Sun, 23 Apr 2017 00:29:09 -0600
- Change zombiechase to use ai goal system instead of AI, hopes, and dreams
- Move zombiechase trigger back a bit
- Change headcrab position and no look to wake
- TODO: Proper physics constraints on rebel shanty planks
- TODO: Add proper item spawners for rebel shanty crates
- TODO: Add reward for vent exploration in shanty
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1 | ================== VBSP ================== |
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2 | |
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3 | |
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4 | |
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5 | materialPath: H:\Games\steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2\materials |
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6 | Loading E:\mapsrc\sync\2016\fourbeasts\fb_01.vmf |
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7 | ConVarRef mat_reduceparticles doesn't point to an existing ConVar |
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8 | "materials/glitchvid/water/waterfall_running1.vtf": cached version doesn't exist |
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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/blendconcretedebris001a_wvt_patch |
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11 | Patching WVT material: maps/fb_01/dev/dev_blendmeasure_wvt_patch |
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12 | fixing up env_cubemap materials on brush sides... |
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13 | 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) |
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14 | Building Faces...done (0) |
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15 | Chop Details...done (0) |
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16 | Find Visible Detail Sides... |
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17 | Merged 178 detail faces...done (0) |
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18 | Merging details...done (0) |
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19 | FixTjuncs... |
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20 | PruneNodes... |
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21 | WriteBSP... |
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22 | done (0) |
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23 | writing E:\mapsrc\sync\2016\fourbeasts\fb_01.prt...Building visibility clusters... |
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24 | done (0) |
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25 | Creating default LDR cubemaps for env_cubemap using skybox materials: |
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26 | skybox/sky_day01_08*.vmt |
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27 | ! Run buildcubemaps in the engine to get the correct cube maps. |
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28 | Creating default HDR cubemaps for env_cubemap using skybox materials: |
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29 | skybox/sky_day01_08*.vmt |
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30 | ! Run buildcubemaps in the engine to get the correct cube maps. |
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31 | Finding displacement neighbors... |
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32 | Finding lightmap sample positions... |
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33 | Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 |
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34 | Building Physics collision data... |
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35 | done (0) (340570 bytes) |
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36 | Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 |
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37 | Water found with no water_lod_control entity, creating a default one. |
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38 | Compacting texture/material tables... |
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39 | Reduced 2093 texinfos to 1009 |
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40 | Reduced 142 texdatas to 115 (4412 bytes to 3408) |
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41 | Writing E:\mapsrc\sync\2016\fourbeasts\fb_01.bsp |
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42 | 1 second elapsed |
0 | 43 | |
44 | ================== VVIS ================== | |
45 | ||
46 | ||
47 | ||
48 | ||
2 | 49 | 12 threads |
50 | reading e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp | |
51 | reading e:\mapsrc\sync\2016\fourbeasts\fb_01.prt | |
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52 | 323 portalclusters |
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53 | 782 numportals |
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54 | 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 129 visible clusters (0.38%) |
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55 | Total clusters visible: 34399 |
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56 | Average clusters visible: 106 |
0 | 57 | Building PAS... |
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58 | Average clusters audible: 200 |
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59 | visdatasize:22205 compressed from 31008 |
2 | 60 | writing e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp |
0 | 61 | 0 seconds elapsed |
62 | ||
63 | ================== VRAD ================== | |
64 | ||
65 | ||
66 | ||
67 | ||
68 | [Reading texlights from 'lights.rad'] | |
69 | [48 texlights parsed from 'lights.rad'] | |
70 | ||
2 | 71 | [Reading texlights from 'E:\mapsrc\sync\2015\foreguard\foreguard.rad'] |
72 | [3 texlights parsed from 'E:\mapsrc\sync\2015\foreguard\foreguard.rad'] | |
0 | 73 | |
2 | 74 | Loading e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp |
0 | 75 | Loaded alpha texture materials\Models\props_wasteland\fence_alpha.vtf |
6 | 76 | Loaded alpha texture materials\models\props_foliage\tree_deciduous_01a_branches.vtf |
77 | Loaded alpha texture materials\models\props_foliage\tree_deciduous_01a_leaves.vtf | |
