TF2 will lag for a bit. Just let it sit for a while. When it's done, the server will reload automatically, and that's it. It should work now.
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
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Nope. Once you do nav_generate, TF2 will lag for a bit. Just let it sit for a while. When it's done, the server will reload automatically, and that's it. It should work now.
Awesome. Don't you have to pack the .nav file that is generated into the map so it is loaded already? If so, where can I find it?
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
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Generating Navigation Mesh...
Sampling walkable space...
Sampling walkable space...
Sampling walkable space...
Sampling walkable space...
Creating navigation areas from sampled data...
Connecting navigation areas...
Merging navigation areas...
Finding hiding spots... 66%
Finding hiding spots...DONE
Finding encounter spots...DONE
Finding sniper spots...DONE
Computing mesh visibility...
Computing mesh visibility... 0%
Computing mesh visibility... 0%
Starting ping measurement
Ping measurement completed
Computing mesh visibility... 0%
Computing mesh visibility... 0%
Computing mesh visibility... 0%
Computing mesh visibility... 0%
Computing mesh visibility... 0%
Computing mesh visibility... 0%
Computing mesh visibility... 0%
Computing mesh visibility... 0%
Computing mesh visibility... 0%
Computing mesh visibility... 0%
Computing mesh visibility... 0%
Computing mesh visibility... 0%
Computing mesh visibility... 0%
Computing mesh visibility... 0%
Computing mesh visibility... 1%
Computing mesh visibility... 1%
Computing mesh visibility... 1%
Computing mesh visibility... 1%
Computing mesh visibility... 1%
Computing mesh visibility... 1%
Starting ping measurement
Ping measurement completed
Computing mesh visibility... 2%
Computing mesh visibility... 2%
Computing mesh visibility... 2%
Computing mesh visibility... 2%
Computing mesh visibility... 3%
Computing mesh visibility... 3%
Computing mesh visibility... 3%
No nav area for bomb delivery zone.Computing mesh visibility... 4%
'soldier.cfg' not present; not executing.
Computing mesh visibility... 4%
Computing mesh visibility... 5%
Computing mesh visibility... 5%
Computing mesh visibility... 6%
Computing mesh visibility... 6%
Computing mesh visibility... 7%
Computing mesh visibility... 7%
Computing mesh visibility... 8%
Computing mesh visibility... 9%
'soldier.cfg' not present; not executing.
Computing mesh visibility... 10%
Starting ping measurement
Ping measurement completed
Computing
Computing mesh visibility... 11%
Computing mesh visibility... 12%
Computing mesh visibility... 13%
Computing mesh visibility... 14%
'soldier.cfg' not present; not executing.
Computing mesh visibility... 15%
Computing mesh visibility... 17%
Computing mesh visibility... 18%
Computing mesh visibility... 20%
Computing mesh visibility... 21%
Computing mesh visibility... 23%
Computing mesh visibility... 26%
Computing mesh visibility... 28%
Computing mesh visibility... 31%
Computing mesh visibility... 34%
Computing mesh visibility... 38%
Computing mesh visibility... 44%
Computing mesh visibility... 49%
Computing mesh visibility... 57%
Starting ping measurement
Computing mesh visibility... 66%
Ping measurement completed
Computing mesh visibility... 72%
Computing mesh visibility... 77%
Optimizing mesh visibility...
NavMesh Visibility List Lengths: min = 2, avg = 949, max = 1820
Computing mesh visibility...DONE
Finding earliest occupy times...DONE
Start custom...
Custom game-specific analysis...DONE
Post custom...
Generation complete! 860.4 seconds elapsed.
Navigation map 'C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\mvm_origins.nav' saved.
---- Host_Changelevel ----
SoundEmitter: removing map sound overrides [5495 to remove, 1678 to restore]

qhull precision error: Only 4 facets remain. Can not merge another
pair. The convexity constraints may be too strong. Reduce the
magnitude of 'Cn' or increase the magnitude of 'An'. For example,
try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.

qhull precision error: Only 4 facets remain. Can not merge another
pair. The convexity constraints may be too strong. Reduce the
magnitude of 'Cn' or increase the magnitude of 'An'. For example,
try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.
Failed, using default cubemap 'engine/defaultcubemap'
Applying new item schema, version D465166B
**WARNING** Item schema mismatch after update!
GC told us to expect D465166B, we got AFBA
Set motd from file 'cfg/motd_default.txt'. ('cfg/motd.txt' was not found.)
Set motd_text from file 'cfg/motd_text_default.txt'. ('cfg/motd_text.txt' was not found.)
'listenserver.cfg' not present; not executing.
'mvm_origins.cfg' not present; not executing.

