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Overlapping InfoLoc Areas


grayman

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When two location areas overlap (missing separator between them), we get the warning:

 

WARNING: location entity 'AAA' overlaps 'BBB' in area 53.

 

How do I find out where area 53 is?

 

Solving these has been pretty trivial in the past, w/o knowing where the area is, but a current WIP has multiple touch points and I'm tired of trying to figure out where the overlap is.

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5 hours ago, grayman said:

When two location areas overlap (missing separator between them), we get the warning:

WARNING: location entity 'AAA' overlaps 'BBB' in area 53.

How do I find out where area 53 is?

Looking at the code:

  1. Look at the "origin" spawnarg of 'AAA' --- this point belongs to the area 53.
  2. Search for "_area53" in the .proc file, it gives you the surfaces of the area. You can use the coordinates or materials to see where it is.
  3. Use r_showSurfaceInfo 1 to see which surface it in front of you. It should say "_area53" when you find the proper one.

There is also cvar to draw only one entity, but it accepts a renderEntity id, so it becomes a bit complicated.

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I thought overlap meant the two areas either have an internal leak into each other or a portal without a separator, so both areas are treated as one area and it just picks one of the location_entities. So as to the question where is the overlap, I thought the entire space of both locations overlap as if they were one location, and it's just a matter of finding the leak or portal without a separator and separating them.

Edit: Sorry I may have just misread your post and think it's saying something it's not. If you just want to know which two locations are getting combined, then I see your issue.

Also (this is maybe an aside & I'm going by very old memory here), but I seem to recall the area number is set during the dmap, so it's possible the number might change between dmaps.  I guess the theory would be easy to test in your case though, if you dmap and then got the warning with a new area number. But anyway that's not a big issue in this case.

I guess another way to do it is just put different ambient sounds on the location_entity, and eventually you'll hear that one isn't playing in the location like it's supposed to. Not sure if that's so much faster though.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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