Quick 'fixaas' question (how do you make it work?)...


(Grand Nagus) #1

Actually it’s a REALLY quick question!

What is the ‘-fixaas’ switch, and how do I use it?

You prolly want to know what I’ve done so far, so here’s my ‘-fixaas’ compiler batfile for reference:

“E:\Applications\Games\Raven\STVEF\Tools\NewCompiler\q3map_2516\q3map2.exe” -fs_basepath “E:\Applications\Games\Raven\STVEF” -game ef -fixaas %1

and it acts like it’s doing something. But when I load a map and try to load a bot, I get an aas init error and the bot won’t load.

Well, let’s start from the beginning:

  1. I made a quick demo map with a spawnpoint and a couple of items.
  2. I used ‘map’ and ‘vis’ on this map, then ran ‘bspc’ to create the first .aas file.
  3. I ran Elite Force and loaded a bot to make sure the .aas file is working.
  4. I ran the ‘-fixaas’ option on the .map file.
  5. I ran Elite Force again and tried to load a bot, but got an ‘AAS’ error and the bot wouldn’t load.
  6. I repeated the above steps, running the ‘-fixaas’ option on the .bsp and .aas files.
    None of the above worked… Can anybody guide me on this? If this does what I think it does, then it’ll allow me to do something in a particular map that I’ve wanted to do for a LONG time!

Thanks in advance for the help!

:beer: <---- Me and a Gigantic coffee


(obsidian) #2

Bleh! Too bad Q3W’s down, there was a discussion on this…

What -fixaas does is import an AAS file from a different compiled map. Why is this useful? People have been experiencing errors on highly poly complex maps where the AAS file would fail to generate properly, or when the bots wouldn’t work properly. You can fix this by creating two versions of your map - one normal version with all the architecture, and a second “bothull” version heavily simplified (patches and complex brushwork removed) and botclipped. After compiling both maps, you can generate the AAS file with the second bothull version and then reattach the AAS file to the first version.

I’m not sure about the actual usage of this as I haven’t tried it yet. IIRC, it was something like “-fixaas map/path/mapname” or “-fixaas aas/path/aasname.aas” or something.


(Grand Nagus) #3

Thanks for the reply, obsidian!

That sounds absolutely AWESOME, that you can use an .aas file from a simpler map for bots to use in a more complex map! In fact, that’s the trouble that I’m having in one of my maps; not really that it won’t compile, but that it has about 1400 reachabilities in one area that I can’t divide without taking an architecturally visual hit to the map… I’d like to make two versions of this map and split up the big area for the bots on one version, then port that .aas file to the final version. But it jes’ don’ work dat way fer me.

Here’s how I’m using the ‘fixaas’ option:

Batch file for ‘fixaas’:
(same as in above post)

Batch file for ‘bspc’ (two tries):
Compact .aas file after creation:
“E:\Applications\Games\Raven\STVEF\Tools\bspc.exe” -forcesidesvisible -bsp2aas %1 -optimize
Raw .aas file generation:
“E:\Applications\Games\Raven\STVEF\Tools\bspc.exe” -forcesidesvisible -bsp2aas %1

Here’s the bspc.log file for the .aas compile with the ‘optimize’ switch enabled:
http://www.nagusmaps.com/hotlinx/fixaas/bspc.log

And here’s the message I get when I send my .map, .bsp or .aas file to the ‘fixaas’ batch file:

After that, the timestamp changes for the .aas file to the time I sent my map to the ‘fixaas’ batch file. But when I run my map in Elite Force and try to load a bot, I get this error:
FATAL: AAS not initialized
Alexandria BotAISetupClient failed

Pretty weird! The only think I can think of is that the Elite Force version of ‘bspc.exe’ is a little different than the Quake3 version, and ydnar hasn’t compiled that difference into his q3map2 yet… But that’s just speculation, because I don’t have Quake3 so I don’t know if I’m even doing it right.

I played around with it a little more this morning and still got the same ‘aas not initialized’ results… Me stumped. :banghead:


(Grand Nagus) #4

Well, I prolly could have gotten something done today but instead chose to horse around with this ‘fixaas’ option… I’m beginning to think that ‘fixaas’ just doesn’t work.

I did a lot of google searching and downloaded a later bspc (version is 2.1h) for Quake3 and then used it on one of my test Elite Force maps. I loaded up EF and played around with a bot, and verified that the .aas file was functional. I played around with the ‘fixaas’ option using both an .aas file that was optimized and one that was simply created, and none of them worked after ‘fixaas’ was run. This is getting REALLY frustrating… Is there a trick to getting this thing to work, or does it even work at all?


(mena666) #5

Just happened to find a solution here. :beer:
There is also a link to sample files such as q3dm17.


(obsidian) #6

You “happened” to find a solution???

You started the bloody post, stop playing with alternate accounts. It makes you lose credibility even on one of your better threads.


(Shallow) #7

Yeah, seriously, just quit it. Pick one name and stick to it, you’re laughably bad at the alt-nick game and it makes you look idiotic.