Help Problem With A/D map

Discussion in 'Mapping Questions & Discussion' started by ades, Dec 24, 2014.

  1. ades

    ades L4: Comfortable Member

    Messages:
    165
    Positive Ratings:
    54
    im making a 3 point 2 stage A/D map only problem is when i compile and go in game the Blu team spawns in red spawn Evan though it is setup properly the HUD is missing and it puts me in stage 2

    can anyone help

    here is the compile log in case you need it

    ** Executing...
    ** Command: "D:\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "D:\Steam\SteamApps\common\Team Fortress 2\tf" "d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_thunderfrost_a1"

    Valve Software - vbsp.exe (Dec 7 2014)
    4 threads
    materialPath: D:\Steam\SteamApps\common\Team Fortress 2\tf\materials
    Loading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_thunderfrost_a1.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/cp_thunderfrost_a1/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/cp_thunderfrost_a1/nature/blendrockgroundwallsnow_wvt_patch
    Patching WVT material: maps/cp_thunderfrost_a1/nature/blendgrasstosnow001_wvt_patch
    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 (1)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 142 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    done (0)
    writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_thunderfrost_a1.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...
    Found a displacement edge abutting multiple other edges.
    Warning: invalid neighbor connection on displacement near (-7640.00 -560.00 -896.00)
    Warning: invalid neighbor connection on displacement near (-7640.00 -560.00 -896.00)
    Warning: invalid neighbor connection on displacement near (-7640.00 -560.00 -896.00)
    Warning: invalid neighbor connection on displacement near (-7640.00 -424.00 -896.00)
    Warning: invalid neighbor connection on displacement near (-7640.00 -560.00 -512.00)
    Warning: invalid neighbor connection on displacement near (-7640.00 -560.00 -512.00)
    Warning: invalid neighbor connection on displacement near (-7976.00 -688.00 -512.00)
    Warning: invalid neighbor connection on displacement near (-7976.00 -560.00 -512.00)
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (368953 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 1415 texinfos to 800
    Reduced 80 texdatas to 75 (1822 bytes to 1610)
    Writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_thunderfrost_a1.bsp
    6 seconds elapsed

    ** Executing...
    ** Command: "D:\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "D:\Steam\SteamApps\common\Team Fortress 2\tf" "d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_thunderfrost_a1"

    Valve Software - vvis.exe (Dec 7 2014)
    4 threads
    reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_thunderfrost_a1.bsp
    reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_thunderfrost_a1.prt
    1535 portalclusters
    4307 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 (101)
    Optimized: 4258 visible clusters (1.15%)
    Total clusters visible: 369684
    Average clusters visible: 240
    Building PAS...
    Average clusters audible: 711
    visdatasize:288014 compressed from 589440
    writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_thunderfrost_a1.bsp
    1 minute, 41 seconds elapsed

    ** Executing...
    ** Command: "D:\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -both -game "D:\Steam\SteamApps\common\Team Fortress 2\tf" "d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_thunderfrost_a1"

    Valve Software - vrad.exe SSE (Dec 7 2014)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    [37 texlights parsed from 'lights.rad']

    Loading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_thunderfrost_a1.bsp
    Setting up ray-trace acceleration structure... Done (1.54 seconds)
    5629 faces
    3986046 square feet [573990656.00 square inches]
    71 Displacements
    277453 Square Feet [39953336.00 Square Inches]
    5629 patches before subdivision
    177855 patches after subdivision
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 100.000000
    light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 100.000000
    light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 100.000000
    light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 100.000000
    light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 100.000000
    light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 100.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    114 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (56)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (25)
    transfers 14886382, max 712
    transfer lists: 113.6 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(864125, 657893, 606678)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(164577, 111199, 97896)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(33677, 20958, 17828)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(7867, 4541, 3650)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(1918, 1063, 825)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(505, 273, 203)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(140, 75, 54)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(41, 22, 15)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(13, 7, 5)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(4, 2, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #11 added RGB(1, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0678 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 (19)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 67/1024 3216/49152 ( 6.5%)
    brushes 950/8192 11400/98304 (11.6%)
    brushsides 6469/65536 51752/524288 ( 9.9%)
    planes 3902/65536 78040/1310720 ( 6.0%)
    vertexes 9614/65536 115368/786432 (14.7%)
    nodes 3676/65536 117632/2097152 ( 5.6%)
    texinfos 800/12288 57600/884736 ( 6.5%)
    texdata 75/2048 2400/65536 ( 3.7%)
    dispinfos 71/0 12496/0 ( 0.0%)
    disp_verts 1775/0 35500/0 ( 0.0%)
    disp_tris 2272/0 4544/0 ( 0.0%)
    disp_lmsamples 529524/0 529524/0 ( 0.0%)
    faces 5629/65536 315224/3670016 ( 8.6%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 2868/65536 160608/3670016 ( 4.4%)
    leaves 3744/65536 119808/2097152 ( 5.7%)
    leaffaces 6808/65536 13616/131072 (10.4%)
    leafbrushes 3810/65536 7620/131072 ( 5.8%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 37885/512000 151540/2048000 ( 7.4%)
    edges 22493/256000 89972/1024000 ( 8.8%)
    LDR worldlights 114/8192 10032/720896 ( 1.4%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 2/32768 24/393216 ( 0.0%)
    waterstrips 600/32768 6000/327680 ( 1.8%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 9480/65536 18960/131072 (14.5%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 47/512 16544/180224 ( 9.2%)
    LDR lightdata [variable] 10846924/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 288014/16777216 ( 1.7%)
    entdata [variable] 87133/393216 (22.2%)
    LDR ambient table 3744/65536 14976/262144 ( 5.7%)
    HDR ambient table 3744/65536 14976/262144 ( 5.7%)
    LDR leaf ambient 21721/65536 608188/1835008 (33.1%)
    HDR leaf ambient 3744/65536 104832/1835008 ( 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] 1/20404 ( 0.0%)
    pakfile [variable] 2013/0 ( 0.0%)
    physics [variable] 368953/4194304 ( 8.8%)
    physics terrain [variable] 5557/1048576 ( 0.5%)

