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

Discussion in 'Mapping Questions & Discussion' started by cjr605, Feb 14, 2010.

  1. cjr605

    cjr605 L1: Registered

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    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!
     
  2. Grim Tuesday

    aa Grim Tuesday

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    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
     
  3. cjr605

    cjr605 L1: Registered

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    All of the people in the red spawn room have their team set to red, as do blu.
     
  4. Lancey

    aa Lancey Currently On: ?????

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    Make sure your spawn points are not touching the ground and are in a func_respawnroom set to the proper team.
     
  5. honeymustard

    honeymustard L9: Fashionable Member

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    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.
     
  6. cjr605

    cjr605 L1: Registered

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    it is attack/defend, but only with one round
     
  7. DaBeatzProject

    aa DaBeatzProject

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    Uhm, the last part of your sentence makes no sense :p
     
  8. Cynick

    Cynick L4: Comfortable Member

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    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.
     
  9. cjr605

    cjr605 L1: Registered

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    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
     
  10. Cynick

    Cynick L4: Comfortable Member

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    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".
     
  11. cjr605

    cjr605 L1: Registered

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    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.