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
================== VBSP ================== materialPath: H:\Games\steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2\materials Loading E:\mapsrc\sync\2016\fourbeasts\fb_01.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar "materials/glitchvid/water/waterfall_running1.vtf": cached version doesn't exist Could not locate 'GameData' key in h:\games\steam\steamapps\common\source sdk base 2013 singleplayer\ep2\gameinfo.txt Patching WVT material: maps/fb_01/concrete/blendconcretedebris001a_wvt_patch Patching WVT material: maps/fb_01/dev/dev_blendmeasure_wvt_patch fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 178 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing E:\mapsrc\sync\2016\fourbeasts\fb_01.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_08*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_08*.vmt ! 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) (340570 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 2093 texinfos to 1009 Reduced 142 texdatas to 115 (4412 bytes to 3408) Writing E:\mapsrc\sync\2016\fourbeasts\fb_01.bsp 1 second elapsed ================== VVIS ================== 12 threads reading e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp reading e:\mapsrc\sync\2016\fourbeasts\fb_01.prt 323 portalclusters 782 numportals 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%) Total clusters visible: 34399 Average clusters visible: 106 Building PAS... Average clusters audible: 200 visdatasize:22205 compressed from 31008 writing e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp 0 seconds elapsed ================== VRAD ================== [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] [Reading texlights from 'E:\mapsrc\sync\2015\foreguard\foreguard.rad'] [3 texlights parsed from 'E:\mapsrc\sync\2015\foreguard\foreguard.rad'] Loading e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp Loaded alpha texture materials\Models\props_wasteland\fence_alpha.vtf Loaded alpha texture materials\models\props_foliage\tree_deciduous_01a_branches.vtf Loaded alpha texture materials\models\props_foliage\tree_deciduous_01a_leaves.vtf Loaded alpha texture materials\models\props_foliage\tree_deciduous_01a_leaves2.vtf 2710 faces 5 degenerate faces 173512 square feet [24985784.00 square inches] 6 Displacements 3869 Square Feet [557252.25 Square Inches] 2705 patches before subdivision zero area child patch zero area child patch 48121 patches after subdivision 68 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 6038264, max 676 transfer lists: 46.1 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(16926, 14401, 9054) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(3146, 2554, 1481) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(530, 403, 208) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(104, 75, 36) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(20, 13, 6) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(4, 3, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0074 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 34/1024 1632/49152 ( 3.3%) brushes 1034/8192 12408/98304 (12.6%) brushsides 9339/65536 74712/524288 (14.3%) planes 6310/65536 126200/1310720 ( 9.6%) vertexes 4091/65536 49092/786432 ( 6.2%) nodes 1181/65536 37792/2097152 ( 1.8%) texinfos 1009/12288 72648/884736 ( 8.2%) texdata 115/2048 3680/65536 ( 5.6%) dispinfos 6/0 1056/0 ( 0.0%) disp_verts 486/0 9720/0 ( 0.0%) disp_tris 768/0 1536/0 ( 0.0%) disp_lmsamples 11920/0 11920/0 ( 0.0%) faces 2710/65536 151760/3670016 ( 4.1%) hdr faces 2710/65536 151760/3670016 ( 4.1%) origfaces 1797/65536 100632/3670016 ( 2.7%) leaves 1216/65536 38912/2097152 ( 1.9%) leaffaces 3484/65536 6968/131072 ( 5.3%) leafbrushes 2174/65536 4348/131072 ( 3.3%) areas 4/256 32/2048 ( 1.6%) surfedges 20525/512000 82100/2048000 ( 4.0%) edges 12332/256000 49328/1024000 ( 4.8%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 68/8192 5984/720896 ( 0.8%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 379/32768 3790/327680 ( 1.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 6900/65536 13800/131072 (10.5%) cubemapsamples 24/1024 384/16384 ( 2.3%) overlays 16/512 5632/180224 ( 3.1%) LDR lightdata [variable] 0/0 ( 0.0%) HDR lightdata [variable] 2072632/0 ( 0.0%) visdata [variable] 22205/16777216 ( 0.1%) entdata [variable] 141490/393216 (36.0%) LDR ambient table 1216/65536 4864/262144 ( 1.9%) HDR ambient table 1216/65536 4864/262144 ( 1.9%) LDR leaf ambient 1216/65536 34048/1835008 ( 1.9%) HDR leaf ambient 3217/65536 90076/1835008 ( 4.9%) 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] 1/21434 ( 0.0%) pakfile [variable] 3172175/0 ( 0.0%) physics [variable] 340570/4194304 ( 8.1%) physics terrain [variable] 1216/1048576 ( 0.1%) Level flags = 2 Total triangle count: 8010 Writing e:\mapsrc\sync\2016\fourbeasts\fb_01.bsp 13 seconds elapsed