    Level flags = 0

    Total triangle count: 15121
    Writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_thunderfrost_a1.bsp
    1 minute, 53 seconds elapsed
    Valve Software - vrad.exe SSE (Dec 7 2014)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    [37 texlights parsed from 'lights.rad']

    Loading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_thunderfrost_a1.bsp
    Setting up ray-trace acceleration structure... Done (1.57 seconds)
    5629 faces
    3986046 square feet [573990656.00 square inches]
    71 Displacements
    277453 Square Feet [39953336.00 Square Inches]
    5629 patches before subdivision
    177855 patches after subdivision
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
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    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
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    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
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    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
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    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 100.000000
    light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 100.000000
    light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 100.000000
    light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 100.000000
    light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 100.000000
    light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 100.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000
    114 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (56)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (25)
    transfers 14886382, max 712
    transfer lists: 113.6 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(825696, 626501, 574600)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(156313, 105063, 91606)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(31808, 19633, 16479)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(7436, 4246, 3353)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(1818, 996, 759)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(481, 258, 188)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(134, 72, 51)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(39, 21, 15)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(12, 6, 4)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #10 added RGB(4, 2, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(1, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0705 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
    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 (19)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 67/1024 3216/49152 ( 6.5%)
    brushes 950/8192 11400/98304 (11.6%)
    brushsides 6469/65536 51752/524288 ( 9.9%)
    planes 3902/65536 78040/1310720 ( 6.0%)
    vertexes 9614/65536 115368/786432 (14.7%)
    nodes 3676/65536 117632/2097152 ( 5.6%)
    texinfos 800/12288 57600/884736 ( 6.5%)
    texdata 75/2048 2400/65536 ( 3.7%)
    dispinfos 71/0 12496/0 ( 0.0%)
    disp_verts 1775/0 35500/0 ( 0.0%)
    disp_tris 2272/0 4544/0 ( 0.0%)
    disp_lmsamples 529524/0 529524/0 ( 0.0%)
    faces 5629/65536 315224/3670016 ( 8.6%)
    hdr faces 5629/65536 315224/3670016 ( 8.6%)
    origfaces 2868/65536 160608/3670016 ( 4.4%)
    leaves 3744/65536 119808/2097152 ( 5.7%)
    leaffaces 6808/65536 13616/131072 (10.4%)
    leafbrushes 3810/65536 7620/131072 ( 5.8%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 37885/512000 151540/2048000 ( 7.4%)
    edges 22493/256000 89972/1024000 ( 8.8%)
    LDR worldlights 114/8192 10032/720896 ( 1.4%)
    HDR worldlights 114/8192 10032/720896 ( 1.4%)
    leafwaterdata 2/32768 24/393216 ( 0.0%)
    waterstrips 600/32768 6000/327680 ( 1.8%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 9480/65536 18960/131072 (14.5%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 47/512 16544/180224 ( 9.2%)
    LDR lightdata [variable] 10846924/0 ( 0.0%)
    HDR lightdata [variable] 10846924/0 ( 0.0%)
    visdata [variable] 288014/16777216 ( 1.7%)
    entdata [variable] 87133/393216 (22.2%)
    LDR ambient table 3744/65536 14976/262144 ( 5.7%)
    HDR ambient table 3744/65536 14976/262144 ( 5.7%)
    LDR leaf ambient 21721/65536 608188/1835008 (33.1%)
    HDR leaf ambient 21719/65536 608132/1835008 (33.1%)
    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] 1/20404 ( 0.0%)
    pakfile [variable] 2013/0 ( 0.0%)
    physics [variable] 368953/4194304 ( 8.8%)
    physics terrain [variable] 5557/1048576 ( 0.5%)

    Level flags = 0

    Total triangle count: 15121
    Writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_thunderfrost_a1.bsp
    1 minute, 54 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_thunderfrost_a1.bsp" "D:\Steam\SteamApps\common\Team Fortress 2\tf\maps\cp_thunderfrost_a1.bsp"


    ** Executing...
    ** Command: "D:\Steam\SteamApps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -dev -console -allowdebug -game "D:\Steam\SteamApps\common\Team Fortress 2\tf" +map "cp_thunderfrost_a1"
     
  2. Lampenpam

    aa Lampenpam

    Messages:
    1,019
    Positive Ratings:
    337
    Besides your spawn problems you should fix your displacements. If you turn a face of a brush into a displacement, make sure you didn't select all other faces of the brush, because this faces are not needed. If you only select the needed faces, the uneeded ones will disappear.
    You also have light entities which zero-percentage distance is closer then the fifty-percent fallof distance. You might wanna fix that
     
  3. Idolon

    aa Idolon the worst admin

    Messages:
    1,554
    Positive Ratings:
    4,461
    Chances are, if you're getting issues like this, the gamemode/spawn entities aren't set up correctly. We're going to need more information before we can help. If you'd like something to compare your map against to see what might be wrong, download the ABS pack and look at the gamemode library.
     
  4. ics

    aa ics http://ics-base.net

    Messages:
    706
    Positive Ratings:
    432
    Few quick notes, don't disable ever those func_respawnrooms, just disable the spawn entity names if you need to. I bet something in the structure is wrong, we really need more info.
     
  5. takabuschik

    aa takabuschik

    Messages:
    663
    Positive Ratings:
    316