Team Fortress
Map: mvm_origins
Players: 1 / 8
Build: 4016097
Server Number: 2

The server is using sv_pure 0. (Enforcing consistency for select files only)
Unable to initialize sound capture. You won't be able to speak to other players.-smyt- ¤ PootizBird™ ¤ Hap connected
Compact freed 3809280 bytes
Redownloading all lightmaps
Starting ping measurement
Ping measurement completed
Starting ping measurement
Ping measurement completed
CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient() returned NULL.
CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient() returned NULL.
CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient() returned NULL.
CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient() returned NULL.
CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient() returned NULL.
CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient() returned NULL.
CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient() returned NULL.
CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient() returned NULL.
CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient() returned NULL.
CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient() returned NULL.
CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient() returned NULL.
CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient() returned NULL.
CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient() returned NULL.
CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient() returned NULL.
CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient() returned NULL.
Can't open scripts/population/mvm_origins.pop.
Parse Failed in CPopulationManager::Initialize for scripts/population
Set motd from file 'cfg/motd_default.txt'. ('cfg/motd.txt' was not found.)
Set motd_text from file 'cfg/motd_text_default.txt'. ('cfg/motd_text.txt' was not found.)
'listenserver.cfg' not present; not executing.
'mvm_origins.cfg' not present; not executing.

Team Fortress
Map: mvm_origins
Players: 1 / 8
Build: 4016097
Server Number: 2

The server is using sv_pure 0. (Enforcing consistency for select files only)
Unable to initialize sound capture. You won't be able to speak to other players.-smyt- ¤ PootizBird™ ¤ Hap connected
Compact freed 3809280 bytes
Redownloading all lightmaps
Starting ping measurement
Ping measurement completed
Starting ping measurement
Ping measurement completed
CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient() returned NULL.
CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient() returned NULL.
CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient() returned NULL.
CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient() returned NULL.
CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient() returned NULL.
CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient() returned NULL.
CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient() returned NULL.
CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient() returned NULL.
CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient() returned NULL.
CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient() returned NULL.
CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient() returned NULL.
CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient() returned NULL.
CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient() returned NULL.
CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient() returned NULL.
CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient() returned NULL.
Can't open scripts/population/mvm_origins.pop.
Parse Failed in CPopulationManager::Initialize for scripts/population

Got this after the nav_generate was finished....
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Awesome. Don't you have to pack the .nav file that is generated into the map so it is loaded already? If so, where can I find it?
The nav file can be found in your /maps folder, with the same name as your map file, but with a .nav extension. However, the MvM contest guys have recommended against packing the .nav file into the .bsp, as it causes problems with the workshop or servers or something (they haven't been clear exactly what the problem is, only that there is a problem). So far everyone's been putting their .bsp, .nav, and any .pop files into a .zip and uploading that.
 
Last edited:

[Rx.] Christian Troy

L5: Dapper Member
Jan 23, 2017
223
64
I'm not sure about mvm but with most other maps it's a good idea to run nav_analyze too. For that command you will need to turn on nav_edit 1 first then run nav_analyze.

That part generates the second set of info for bots in a nav mesh. ;)
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
I'm not sure about mvm but with most other maps it's a good idea to run nav_analyze too. For that command you will need to turn on nav_edit 1 first then run nav_analyze.

That part generates the second set of info for bots in a nav mesh. ;)
I thought nav_generate did that automatically? nav_analyze is only needed if you make edits to the navigation mesh manually or you use nav_generate_incremental.
 

[Rx.] Christian Troy

L5: Dapper Member
Jan 23, 2017
223
64
https://developer.valvesoftware.com/wiki/Navigation_Mesh_Commands


nav_analyze
Analyze the current Navigation Mesh and save it to disk. The analysis phase computes the second-order data needed by the bots for their planning and attention systems.

It's a different command from the nav_generate and adds different info. In the past I would goof up sometimes and not run it. The difference in how the bots performed was almost night and day. Also on some maps that were custom or Valve maps, some classes of bots wouldn't do much or nothing at all but just stand in spawn while the rest of the team would go to fight until nav_analyze was ran. Then they would start moving and reacting in battle. :p
 

Freyja

aa
Jul 31, 2009
2,994
5,813
nav_generate performs a nav_analyse too, Spud is right in that it only needs to be run if you make any manual edits.
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
The nav file can be found in your /maps folder, with the same name as your map file, but with a .nav extension. However, the MvM contest guys have recommended against packing the .nav file into the .bsp, as it causes problems with the workshop or servers or something (they haven't been clear exactly what the problem is, only that there is a problem). So far everyone's been putting their .bsp, .nav, and any .pop files into a .zip and uploading that.
Do you just create a zip, put the things in and it works by just putting the zip into maps?
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Do you just create a zip, put the things in and it works by just putting the zip into maps?
The pop files need to be extracted to /tf/scripts/population. Everything else goes in /tf/maps. You can make it easy for the end user by creating a zip file with the following file structure:
/maps/yourmap.bsp
/maps/yourmap.nav
/scripts/population/yourmissions.pop
Then include a readme file telling the user to copy the two folders to their /tf folder. Everything will automatically be placed in the right folder for the user. That's what I, and I believe most other users, have been doing.
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
The pop files need to be extracted to /tf/scripts/population. Everything else goes in /tf/maps. You can make it easy for the end user by creating a zip file with the following file structure:
/maps/yourmap.bsp
/maps/yourmap.nav
/scripts/population/yourmissions.pop
Then include a readme file telling the user to copy the two folders to their /tf folder. Everything will automatically be placed in the right folder for the user. That's what I, and I believe most other users, have been doing.
thanks