Tue, 25 Apr 2017 09:44:26 -0600
- Change human 1 to use scripted sequence
- FIX: Changed shanty planks to have physics proper
- Fix beginning door rotating around itself 180 degrees
TODO: Get ajar working
- Fix beginning door saving EVERY TIME YOU USED IT
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93f23f716c55
- Change zombiechase to use ai goal system instead of AI, hopes, and dreams
Glitchvid <Glitchvid@glitchvid.com>
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1 | ================== VBSP ================== |
93f23f716c55
- Change zombiechase to use ai goal system instead of AI, hopes, and dreams
Glitchvid <Glitchvid@glitchvid.com>
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2 | |
93f23f716c55
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Glitchvid <Glitchvid@glitchvid.com>
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3 | |
93f23f716c55
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Glitchvid <Glitchvid@glitchvid.com>
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4 | |
93f23f716c55
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5 | materialPath: H:\Games\steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2\materials |
93f23f716c55
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Glitchvid <Glitchvid@glitchvid.com>
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6 | Loading E:\mapsrc\sync\2016\fourbeasts\fb_01.vmf |
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Glitchvid <Glitchvid@glitchvid.com>
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7 | ConVarRef mat_reduceparticles doesn't point to an existing ConVar |
93f23f716c55
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Glitchvid <Glitchvid@glitchvid.com>
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8 | "materials/glitchvid/water/waterfall_running1.vtf": cached version doesn't exist |
93f23f716c55
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Glitchvid <Glitchvid@glitchvid.com>
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9 | Could not locate 'GameData' key in h:\games\steam\steamapps\common\source sdk base 2013 singleplayer\ep2\gameinfo.txt |
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10 | Patching WVT material: maps/fb_01/concrete/blenddebris001a_wvt_patch |
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93f23f716c55
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Glitchvid <Glitchvid@glitchvid.com>
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11 | Patching WVT material: maps/fb_01/concrete/blendconcretedebris001a_wvt_patch |
93f23f716c55
- Change zombiechase to use ai goal system instead of AI, hopes, and dreams
Glitchvid <Glitchvid@glitchvid.com>
parents:
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12 | Patching WVT material: maps/fb_01/dev/dev_blendmeasure_wvt_patch |
93f23f716c55
- Change zombiechase to use ai goal system instead of AI, hopes, and dreams
Glitchvid <Glitchvid@glitchvid.com>
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13 | fixing up env_cubemap materials on brush sides... |
93f23f716c55
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Glitchvid <Glitchvid@glitchvid.com>
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14 | 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) |
93f23f716c55
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Glitchvid <Glitchvid@glitchvid.com>
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15 | Building Faces...done (0) |
93f23f716c55
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Glitchvid <Glitchvid@glitchvid.com>
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16 | Chop Details...done (0) |
93f23f716c55
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Glitchvid <Glitchvid@glitchvid.com>
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17 | Find Visible Detail Sides... |
93f23f716c55
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18 | Merged 178 detail faces...done (0) |
93f23f716c55
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Glitchvid <Glitchvid@glitchvid.com>
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19 | Merging details...done (0) |
93f23f716c55
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Glitchvid <Glitchvid@glitchvid.com>
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20 | FixTjuncs... |
93f23f716c55
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Glitchvid <Glitchvid@glitchvid.com>
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21 | PruneNodes... |
93f23f716c55
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Glitchvid <Glitchvid@glitchvid.com>
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22 | WriteBSP... |
93f23f716c55
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Glitchvid <Glitchvid@glitchvid.com>
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23 | done (0) |
93f23f716c55
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Glitchvid <Glitchvid@glitchvid.com>
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24 | writing E:\mapsrc\sync\2016\fourbeasts\fb_01.prt...Building visibility clusters... |
93f23f716c55
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Glitchvid <Glitchvid@glitchvid.com>
parents:
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25 | done (0) |
93f23f716c55
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Glitchvid <Glitchvid@glitchvid.com>
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26 | Creating default LDR cubemaps for env_cubemap using skybox materials: |
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27 | skybox/sky_day01_08*.vmt |
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28 | ! Run buildcubemaps in the engine to get the correct cube maps. |
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29 | Creating default HDR cubemaps for env_cubemap using skybox materials: |
93f23f716c55
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Glitchvid <Glitchvid@glitchvid.com>
parents:
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30 | skybox/sky_day01_08*.vmt |
93f23f716c55
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Glitchvid <Glitchvid@glitchvid.com>
parents:
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31 | ! Run buildcubemaps in the engine to get the correct cube maps. |
93f23f716c55
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Glitchvid <Glitchvid@glitchvid.com>
parents:
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32 | Finding displacement neighbors... |
93f23f716c55
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Glitchvid <Glitchvid@glitchvid.com>
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33 | Finding lightmap sample positions... |
93f23f716c55
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34 | Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 |
93f23f716c55
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Glitchvid <Glitchvid@glitchvid.com>
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35 | Building Physics collision data... |
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Glitchvid <Glitchvid@glitchvid.com>
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36 | done (1) (363338 bytes) |
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Glitchvid <Glitchvid@glitchvid.com>
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37 | Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 |
93f23f716c55
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Glitchvid <Glitchvid@glitchvid.com>
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38 | Water found with no water_lod_control entity, creating a default one. |
93f23f716c55
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39 | Compacting texture/material tables... |
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40 | Reduced 2185 texinfos to 1044 |
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41 | Reduced 148 texdatas to 120 (4563 bytes to 3534) |
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42 | Writing E:\mapsrc\sync\2016\fourbeasts\fb_01.bsp |
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parents:
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43 | 1 second elapsed |
0 | 44 | |
45 | ================== VVIS ================== | |
46 | ||
47 | ||
48 | ||
49 | ||
2 | 50 | 12 threads |
51 | reading e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp | |
52 | reading e:\mapsrc\sync\2016\fourbeasts\fb_01.prt | |
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53 | 343 portalclusters |
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54 | 814 numportals |
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55 | 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 130 visible clusters (0.37%) |
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56 | Total clusters visible: 35250 |
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57 | Average clusters visible: 102 |
0 | 58 | Building PAS... |
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59 | Average clusters audible: 197 |
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60 | visdatasize:24596 compressed from 32928 |
2 | 61 | writing e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp |
0 | 62 | 0 seconds elapsed |