78 | Loaded alpha texture materials\models\props_foliage\tree_deciduous_01a_leaves2.vtf | |
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79 | 2710 faces |
2 | 80 | 5 degenerate faces |
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81 | 173512 square feet [24985784.00 square inches] |
2 | 82 | 6 Displacements |
83 | 3869 Square Feet [557252.25 Square Inches] | |
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84 | 2705 patches before subdivision |
2 | 85 | zero area child patch |
86 | zero area child patch | |
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87 | 48121 patches after subdivision |
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88 | 68 direct lights |
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89 | 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 6038264, max 676 |
6 | 90 | transfer lists: 46.1 megs |
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91 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(16926, 14401, 9054) |
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92 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(3146, 2554, 1481) |
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93 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(530, 403, 208) |
6 | 94 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(104, 75, 36) |
95 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(20, 13, 6) | |
96 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(4, 3, 1) | |
97 | 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1, 1, 0) | |
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98 | Build Patch/Sample Hash Table(s).....Done<0.0074 sec> |
0 | 99 | 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done |
100 | 0 of 0 (0% of) surface lights went in leaf ambient cubes. | |
101 | 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done | |
102 | Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10 | |
103 | Ready to Finish | |
104 | ||
105 | Object names Objects/Maxobjs Memory / Maxmem Fullness | |
106 | ------------ --------------- --------------- -------- | |
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107 | models 34/1024 1632/49152 ( 3.3%) |
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108 | brushes 1034/8192 12408/98304 (12.6%) |
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109 | brushsides 9339/65536 74712/524288 (14.3%) |
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110 | planes 6310/65536 126200/1310720 ( 9.6%) |
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111 | vertexes 4091/65536 49092/786432 ( 6.2%) |
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112 | nodes 1181/65536 37792/2097152 ( 1.8%) |
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113 | texinfos 1009/12288 72648/884736 ( 8.2%) |
6 | 114 | texdata 115/2048 3680/65536 ( 5.6%) |
2 | 115 | dispinfos 6/0 1056/0 ( 0.0%) |
116 | disp_verts 486/0 9720/0 ( 0.0%) | |
117 | disp_tris 768/0 1536/0 ( 0.0%) | |
118 | disp_lmsamples 11920/0 11920/0 ( 0.0%) | |
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119 | faces 2710/65536 151760/3670016 ( 4.1%) |
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120 | hdr faces 2710/65536 151760/3670016 ( 4.1%) |
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121 | origfaces 1797/65536 100632/3670016 ( 2.7%) |
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122 | leaves 1216/65536 38912/2097152 ( 1.9%) |
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123 | leaffaces 3484/65536 6968/131072 ( 5.3%) |
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124 | leafbrushes 2174/65536 4348/131072 ( 3.3%) |
5 | 125 | areas 4/256 32/2048 ( 1.6%) |
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126 | surfedges 20525/512000 82100/2048000 ( 4.0%) |
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127 | edges 12332/256000 49328/1024000 ( 4.8%) |
0 | 128 | LDR worldlights 0/8192 0/720896 ( 0.0%) |
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129 | HDR worldlights 68/8192 5984/720896 ( 0.8%) |
2 | 130 | leafwaterdata 1/32768 12/393216 ( 0.0%) |
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131 | waterstrips 379/32768 3790/327680 ( 1.2%) |
0 | 132 | waterverts 0/65536 0/786432 ( 0.0%) |
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133 | waterindices 6900/65536 13800/131072 (10.5%) |
6 | 134 | cubemapsamples 24/1024 384/16384 ( 2.3%) |
135 | overlays 16/512 5632/180224 ( 3.1%) | |
0 | 136 | LDR lightdata [variable] 0/0 ( 0.0%) |
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137 | HDR lightdata [variable] 2072632/0 ( 0.0%) |
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138 | visdata [variable] 22205/16777216 ( 0.1%) |
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139 | entdata [variable] 141490/393216 (36.0%) |
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140 | LDR ambient table 1216/65536 4864/262144 ( 1.9%) |
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141 | HDR ambient table 1216/65536 4864/262144 ( 1.9%) |
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142 | LDR leaf ambient 1216/65536 34048/1835008 ( 1.9%) |
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143 | HDR leaf ambient 3217/65536 90076/1835008 ( 4.9%) |
0 | 144 | occluders 0/0 0/0 ( 0.0%) |
145 | occluder polygons 0/0 0/0 ( 0.0%) | |
146 | occluder vert ind 0/0 0/0 ( 0.0%) | |
147 | detail props [variable] 1/12 ( 8.3%) | |
6 | 148 | static props [variable] 1/21434 ( 0.0%) |
8
93f23f716c55
- Change zombiechase to use ai goal system instead of AI, hopes, and dreams
Glitchvid <Glitchvid@glitchvid.com>
parents:
7
diff
changeset
|
149 | pakfile [variable] 3172175/0 ( 0.0%) |
93f23f716c55
- Change zombiechase to use ai goal system instead of AI, hopes, and dreams
Glitchvid <Glitchvid@glitchvid.com>
parents:
7
diff
changeset
|
150 | physics [variable] 340570/4194304 ( 8.1%) |
2 | 151 | physics terrain [variable] 1216/1048576 ( 0.1%) |
0 | 152 | |
153 | Level flags = 2 | |
154 | ||
8
93f23f716c55
- Change zombiechase to use ai goal system instead of AI, hopes, and dreams
Glitchvid <Glitchvid@glitchvid.com>
parents:
7
diff
changeset
|
155 | Total triangle count: 8010 |
2 | 156 | Writing e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp |
6 | 157 | 13 seconds elapsed |