info_player_terrorist and ct wont work
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Quote
Re: info_player_terrorist and ct wont work
Posted by stuntpig on Wed Dec 1st at 8:39pm 2004


I've put a map together using the new SDK. I set up my options like the documentation says.

When I compile my map using the SDK's compiling tools everything seems to work fine. I then move my .bsp to the cs:source maps folder and create a new server using my new map.

The map loads fine, lighting works and everything. My problem is that I can't join a team. CS:Source says that "all teams are full"

I've include a info_player... start, deathmatch, terrorist and coutnerterrorist. None of them work.

Any ideas?

==================MY COMPILE LOG==========================


** Executing...
** Command: Change Directory
** Parameters: "C:Program FilesValveSteamSteamAppssaltystuntpig@yahoo.comsourcesdk"


** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppssaltystuntpig@yahoo.comsourcesdkcstrike_sample_contentmapspracticeRange.vmf" "C:Program FilesValveSteamSteamAppssaltystuntpig@yahoo.comsourcesdkcstrike_sample_contentmapspracticeRange.vmf"


** Executing...
** Command: "C:Program FilesValveSteamSteamAppssaltystuntpig@yahoo.comsourcesdkbinvbsp.exe"
** Parameters: -game "C:Program FilesValveSteamSteamAppssaltystuntpig@yahoo.comsourcesdkcstrike_sample_content" "C:Program FilesValveSteamSteamAppssaltystuntpig@yahoo.comsourcesdkcstrike_sample_contentmapspracticeRange"

Valve Software - vbsp.exe (Nov 22 2004)
2 threads
materialPath: C:Program FilesValveSteamSteamAppssaltystuntpig@yahoo.comsourcesdkcstrike_sample_contentmaterials
Loading C:Program FilesValveSteamSteamAppssaltystuntpig@yahoo.comsourcesdkcstrike_sample_contentmapspracticeRange.vmf
Detected multiplayer map, building linux dedicated server data
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 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesValveSteamSteamAppssaltystuntpig@yahoo.comsourcesdkcstrike_sample_contentmapspracticeRange.prt...done (0)
Can't load skybox file sky_wasteland02 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) (47269 bytes)
Building Physics collision data...
done (1) (66773 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:Program FilesValveSteamSteamAppssaltystuntpig@yahoo.comsourcesdkcstrike_sample_contentmapspracticeRange.bsp
2 seconds elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 1

** Executing...
** Command: "C:Program FilesValveSteamSteamAppssaltystuntpig@yahoo.comsourcesdkbinvvis.exe"
** Parameters: -game "C:Program FilesValveSteamSteamAppssaltystuntpig@yahoo.comsourcesdkcstrike_sample_content" "C:Program FilesValveSteamSteamAppssaltystuntpig@yahoo.comsourcesdkcstrike_sample_contentmapspracticeRange"

Valve Software - vvis.exe (Nov 22 2004)
2 threads
reading c:program filesvalvesteamsteamappssaltystuntpig@yahoo.comsourcesdkcstrike_sample_contentmapspracticeRange.bsp
reading c:program filesvalvesteamsteamappssaltystuntpig@yahoo.comsourcesdkcstrike_sample_contentmapspracticeRange.prt
157 portalclusters
431 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 (2)
Optimized: 47 visible clusters (0.00%)
Total clusters visible: 13916
Average clusters visible: 88
Building PAS...
Average clusters audible: 149
visdatasize:7581 compressed from 7536
writing c:program filesvalvesteamsteamappssaltystuntpig@yahoo.comsourcesdkcstrike_sample_contentmapspracticeRange.bsp
2 seconds elapsed

** Executing...
** Command: "C:Program FilesValveSteamSteamAppssaltystuntpig@yahoo.comsourcesdkbinvrad.exe"
** Parameters: -game "C:Program FilesValveSteamSteamAppssaltystuntpig@yahoo.comsourcesdkcstrike_sample_content" "C:Program FilesValveSteamSteamAppssaltystuntpig@yahoo.comsourcesdkcstrike_sample_contentmapspracticeRange"

