"There is no player start"

Godly

L1: Registered
Sep 23, 2020
2
0
So I ran it through to see what's wrong and it gave me this message "There is no player start in the map. To add one, select the Entity (axe) tool, drag the crosshairs to the position you want the player to start at, and press ENTER." so I did exactly that and I still get the same error message. Although when I click "ENTER" it doesn't feel like it's doing anything. I'm actually trying to learn through Crash's videos and this happens when I try to run it.

Compile Logs
Code:
** Executing...
** Command: "D:\Games\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Games\steamapps\common\Team Fortress 2\tf" "D:\Downloads\first_room.vmf"

Valve Software - vbsp.exe (May 21 2020)
8 threads
MSG_FILEWRITE - Filesystem was asked to write to 'D:\Downloads\first_room.log', but we don't own that location. Allowing.
materialPath: D:\Games\steamapps\common\Team Fortress 2\tf\materials
Loading D:\Downloads\first_room.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
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...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (2538 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9 texinfos to 7
Reduced 2 texdatas to 2 (47 bytes to 47)
Writing D:\Downloads\first_room.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'D:\Downloads\first_room.bsp', but we don't own that location. Allowing.
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed

** Executing...
** Command: "D:\Games\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Games\steamapps\common\Team Fortress 2\tf" "D:\Downloads\first_room"

Valve Software - vvis.exe (May 21 2020)
MSG_FILEWRITE - Filesystem was asked to write to 'd:\downloads\first_room.log', but we don't own that location. Allowing.
8 threads
reading d:\downloads\first_room.bsp
reading d:\downloads\first_room.prt
LoadPortals: couldn't read d:\downloads\first_room.prt


** Executing...
** Command: "D:\Games\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters:  -game "D:\Games\steamapps\common\Team Fortress 2\tf" "D:\Downloads\first_room"

Valve Software - vrad.exe SSE (May 21 2020)

      Valve Radiosity Simulator     
8 threads
MSG_FILEWRITE - Filesystem was asked to write to 'd:\downloads\first_room.log', but we don't own that location. Allowing.
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading d:\downloads\first_room.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.00 seconds)
98 faces
31285 square feet [4505081.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0005 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
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 (0)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                  6/8192           72/98304    ( 0.1%) 
brushsides              40/65536         320/524288   ( 0.1%) 
planes                  62/65536        1240/1310720  ( 0.1%) 
vertexes               134/65536        1608/786432   ( 0.2%) 
nodes                   71/65536        2272/2097152  ( 0.1%) 
texinfos                 7/12288         504/884736   ( 0.1%) 
texdata                  2/2048           64/65536    ( 0.1%) 
dispinfos                0/0               0/0        ( 0.0%) 
disp_verts               0/0               0/0        ( 0.0%) 
disp_tris                0/0               0/0        ( 0.0%) 
disp_lmsamples           0/0               0/0        ( 0.0%) 
faces                   98/65536        5488/3670016  ( 0.1%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces               29/65536        1624/3670016  ( 0.0%) 
leaves                  73/65536        2336/2097152  ( 0.1%) 
leaffaces               98/65536         196/131072   ( 0.1%) 
leafbrushes             28/65536          56/131072   ( 0.0%) 
areas                    1/256             8/2048     ( 0.4%) 
surfedges              589/512000       2356/2048000  ( 0.1%) 
edges                  303/256000       1212/1024000  ( 0.1%) 
LDR worldlights          0/8192            0/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips             20/32768         200/327680   ( 0.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           249/65536         498/131072   ( 0.4%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]       89048/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]         351/393216   ( 0.1%) 
LDR ambient table       73/65536         292/262144   ( 0.1%) 
HDR ambient table       73/65536         292/262144   ( 0.1%) 
LDR leaf ambient        48/65536        1344/1835008  ( 0.1%) 
HDR leaf ambient        73/65536        2044/1835008  ( 0.1%) 
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]           1/12       ( 8.3%) 
pakfile               [variable]          54/0        ( 0.0%) 
physics               [variable]        2538/4194304  ( 0.1%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 277
Writing d:\downloads\first_room.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Downloads\first_room.bsp" "D:\Games\steamapps\common\Team Fortress 2\tf\maps\first_room.bsp"


** Executing...
** Command: "D:\Games\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "D:\Games\steamapps\common\Team Fortress 2\tf"  +map "first_room" -steam
I'm just not sure what I'm doing wrong, as I keep making the entity then pressing "ENTER" but obviously I'm doing something seriously wrong.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
First off, the "There is no player start" error can be straight-up ignored. It's a relic, left over from other Source engine games which use the info_player_start entity for spawning players. TF2 doesn't use that entity, it uses info_player_teamspawn instead.

Your actual issue is this:
Code:
**** leaked ****
There's usually other lines around it that further explain where to find the leak, but oddly enough that information seems to have been omitted from the compile log. If I had to guess, that's a result of not having placed any entities in your map. Have you gotten to this part of Crash's tutorial and placed down a spawnpoint?
 

Godly

L1: Registered
Sep 23, 2020
2
0
First off, the "There is no player start" error can be straight-up ignored. It's a relic, left over from other Source engine games which use the info_player_start entity for spawning players. TF2 doesn't use that entity, it uses info_player_teamspawn instead.

Your actual issue is this:

There's usually other lines around it that further explain where to find the leak, but oddly enough that information seems to have been omitted from the compile log. If I had to guess, that's a result of not having placed any entities in your map. Have you gotten to this part of Crash's tutorial and placed down a spawnpoint?
Yeah, I did that which is why I'm confused of why it's not working.
 

Tomonop

L1: Registered
Feb 21, 2024
1
0
I was seeing this error message, and it bugged me badly. The way I resolved it, was by putting an info_player_start near the same place as the info_player_teamspawn(s), but not in it. After doing that, the message vanished.
 
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