[SOLVED] Unable to load .pop files on my custom MVM map

Cariles

L1: Registered
Mar 11, 2021
5
3
When I load the map, the wave counter reads 0 and the console spits this at me:

Can't open scripts/population/firstmap.pop.
Parse Failed in CPopulationManager::Initialize for scripts/population/firstmap.pop

The file is located in this directory, C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\scripts\population, I don't believe that's the issue. It's named "mvm_firstmap_yeah.pop", so the formatting there is correct. I was able to successfully load the same (renamed) .pop file on valve maps in the same directory with no problems, and the .pop files (also located in the same directory) for other custom maps I've downloaded work just fine. It has a nav mesh. My first guess was that I made some mistake while creating the map, but I'm not getting any other feedback from the console to suggest this.
 

Attachments

  • firstmap.bsp
    1.4 MB · Views: 109
  • firstmap.vmf
    159.6 KB · Views: 110
  • mvm_firstmap_yeah.pop
    6.3 KB · Views: 144

Cariles

L1: Registered
Mar 11, 2021
5
3
Unfortunately, it did not work
1N5bBD7
nav.png
 

Evil Glaceon

L2: Junior Member
Jan 5, 2016
61
2
Im Getting the same error
Can't open scripts/population/mvm_strider_a7.pop.
Parse Failed in CPopulationManager::Initialize for scripts/population/mvm_strider_a7.pop
I pack the mvm_strider_a7.pop in the bsp and get that error

Im new to this packing pop files in bsp soo im dumb

I hope I don't need to redo my bsp in compilepal since I have Custom Textures and Models to pack in the bsp soo there no error or missing textures to make other use the workshop.
 

Attachments

  • mvm_strider_a7.pop
    21.6 KB · Views: 70
Last edited: