testing map, teams full


TexasHS
02-22-2007, 04:47 PM
hello, every time i test my map, it wont let me join a team, as they are all full!

have tried just one info_player_allies and axis each, also with multiple starts per side

what am i doing wrong

thanks for any help

the_irate_pirate
02-22-2007, 04:50 PM
You must have invalid spawnpoints.

otF yetihw
02-22-2007, 04:53 PM
well i guess theres the obvious things like your info_player_allies/axis entities might be overlapping with a brush / displacement which would cause them to become invalid, otherwise I'm not sure.

*check your compile log for this http://www.interlopers.net/errors/index.php?e=5-12

dart
02-22-2007, 05:18 PM
make sure your spawn points are above the ground a bit. if they are resting on the ground they will be invalid points.

TexasHS
02-23-2007, 10:20 AM
yeah, they were on resting on tha ground, so have moved them up, but now it wont compile!!

gets to where it goes 1...2...3.. etc and on the second set, it took about 2 hours to got from 2 to 4, then crashes, but nothing changed in the map, just moved the spwns one grid space higher??

thanks again, will try n sort this new prob out now!

Furyo
02-23-2007, 10:44 AM
Optimization

McJewels
02-23-2007, 01:57 PM
it sounds like the BSP isnt even compiling, then it recompiles vis and rad from the old bsp.

post your log.

TexasHS
02-24-2007, 09:31 PM
cant copy log, crashes and freezes

but its roughly this:

running vvis.exe
2 threads
file path etc
file path etc
1217 portalclusters
5074 numportals
BasePortalVis : 1...2... etc does this fine
PortalFlow: 1..2... and this is where it crashes, over a couple of hours it might go to 4 or 5, but stops responding

any ideas? have removed the last changes i made to the map, and before it took all of a couple of minutes to be in game

pluckster
02-25-2007, 09:29 AM
Are you running a full compile? Because i know when i started i did the same thing and thought my computer wasen't good enough for mapping because it took 6-8 hours to compile a very small map.

otF yetihw
02-26-2007, 04:08 AM
try changing more complex brushes to func_detail. this will decrease compile time dramatically.

Gurney Halleck
02-26-2007, 05:10 AM
I've run into this a couple of times that the log doesn't tell you what's wrong. Delete or rename all of the files associated with the map in your working directory except the VMF, and and delete the BSP in the game directory, then recompile the map. If it fails again look at the log - it should tell you what the problem is (but won't tell you how to fix it). Hammer seems to lose its mind after a bad run. Good luck.

Propaganda
02-26-2007, 08:37 AM
Even if it crashes or locks up you should find a log file in the same directory from which you are compiling your map, might be some answers in there.

TexasHS
03-11-2007, 04:33 PM
i tried to compile with the run vis off, and it worked fine, so have just been plugging away like that. will that come back to bite me when the map has a lot more detail, when its almost ready?

Dustin Diamond
03-11-2007, 08:34 PM
change vis to "fast" and see if that helps. Yes, if you run with vis off, it will come back and bite you in the end.

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