Re: Invalid Spawn
Posted by French Toast on
Sun Jan 16th 2005 at 11:18pm
Posted
2005-01-16 11:18pm
3043 posts
304 snarkmarks
Registered:
Jan 16th 2005
Occupation: Kicking Ass
Location: Canada
For starters, I set this under Compiling because thats what made most sense, even though my compile log had no problems.
This is my second day and my map is progressing well. I ran it multiple times before to test for lighting and had no problems, aside from no lights, but that's a different story. I ended up getting the lights to a "satisfactory" stage, then continued to create a very basic skybox and add some assorted junk like crates and busted up cars. Unfortunetly the next time I ran it, I got the error message:
"Invalid Count-Terrorist Spawn Point at (whole bunch of coordinates" five times and:
"Invalid Terrorist Spawn Point at (whole bunch of coordinates)" five times
When I tried to join a team it said both were full even though no one else was in the game. Because of what I had heard, I spread out the spawn points and tried again, yet the same 10 error messages came up, any ideas?
French Toast
Re: Invalid Spawn
Posted by satchmo on
Sun Jan 16th 2005 at 11:53pm
Posted
2005-01-16 11:53pm
satchmo
member
2077 posts
1809 snarkmarks
Registered:
Nov 24th 2004
Occupation: pediatrician
Location: Los Angeles, U.S.
Double-check your info_player_start entity. Is it placed outside the skybox area?
Re: Invalid Spawn
Posted by French Toast on
Mon Jan 17th 2005 at 1:45am
3043 posts
304 snarkmarks
Registered:
Jan 16th 2005
Occupation: Kicking Ass
Location: Canada
Don't know if this will give anyone some ideas because I am still stuck and its really annoying.
** Executing...
** Command: "c:\program files\steam\steamapps\theoden_king\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\theoden_king\counter-strike source\cstrike" "C:\Program Files\Steam\SteamApps\theoden_king\sourcesdk_content\cstrike\mapsrc\de_firstmap"
Valve Software - vbsp.exe (Dec 15 2004)
1 threads
materialPath: c:\program files\steam\steamapps\theoden_king\counter-strike source\cstrike\materials
Loading C:\Program Files\Steam\SteamApps\theoden_king\sourcesdk_content\cstrike\mapsrc\de_firstmap.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)
**** leaked ****
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Run buildcubemaps in the engine to get the correct cube maps.
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) (559 bytes)
Building Physics collision data...
done (0) (559 bytes)
Static prop models/props_canal/generator01.mdl outside the map (-72.00, -320.00, 80.00)
Error! prop_static using model "./models/props_c17/oildrum001.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "./models/props_c17/oildrum001.mdl"!
Error! To use model "./models/combine_apc.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "./models/combine_apc.mdl"!
Error! prop_static using model "./models/Items/item_item_crate.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "./models/Items/item_item_crate.mdl"!
Static prop ./models/props_debris/plaster_wall001a.mdl outside the map (200.00, -376.00, 64.00)
Static prop ./models/props_debris/plaster_wall002a.mdl outside the map (198.52, -215.78, 60.57)
Error! prop_static using model "./models/props_debris/concrete_chunk02a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "./models/props_debris/concrete_chunk02a.mdl"!
Static prop ./models/props_vehicles/car001a_hatchback.mdl outside the map (514.96, 226.13, 26.00)
Static prop ./models/props_vehicles/van001a.mdl outside the map (-218.00, 266.00, 37.00)
Static prop ./models/props_vehicles/car001b_hatchback.mdl outside the map (404.06, -40.00, 25.00)
Static prop ./models/props_vehicles/car002a.mdl outside the map (675.34, -256.00, 26.00)
Static prop ./models/props_vehicles/car005a.mdl outside the map (226.00, 377.00, 28.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Program Files\Steam\SteamApps\theoden_king\sourcesdk_content\cstrike\mapsrc\de_firstmap.bsp
5 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 2
** Executing...
** Command: "c:\program files\steam\steamapps\theoden_king\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\theoden_king\counter-strike source\cstrike" "C:\Program Files\Steam\SteamApps\theoden_king\sourcesdk_content\cstrike\mapsrc\de_firstmap"
Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:\program files\steam\steamapps\theoden_king\sourcesdk_content\cstrike\mapsrc\de_firstmap.bsp
reading c:\program files\steam\steamapps\theoden_king\sourcesdk_content\cstrike\mapsrc\de_firstmap.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\theoden_king\sourcesdk_content\cstrike\mapsrc\de_firstmap.prt
** Executing...
** Command: "c:\program files\steam\steamapps\theoden_king\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\theoden_king\counter-strike source\cstrike" "C:\Program Files\Steam\SteamApps\theoden_king\sourcesdk_content\cstrike\mapsrc\de_firstmap"
Valve Software - vrad.exe (Dec 15 2004)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\theoden_king\sourcesdk_content\cstrike\mapsrc\de_firstmap.bsp
No vis information, direct lighting only.
30 faces
120308 square feet [17324416.00 square inches]
0 displacements
0 square feet [0.00 square inches]
6 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0000 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 17/8192 204/98304 ( 0.2%)
brushsides 102/65536 816/524288 ( 0.2%)
planes 96/65536 1920/1310720 ( 0.1%)
vertexes 33/65536 396/786432 ( 0.1%)
nodes 54/65536 1728/2097152 ( 0.1%)
texinfos 18/12288 1296/884736 ( 0.1%)
texdata 6/2048 192/65536 ( 0.3%)
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 30/65536 1680/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 56/65536 3136/3670016 ( 0.1%)
leaffaces 30/65536 60/131072 ( 0.0%)
leafbrushes 9/65536 18/131072 ( 0.0%)
surfedges 144/512000 576/2048000 ( 0.0%)
edges 73/256000 292/1024000 ( 0.0%)
worldlights 6/8192 528/720896 ( 0.1%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 1779/393216 ( 0.5%)
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] 9906/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 559/4194304 ( 0.0%)
Total Win32 BSP file data space used: 25472 bytes
Linux Specific Data:
physicssurface [variable] 559/6291456 ( 0.0%)
Total Linux BSP file data space used: 25472 bytes
Total triangle count: 60
Writing c:\program files\steam\steamapps\theoden_king\sourcesdk_content\cstrike\mapsrc\de_firstmap.bsp
1 second elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\SteamApps\theoden_king\sourcesdk_content\cstrike\mapsrc\de_firstmap.bsp" "c:\program files\steam\steamapps\theoden_king\counter-strike source\cstrike\maps\de_firstmap.bsp"
** Executing...
** Command: "c:\program files\steam\steamapps\theoden_king\counter-strike source\hl2.exe"
** Parameters: -game "c:\program files\steam\steamapps\theoden_king\counter-strike source\cstrike" -dev -console +sv_lan 1 +map "de_firstmap"
Re: Invalid Spawn
Posted by French Toast on
Mon Jan 17th 2005 at 4:03pm
3043 posts
304 snarkmarks
Registered:
Jan 16th 2005
Occupation: Kicking Ass
Location: Canada
I went back on to try and do what I was told and the following happened:
Didn't understand what a leak was, why I had one or how to fix one.
Didn't understand how an object could be outside my map if it was inside the skybox and above my ground floor.
I fixed the problems with my prop_static and prop_dynamic and that all worked out fine.
I then moved the spawn points up in hopes to make those work.
When I compiled it again I ended up with my props all fixed, but still had problems with the "invalid spawn point" error messages. I am dying here, anyone else have any ideas why I am having these kinds of problems
67 posts
227 snarkmarks
Registered:
Jan 7th 2005
Occupation: exec
Location: USA
Most invalid spawn points come from placing the info_terrorist/ct too close to the floor. If you watch the game carefully, you'll see that most creatures spawn above the floor and drop to it. Set your spawn point above the floor. The figures should "hover" say ten units above the floor.