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Old 07-18-2012, 10:29 AM   #1
Kill_the_Bug
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Default Nav_generate/bots and debugging


Hi,

Ok, apparently my map crashed at 32 players for some reason and I'm trying to track it down as I'm totally blind on this crash.

I'm thinking that it might be an edicts crash but I'm only at 1500 +- (1483 to 1503 if I hide stuff between compiles) max entities.

I'm trying to create bots to test it out for the edicts (unless there's a console comand to do it) but everything with bots on this map seems to be wierd.

Example - nav_generate - it only will create the nav mesh for stage 3 of the map (map crashed stage 1 after 5 mins) it doesn't do the rest of the map and forces you to do it manually but when I edit it manually the manual modifications aren't staying when I close the map and re-open it. Do I have to save it somehow?

The bots once added aren't following any standard bot commands - i.e. I tell them to jump - they stand there, I tell them to mimc - they stand there, I give them the command to fire all weapons they stand there.

When the round starts the magically come to life and run out to the cart on the modified mesh I've made for them.

Any ideas what's going on and how I test it?

Also - another really wierd bug that seems to happen completey at random is - I'm running into an invisble wall and it stops me - I back up, run forward and it's not there anymore - it's not there all the time in fact have only seen it once in that location but the issue will happen from time to time in diferent loactions (always random) and it seems to just be happening on displacements. Is it just the displacements physics acting up?
 
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Old 07-18-2012, 10:49 AM   #2
Jeremy
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Default Nav_generate/bots and debugging


You have to use nav_save in order to save manually-created/modified .nav files (but not if you're using nav_generate).

Also are you using puppet bots or actual tf_bots? Because tf_bots don't follow bot commands such as bot_mimic.
 
Last edited by Jeremy; 07-18-2012 at 10:53 AM.
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Old 07-20-2012, 11:44 AM   #3
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Default Nav_generate/bots and debugging


Thanks Jeremy - I got the bots working - they now kill each other quite nicely aand it helps test my edicts limits :-)
 
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Old 07-20-2012, 12:32 PM   #4
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Default Nav_generate/bots and debugging


Well good on you!

 
Last edited by Jeremy; 07-20-2012 at 05:06 PM.
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Old 04-22-2013, 03:25 PM   #5
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Default Nav_generate/bots and debugging


Ok, I'm creating a 32-player server for MvM using a stock map, and apparently whenever I start nav_generate, I get a connection problem and it auto-disconnects. And I wanted to play MvM with tf_bots.
 
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Old 04-23-2013, 09:36 AM   #6
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Default Nav_generate/bots and debugging


MvM maps already have nav files, but tf_bots are not set up for MvM, so you can't play it with them. Nor should you ever try to generate a nav on one.

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Old 04-23-2013, 01:40 PM   #7
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Default Nav_generate/bots and debugging


Yes, because it's already been done. And then properly hand edited to fix all the errors from the automated generation.

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Old 04-24-2013, 06:28 AM   #8
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Default Nav_generate/bots and debugging


1500 entities is quite a lot for gamemode such as MvM because there's a lot more dynamic entities created on the fly than in normal player vs player game. For example, i have around 1400 in one of my maps and it goes up to 1700-1800 edicts in a 30 player server. If that map would be in mvm, i'd propably be nearing a crash also.

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