I'm seeing plenty of callbacks to WorldSpaceSurroundingBounds from the core engine side of things, and for what it's worth the SDK side is returning seemingly valid, albeit hugely negative z, values.
+ pVecMins 0x0012ddc0 {x=4984.7964 y=5646.7964 z=-1191362.9 } Vector * + pVecMaxs 0x0012ddb4 {x=4991.2036 y=5653.2036 z=-1191346.1 } Vector * I'm not ever seeing MarkEntitiesAsTouching getting a callback. That actually makes sense in a way, since when Physical Mayhem occurs, you can grav gun objects right through other objects. It also is consistent with all the hugely negative z values. I guess nothing ever got a "touch" callback for impacting the ground, so everything just falls right through forever? Why don't players fall through the map? I guess players don't obey vphysics.dll in the same way the other entities do? At 2006/04/18 11:58 PM, Jay Stelly wrote: >The z values are interesting - I'm not sure what to make of that. >Obviously those are out of the world coordinate range. >If it helps, the code for solidmoved is basically this: > > // pSolidCollide is the CollisionProp of the entity that >moved > pSolidCollide->WorldSpaceSurroundingBounds( >&vecWorldMins, &vecWorldMaxs ); > > // builds a list of trigger entities touching the box >into m_TouchedEntities > SpatialPartition()->EnumerateElementsInBox( >PARTITION_ENGINE_TRIGGER_EDICTS, > vecWorldMins, vecWorldMaxs, false, >&touchEnumerator ); > > // call the game DLL's touch functions > for ( int i = 0; i < m_TouchedEntities.Count(); ++i ) > { > serverGameEnts->MarkEntitiesAsTouching( >m_TouchedEntities[i], m_pTriggerEntity ); > } > > >Jay > > >> -----Original Message----- >> From: [EMAIL PROTECTED] >> [mailto:[EMAIL PROTECTED] On Behalf Of >> [EMAIL PROTECTED] >> Sent: Tuesday, April 18, 2006 9:08 PM >> To: hlcoders@list.valvesoftware.com >> Subject: Re: [hlcoders] Physical Mayhem in progress - no crash! (yet) >> >> Inside engine->SolidMoved the engine.dll does a few callbacks >> to the open source side to get collision properties and >> origins. Then it loops around for a very long time, walking >> some sort of closed-source linked-list. >> >> Is engine->SolidMoved supposed to be doing looping and >> cpu-intensive things? Or is the fact that that's happening >> bad unto itself? >> >> Anybody know of a good x86 asm manual? >> >> At 2006/04/18 08:51 PM, [EMAIL PROTECTED] wrote: >> >I noticed that most of the objects in the world have z values like: >> > z -880609.44 float >> > z -861464.81 float >> > z -1501742.9 float >> > >> >So I guess when the Physical Mayhem bug is happening and all >> the items disappear, they aren't getting removed from the >> game, they're just falling forever. >> > >> >Could it be the "player bodies falling out of the map" bug >> might be an unusual symptom of the Physical Mayhem bug? >> > >> >At 2006/04/18 08:43 PM, [EMAIL PROTECTED] wrote: >> >>So I happened to catch my server when the Physical Mayhem >> bug was in progress but the server had not (yet) crashed. >> >> >> >>(See >> >>http://forums.steampowered.com/forums/showthread.php?s=&thre >> adid=24842 >> >>5 for anyone unfamiliar with this bug.) >> >> >> >>Anything I can do to help debug this? As usual with the >> Physical Mayhem bug, it's constantly using maximum cpu. If I >> break in, it's almost always sitting in engine->SolidMoved in >> this trace: >> >> >> >> engine.dll!0da8aab8() >> >> engine.dll!0da8aea4() >> >> engine.dll!0da8b063() >> >> engine.dll!0da8b094() >> >> engine.dll!0dabfeba() >> >> engine.dll!0dac0460() >> >> server.dll!CBaseEntity::SetSimulationTime(float >> st=2.4733254e-012) Line 178 C++ >> >> engine.dll!0dab5fa4() >> >>> server.dll!CBaseEntity::PhysicsTouchTriggers(const >> Vector * pPrevAbsOrigin=0x0012df3c) Line 2025 C++ >> >> >> server.dll!CBaseEntity::VPhysicsUpdate(IPhysicsObject * >> pPhysics=0x05552ca0) Line 941 C++ >> >> >> server.dll!CPhysicsProp::VPhysicsUpdate(IPhysicsObject * >> pPhysics=0x05552ca0) Line 2252 C++ >> >> server.dll!PhysFrame(float deltaTime=0.015000000) >> Line 1359 C++ >> >> >> server.dll!CPhysicsHook::FrameUpdatePostEntityThink() Line >> 441 + 0x9 C++ >> >> server.dll!InvokeMethod(void (void)* f=0x2242ac00) >> Line 244 C++ >> >> >> server.dll!IGameSystem::FrameUpdatePostEntityThinkAllSystems() >> Line 221 + 0xa C++ >> >> server.dll!CServerGameDLL::GameFrame(bool >> simulating=true) Line 920 C++ >> >> engine.dll!0daa0691() >> >> engine.dll!0da9b0e7() >> >> engine.dll!0da9cc75() >> >> engine.dll!0da03cd7() >> >> engine.dll!0da04376() >> >> engine.dll!0da0f025() >> >> engine.dll!0da0f112() >> >> user32.dll!77d496b8() >> >> engine.dll!0da0f1af() >> >> engine.dll!0daacefc() >> >> engine.dll!0daac4ed() >> >> dedicated.dll!1000c084() >> >> dedicated.dll!1000c553() >> >> materialsystem.dll!00cd0dae() >> >> materialsystem.dll!00cd0f38() >> >> materialsystem.dll!00cd0dae() >> >> materialsystem.dll!00cd0f05() >> >> materialsystem.dll!00cd7f64() >> >> materialsystem.dll!00cd9502() >> >> tier0.dll!0087299f() >> >> materialsystem.dll!00cda349() >> >> tier0.dll!008764b5() >> >> tier0.dll!0087105a() >> >> tier0.dll!008731d0() >> >> tier0.dll!008738de() >> >> datacache.dll!00e7daa2() >> >> datacache.dll!00e7e08e() >> >> datacache.dll!00e733ae() >> >> datacache.dll!00e73e6b() >> >> engine.dll!0db556b8() >> >> engine.dll!0db552dc() >> >> engine.dll!0d9adc0d() >> >> dedicated.dll!10021d0b() >> >> dedicated.dll!10022c00() >> >> dedicated.dll!10022c00() >> >> dedicated.dll!1000c7f7() >> >> ntdll.dll!7c9106eb() >> >> >> >>_______________________________________________ >> >>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 >> >> _______________________________________________ >> 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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders