PDA

View Full Version : Npcs not working?


austint1121
03-05-2011, 10:12 AM
So i have two levels and I've strung them together using the whole "landmark" and all that level switching stuff. The problem comes when i switch a level i get something around the bottom right hand corner that says; "A.I. dis" and it cuts of there. I ignored it at first but after about 20 seconds i realized none of my npcs were moving. Even when i shot them they didn't move. Any help would be welcome.

screenshot:http://steamcommunity.com/profiles/76561197997995672/screenshot/541761942751969509?tab=public

the.prophet
03-05-2011, 10:15 AM
A.I Dis....abled.

Compile log please + names of the used entities for the npcs.

austint1121
03-05-2011, 10:22 AM
My compile log:



** Executing...
** Command: "c:\program files (x86)\steam\steamapps\austint1121\sourcesdk\bin\or angebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\austint1121\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\sourcemods\slaughterhouse\ma ps\levtwo.vmf"

Valve Software - vbsp.exe (Jul 7 2010)
3 threads
materialPath: c:\program files (x86)\steam\steamapps\austint1121\half-life 2\hl2\materials
Loading C:\Program Files (x86)\Steam\steamapps\sourcemods\slaughterhouse\ma ps\levtwo.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\austint1121\half-life 2\hl2\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity light (-1377.91 -158.99 -391.09) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.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_01*.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) (16356 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 115 texinfos to 112
Reduced 3 texdatas to 3 (70 bytes to 70)
Writing C:\Program Files (x86)\Steam\steamapps\sourcemods\slaughterhouse\ma ps\levtwo.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\austint1121\sourcesdk\bin\or angebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\austint1121\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\sourcemods\slaughterhouse\ma ps\levtwo"

Valve Software - vvis.exe (Jul 7 2010)
3 threads
reading c:\program files (x86)\steam\steamapps\sourcemods\slaughterhouse\ma ps\levtwo.bsp
reading c:\program files (x86)\steam\steamapps\sourcemods\slaughterhouse\ma ps\levtwo.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\sourcemods\slaughterhouse\ma ps\levtwo.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\austint1121\sourcesdk\bin\or angebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\austint1121\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\sourcemods\slaughterhouse\ma ps\levtwo"

Valve Software - vrad.exe SSE (Jul 7 2010)

Valve Radiosity Simulator
3 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\sourcemods\slaughterhouse\ma ps\levtwo.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.09 seconds)
920 faces
2 degenerate faces
93838 square feet [13512808.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
22 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0064 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 41/8192 492/98304 ( 0.5%)
brushsides 444/65536 3552/524288 ( 0.7%)
planes 724/65536 14480/1310720 ( 1.1%)
vertexes 1364/65536 16368/786432 ( 2.1%)
nodes 680/65536 21760/2097152 ( 1.0%)
texinfos 112/12288 8064/884736 ( 0.9%)
texdata 3/2048 96/65536 ( 0.1%)
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 920/65536 51520/3670016 ( 1.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 230/65536 12880/3670016 ( 0.4%)
leaves 683/65536 21856/2097152 ( 1.0%)
leaffaces 1028/65536 2056/131072 ( 1.6%)
leafbrushes 436/65536 872/131072 ( 0.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 5419/512000 21676/2048000 ( 1.1%)
edges 2772/256000 11088/1024000 ( 1.1%)
LDR worldlights 22/8192 1936/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 113/32768 1130/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1653/65536 3306/131072 ( 2.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 340672/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 7793/393216 ( 2.0%)
LDR ambient table 683/65536 2732/262144 ( 1.0%)
HDR ambient table 683/65536 2732/262144 ( 1.0%)
LDR leaf ambient 1198/65536 33544/1835008 ( 1.8%)
HDR leaf ambient 683/65536 19124/1835008 ( 1.0%)
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] 105655/0 ( 0.0%)
physics [variable] 16356/4194304 ( 0.4%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 2659
Writing c:\program files (x86)\steam\steamapps\sourcemods\slaughterhouse\ma ps\levtwo.bsp
3 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\sourcemods\slaughterhouse\ma ps\levtwo.bsp" "c:\program files (x86)\steam\steamapps\austint1121\half-life 2\hl2\maps\levtwo.bsp"



I'm using the npc_zombie and npc_poisionzombie

taz-ed
03-05-2011, 10:41 AM
Entity light (-1377.91 -158.99 -391.09) leaked!
goto those coordinates and fix the entity should solve the problem :)

austint1121
03-05-2011, 01:43 PM
I Fixed the light thing by putting a skybox around the whole map since i had more then 10 leaks. at least. But it still didn't fix the problem.


