Here's the stacktrace for the attachment not found assert : Server.dll!CBaseAnimating::LookupAttachment(const char * szName=0x19853144) Line 1960 + 0xdf bytes C++ Server.dll!CAI_BaseActor::HeadTargetValidity(const Vector & lookTargetPos={...}) Line 852 + 0xd bytes C++ Server.dll!CAI_BaseActor::MaintainLookTargets(float flInterval=0.10000002) Line 1685 + 0x26 bytes C++ Server.dll!CAI_BaseNPC::PostMovement() Line 2997 + 0x1d bytes C++ Server.dll!CAI_BaseNPC::NPCThink() Line 4081 C++ Server.dll!CAI_BaseNPC::CallNPCThink() Line 3888 + 0x12 bytes C++ Server.dll!CBaseEntity::Think() Line 712 + 0x39 bytes C++ Server.dll!CBaseEntity::PhysicsDispatchThink(void (void)* thinkFunc=0x18821222) Line 1023 + 0x8 bytes C++ Server.dll!CBaseEntity::PhysicsRunSpecificThink(int nContextIndex=-1, void (void)* thinkFunc=0x18821222) Line 2108 C++ Server.dll!CBaseEntity::PhysicsRunThink(CBaseEntity::thinkmethods_t thinkMethod=THINK_FIRE_BASE_ONLY) Line 1903 + 0xf bytes C++ Server.dll!CBaseEntity::StepSimulationThink(float dt=0.10000006) Line 1738 C++ Server.dll!CBaseEntity::PhysicsStep() Line 1881 C++ Server.dll!CBaseEntity::PhysicsSimulate() Line 1862 C++ Server.dll!Physics_SimulateEntity(CBaseEntity * pEntity=0x07f4f100) Line 2112 + 0x12 bytes C++ Server.dll!Physics_RunThinkFunctions(bool simulating=true) Line 2169 + 0xf bytes C++ Server.dll!CServerGameDLL::GameFrame(bool simulating=true) Line 1310 + 0xa bytes C++ engine.dll!0ae2a425() ...
And here's the one about the vectors are equals: Client.dll!CClientLeafSystem::ComputeBounds(int nCount=101, CClientLeafSystem::RenderableInfo_t * * ppRenderables=0x0018324c, CClientLeafSystem::BuildRenderListInfo_t * pRLInfo=0x001825b0) Line 2315 + 0xa1 bytes C++ Client.dll!CClientLeafSystem::BuildRenderablesList(const SetupRenderInfo_t & info={...}) Line 2607 C++ Client.dll!CRendering3dView::SetupRenderablesList(int viewID=0) Line 3530 + 0x24 bytes C++ Client.dll!CRendering3dView::BuildRenderableRenderLists(int viewID=0) Line 3645 C++ Client.dll!CBaseWorldView::DrawSetup(float waterHeight=0.00000000, int nSetupFlags=10272, float waterZAdjust=0.00000000, int iForceViewLeaf=-1) Line 5448 C++ Client.dll!CSimpleWorldView::Draw() Line 5600 C++ Client.dll!CSimpleRenderExecutor::AddView(CRendering3dView * pView=0x02c93200) Line 953 + 0xf bytes C++ Client.dll!CViewRender::AddViewToScene(CRendering3dView * pView=0x02c93200) Line 329 + 0x3f bytes C++ Client.dll!CViewRender::DrawWorldAndEntities(bool bDrawSkybox=true, const CViewSetup & viewIn={...}, int nClearFlags=34, ViewCustomVisibility_t * pCustomVisibility=0x00000000) Line 2920 C++ Client.dll!CViewRender::ViewDrawScene(bool bDrew3dSkybox=false, SkyboxVisibility_t nSkyboxVisible=SKYBOX_3DSKYBOX_VISIBLE, const CViewSetup & view={...}, int nClearFlags=34, view_id_t viewID=VIEW_MAIN, bool bDrawViewModel=true, int baseDrawFlags=0, ViewCustomVisibility_t * pCustomVisibility=0x00000000) Line 1448 C++ Client.dll!CViewRender::RenderView(const CViewSetup & view={...}, const CViewSetup & hudViewSetup={...}, int nClearFlags=34, int whatToDraw=3) Line 2408 C++ Client.dll!CViewRender::Render(vrect_t * rect=0x0018e588) Line 1002 + 0x2b bytes C++ Client.dll!CHLClient::View_Render(vrect_t * rect=0x0018e588) Line 1607 + 0x19 bytes C++ engine.dll!0ae1b796() ... They both seems completely unrelated to the issue to me. Could you at least explain how those could affect npc not firing at their targets ? On Sun, Nov 27, 2011 at 6:01 PM, Tony "omega" Sergi <omegal...@gmail.com>wrote: > and i'm pretty sure both of them are by the soldier trying to fire the gun. > > > > On Mon, Nov 28, 2011 at 7:37 AM, Psy_Commando <psycomma...@gmail.com>wrote: > >> They are holding a weapon, its just underground. >> >> About the errors, I don't know, those are asserts mostly having to do >> with the stunstick and the combine soldier model. >> >> These 2 are repeated infinitely : >> " >> e:\project sfr local\asw_sfr\src\game\client\clientleafsystem.cpp (2315) >> : Assertion Failed: VectorsAreEqual( vecTestMaxs, pInfo->m_vecAbsMaxs, 1e-3 >> ) >> e:\project sfr local\asw_sfr\src\game\server\baseanimating.cpp (1960) : >> Couldn't find attachment forward on skeleton Combine_Soldier.mdl for object >> comb1 >> " >> But I'm pretty sure its some kind of conflict in the ai or weapon. >> >> On Sun, Nov 27, 2011 at 4:43 PM, Tony "omega" Sergi >> <omegal...@gmail.com>wrote: >> >>> I'm not entirely sure because it was hard to read, but if you fix all of >>> the errors in the console spam, you might solve your issue... >>> >>> >>> >>> On Mon, Nov 28, 2011 at 5:25 AM, Psy_Commando <psycomma...@gmail.com>wrote: >>> >>>> yeah, they have smg1 >>>> >>>> >>>> On Sun, Nov 27, 2011 at 3:04 PM, Saul Rennison <saul.renni...@gmail.com >>>> > wrote: >>>> >>>>> Do they even have their weapon equipped? >>>>> >>>>> >>>>> Kind regards, >>>>> *Saul Rennison* >>>>> >>>> >>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> >>> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > > > -- > -Tony > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >
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