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Prop not breaking and assert #14

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LouisTrezzini opened this issue Jun 27, 2013 · 4 comments
Open

Prop not breaking and assert #14

LouisTrezzini opened this issue Jun 27, 2013 · 4 comments

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@LouisTrezzini
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I'm new to sourcesdk but I can't break any prop with this new source sdk base 2013 singleplayer

Console output
AddMultiDamage: g_MultiDamage.GetDamageForce() == vec3_origin
CBaseEntity::TakeDamage: with inputInfo.GetDamageForce() == vec3_origin
baseentity.cpp (1563) : Assertion Failed: force != vec3_origin && offset != vec3_origin

@nkoep
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nkoep commented Jun 28, 2013

I'm experiencing the same issue on Linux. Punting breakable objects with the gravity gun breaks them, but shooting them only sends them flying around instead of actually breaking them. On top of that enemies die when taking the slightest amount of damage. For instance, the antlion guards on ep2_outland_05 go down with one pistol bullet. Other NPCs just randomly keel over. And this is on a vanilla build of the SDK.

@LouisTrezzini
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ok it seems it's not a bug it's a feature. Indeed, all sk_* convar are set to 0 so nothing has sense. You have to create a config file for your mod
Is the default config file missing?

@ndouard
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ndouard commented Jun 29, 2013

These are untouched settings from HL2: http://www.mediafire.com/download/6pyynw6b8zpno9z/skill.cfg
One way to fix the problem is to add this file into the cfg folder, engine looks for it when starting.

@nkoep
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nkoep commented Jun 29, 2013

Good catch. I just copied over the cfg folder from ep2 and that fixed at least the damage issues. Honestly, it seems to boil down to the confusing new gameinfo.txt format. The default one that ships with the SDK should just pull in all the assets from all available source games. Right now, loading up any ep2 maps will also give you the infamous purple checkerboard texture everywhere.

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