here is my compile now:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\austint1121\sourcesdk\bin\or angebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\austint1121\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\sourcemods\slaughterhouse\ma ps\levtwo.vmf"

Valve Software - vbsp.exe (Jul 7 2010)
3 threads
materialPath: c:\program files (x86)\steam\steamapps\austint1121\half-life 2\hl2\materials
Loading C:\Program Files (x86)\Steam\steamapps\sourcemods\slaughterhouse\ma ps\levtwo.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\austint1121\half-life 2\hl2\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\sourcemods\slaughterhouse\ma ps\levtwo.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.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_01*.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) (18473 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 118 texinfos to 72
Reduced 4 texdatas to 4 (88 bytes to 88)
Writing C:\Program Files (x86)\Steam\steamapps\sourcemods\slaughterhouse\ma ps\levtwo.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\austint1121\sourcesdk\bin\or angebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\austint1121\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\sourcemods\slaughterhouse\ma ps\levtwo"

Valve Software - vvis.exe (Jul 7 2010)
3 threads
reading c:\program files (x86)\steam\steamapps\sourcemods\slaughterhouse\ma ps\levtwo.bsp
reading c:\program files (x86)\steam\steamapps\sourcemods\slaughterhouse\ma ps\levtwo.prt
97 portalclusters
291 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 15 visible clusters (0.00%)
Total clusters visible: 6058
Average clusters visible: 62
Building PAS...
Average clusters audible: 83
visdatasize:3318 compressed from 3104
writing c:\program files (x86)\steam\steamapps\sourcemods\slaughterhouse\ma ps\levtwo.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\austint1121\sourcesdk\bin\or angebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\austint1121\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\sourcemods\slaughterhouse\ma ps\levtwo"

Valve Software - vrad.exe SSE (Jul 7 2010)

Valve Radiosity Simulator
3 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\sourcemods\slaughterhouse\ma ps\levtwo.bsp
Setting up ray-trace acceleration structure... Done (0.11 seconds)
330 faces
34324 square feet [4942681.50 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
330 patches before subdivision
4236 patches after subdivision
20 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 483198, max 314
transfer lists: 3.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(94270, 36351, 14053)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(38417, 5784, 742)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(16781, 918, 41)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(7658, 146, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(3581, 23, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1751, 4, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(861, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(439, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(222, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(116, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(60, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(32, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(16, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0050 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 47/8192 564/98304 ( 0.6%)
brushsides 476/65536 3808/524288 ( 0.7%)
planes 792/65536 15840/1310720 ( 1.2%)
vertexes 641/65536 7692/786432 ( 1.0%)
nodes 267/65536 8544/2097152 ( 0.4%)
texinfos 72/12288 5184/884736 ( 0.6%)
texdata 4/2048 128/65536 ( 0.2%)
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 330/65536 18480/3670016 ( 0.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 116/65536 6496/3670016 ( 0.2%)
leaves 270/65536 8640/2097152 ( 0.4%)
leaffaces 414/65536 828/131072 ( 0.6%)
leafbrushes 376/65536 752/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 2064/512000 8256/2048000 ( 0.4%)
edges 1125/256000 4500/1024000 ( 0.4%)
LDR worldlights 20/8192 1760/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 40/32768 400/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 639/65536 1278/131072 ( 1.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 117068/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 3318/16777216 ( 0.0%)
entdata [variable] 7548/393216 ( 1.9%)
LDR ambient table 270/65536 1080/262144 ( 0.4%)
HDR ambient table 270/65536 1080/262144 ( 0.4%)
LDR leaf ambient 913/65536 25564/1835008 ( 1.4%)
HDR leaf ambient 270/65536 7560/1835008 ( 0.4%)
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] 105655/0 ( 0.0%)
physics [variable] 18473/4194304 ( 0.4%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 940
Writing c:\program files (x86)\steam\steamapps\sourcemods\slaughterhouse\ma ps\levtwo.bsp
7 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\sourcemods\slaughterhouse\ma ps\levtwo.bsp" "c:\program files (x86)\steam\steamapps\austint1121\half-life 2\hl2\maps\levtwo.bsp"


The only thing I notice is the buldcubemaps thing.

the.prophet
03-05-2011, 01:49 PM
leak problem: you better fix the leaks than putting a skybox arround you whole map.

ai problem: type ai_disable 0 in console and try again.
If its not working try deleting the HL2 settings (\Steam\<your_id>\220) and extracted files (\Steam\steamapps\<account>\half life 2\)

note: i hope you know that this problem is a recent problem with cracked half life games.. as far as your game is cracked you better not ask anything here anymore ;)