Valve Software - vrad.exe (Nov 22 2004)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:program filesvalvesteamsteamappssaltystuntpig@yahoo.comsourcesdkcstrike_sample_contentmapspracticeRange.bsp
542 faces
54207 square feet [7805886.00 square inches]
1 displacements
1503 square feet [216556.34 square inches]
542 patches before subdivision
5678 patches after subdivision
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 335378, max 227
transfer lists: 2.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(3096, 2332, 1870)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(320, 192, 123)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(35, 17, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(4, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0088 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 107/8192 1284/98304 ( 1.3%)
brushsides 654/65536 5232/524288 ( 1.0%)
planes 284/65536 5680/1310720 ( 0.4%)
vertexes 1025/65536 12300/786432 ( 1.6%)
nodes 324/65536 10368/2097152 ( 0.5%)
texinfos 221/12288 15912/884736 ( 1.8%)
texdata 14/2048 448/65536 ( 0.7%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 81/0 1620/0 ( 0.0%)
disp_tris 128/0 256/0 ( 0.0%)
disp_lmsamples 3840/0 3840/0 ( 0.0%)
faces 542/65536 30352/3670016 ( 0.8%)
origfaces 332/65536 18592/3670016 ( 0.5%)
leaves 326/65536 18256/3670016 ( 0.5%)
leaffaces 629/65536 1258/131072 ( 1.0%)
leafbrushes 188/65536 376/131072 ( 0.3%)
surfedges 3990/512000 15960/2048000 ( 0.8%)
edges 2322/256000 9288/1024000 ( 0.9%)
worldlights 3/8192 264/720896 ( 0.0%)
waterstrips 54/32768 540/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 891/65536 1782/131072 ( 1.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 452608/0 ( 0.0%)
visdata [variable] 7581/16777216 ( 0.0%)
entdata [variable] 907/393216 ( 0.2%)
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] 22/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 47269/4194304 ( 1.1%)
==== Total Win32 BSP file data space used: 662221 bytes ====

Linux Specific Data:
physicssurface [variable] 66773/6291456 ( 1.1%)
==== Total Linux BSP file data space used: 681725 bytes ====

Total triangle count: 1578
Writing c:program filesvalvesteamsteamappssaltystuntpig@yahoo.comsourcesdkcstrike_sample_contentmapspracticeRange.bsp
4 seconds elapsed





Quote
Re: info_player_terrorist and ct wont work
Posted by ReNo on Wed Dec 1st at 9:25pm 2004


I've had this problem before, and I've read of others having it. Unfortunately I don't know of a fix, but at least you are now safe in the knowledge its not only you thats having the difficulty. You may want to ensure your spawn points aren't inside anything (including the floor), but thats all I can think to suggest.
[addsig]




Quote
Re: info_player_terrorist and ct wont work
Posted by stuntpig on Wed Dec 1st at 9:45pm 2004


You're clueless and a genius all at the same time!!!

I didn't have my info_player...'s in anything, but I did have them snapped to the floor. So I moved them all 32 units above the floor and tried to play the map again. It seemed to work cause I was able to auto join as a T.

Now despite the slight 32 unit tumble that all of the players will take upon spawning, I'm good to go.

Thanks,
pig





Quote
Re: info_player_terrorist and ct wont work
Posted by ReNo on Wed Dec 1st at 9:47pm 2004


Ah well, perhaps thats the same mistaken I made. Didn't really bother me at the time so I didn't go looking for a fix, and I figured it was something more complex than that since other people had been complaining of the problem elsewhere. Glad it helped anyway
[addsig]




Quote
Re: info_player_terrorist and ct wont work
Posted by MuSaSh1 on Wed Dec 1st at 11:01pm 2004


You have to set your info_player...up 1 unit from the ground or else it wont work. Even aligning to ground might not work.




Quote
Re: info_player_terrorist and ct wont work
Posted by willow on Wed Dec 1st at 11:26pm 2004


had this problem before also, and as everyone else said, moving them off of the floor fixes.





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