I need help with MvM .Pop files please ;-;

DeathAnimations Team

L1: Registered
Oct 9, 2016
49
13
So, i have a map and made the pop file on this website: http://mvm.tf/# (i also tryed a older version to see if it helped but it didn't: http://old.mvm.tf/# )

Then i added my "mvm_mapname_normal" on my tf/custom/pop/scripts/population and started the map.

The map keeps saying Wave 0 even tho it kinda read the file (it understood the name and mission name) But not the waves + bots themselves.

I really don't know what to do here.

Im currently trying to make the waves and stuff again to see if i did something wrong on the website.

(Also yes im noob, this is my first mvm map so if it looks like a dumb problem sorry! :c )
 

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Hydrogen

MvM Maniac
Apr 5, 2017
84
181
Showing console logs (specifically, error messages when the map is loaded) would be helpful.
 

DeathAnimations Team

L1: Registered
Oct 9, 2016
49
13
The ones on the Hammer console or just in-game TF2 console?
Becouse i don't think the map is reading the pop file itself, only the actual name and mission name. (Probably something wrong on that print i added, i will use notepad++ to see if i find anything.)
 

Hydrogen

MvM Maniac
Apr 5, 2017
84
181
The in-game TF2 console. Hammer doesn't look at pop files. Look for error text that has "CPopulationManager" in it.
 

DeathAnimations Team

L1: Registered
Oct 9, 2016
49
13
I actually didn't generated nav yet, I thought that would only make the robots move and not really the dettection of the .pop files. Do i really need to do that right now? Also im looking for the CpopulationManager error on the in-game TF2 console, brb.
 

DeathAnimations Team

L1: Registered
Oct 9, 2016
49
13
wow it's full of errors, this was dumb. =P I think i can fix these errors, one of them is actually not having the nav generated yet so thank you both! i'll see if this works, if not i'll just update here.
 

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ComradeRoffel

L2: Junior Member
Apr 7, 2017
60
14
i am having the same problem, the console say's that it can't read my pop file...
 

Hydrogen

MvM Maniac
Apr 5, 2017
84
181
Did you put your pop file in tf/scripts/population? (By default there is no "population" folder - make one and put your pop file in there.)

Also, showing the exact error printout would be helpful so I can tell if it's due to missing pop file or keyvalues error or something.
 

ComradeRoffel

L2: Junior Member
Apr 7, 2017
60
14
yes i did

i will try to give you the whole console print if i can find it
 

ComradeRoffel

L2: Junior Member
Apr 7, 2017
60
14
my console:

Team Fortress
Map: mvm_test
Players: 1 / 32
Build: 3914266
Server Number: 3

The server is using sv_pure 0. (Enforcing consistency for select files only)
theMysteryBoss connected
Compact freed 532480 bytes
Redownloading all lightmaps
22 bots were already allocated some how before CPopulationManager::AllocateBots was called
'heavyweapons.cfg' not present; not executing.
Can't open scripts/population/mvm_test.pop.
Parse Failed in CPopulationManager::Initialize for scripts/population/mvm_test.popItem Whitelist file 'item_whitelist.txt' could not be found. All items will be allowed.
 

Hydrogen

MvM Maniac
Apr 5, 2017
84
181
Can't open scripts/population/mvm_test.pop.

You didn't put it in the right folder. It should be in this location (your exact path may vary):

C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\scripts\population\mvm_test.pop
 

Mythics

L1: Registered
Mar 27, 2017
44
22
my console:
No Nav Mesh CPopulationManager::Initialize for scripts/population/mvm_new05.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)
'scout.cfg' not present; not executing.

(italicized words were red in the console)
 

Hydrogen

MvM Maniac
Apr 5, 2017
84
181
No Nav Mesh CPopulationManager::Initialize for scripts/population/mvm_new05.pop

Very obvious but did you generate nav?

Please try all the suggestions we list here before asking for help or else we might end up repeating ourselves.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
Well, 1 suggestion is missing (although the error already does describe it).

You also need a respawnroom for both red and blue which contain a spawn inside them. These are used to measure walking lengths and can be used by the bots to decide the ideal path to take (and since they go to the red spawn when they reach the hatch and dont have a bomb to pick up that distance is also needed for them). And ofcourse, you need a working hatch.

Your error in this case refers to the blue spawn
 

Mythics

L1: Registered
Mar 27, 2017
44
22
Please try all the suggestions we list here before asking for help or else we might end up repeating ourselves.
A: I'm sorry for the inconvenience, but I can be an idiot at times
B: I thought I did that
C: I might have done it wrong... I'm new

Your error in this case refers to the blue spawn
I have a blu spawn with a bomb, info_player_teamspawn(s), and a visualizer, so IDK, but again I may have somehow done it wrong.

Also it always says that it can't find the skybox texture a good 5 times for every compile until I use VIDE, probably completely unrelated, but I thought I might as well mention all the errors incase.
 

DeathAnimations Team

L1: Registered
Oct 9, 2016
49
13
Im actually with the same problem of Mr. DerpedGamer I also have everything but the console says i don't.
I may have done something wrong so i will remake the spawns i guess?
 

Mythics

L1: Registered
Mar 27, 2017
44
22
everything is working now, I just didn't know how to generate nav files and that my hill was too steep that the nav files didn't connect the blu spawn to the ground.
On a side note, when I finished killing off the 10 scouts I put in as a test, I was put into a full-bright version of decoy, completely unrelated but it happened.