I just tried to reproduce this by following these steps and I couldn't get it to happen.
This is what I did so let me know if I missed something: I changed HL2DM's GameInfo.txt to also mount the cstrike folder so I could load cs_office and all its resources. I loaded HL2DM on msdev and built that, then I added the propdata folder and renamed Cstrike's propdata.txt to cs.txt and placed it there. Loaded cs_office and ran around shooting rockets trying to get as many physics objects in motion as I could. After 5 minutes running around everything was behaving fine. Did I miss anything? -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Garry Newman Sent: Tuesday, May 23, 2006 8:21 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Physical Mayhem in progress - no crash! (yet) Hey exactly a month later! Here's what I'm doing to cause the physical mayhem. In my mod/scripts folder I made a folder called propdata. I copied CS:S's propdata.txt to this folder and renamed in cs.txt. In CPropData::ParsePropDataFile I changed the loadfromfile line to if ( !m_pKVPropData->LoadFromFile( filesystem, "scripts/propdata/cs.txt" ) ) So I start my mod and go to cs_office. It's fine for about 20 seconds of shooting props then they all start bouncing around. I find that this has prevented it.. (props.cpp:4747) //LINK_ENTITY_TO_CLASS( prop_physics_multiplayer, CPhysicsPropMultiplayer ); LINK_ENTITY_TO_CLASS( prop_physics_multiplayer, CPhysicsProp ); Obviously it's going to change all prop_physics_multiplayer into prop_physics.. so it might not be ideal for your mod. I'm guessing that my problem is different from yours though, somehow.. even if the symptoms are the same. On 4/23/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > The mod players were getting restless so I couldn't wait any longer for a response from Valve so I had to shut it down. Unfortunately there's no documentation on how most of that stuff is supposed to work, and there are frightfully few asserts in the SDK. I guess I'll have to do a lot of research to compare a working vphysics.dll to a broken vphysics.dll in order to pin down the exact problem. > > At 2006/04/20 08:03 PM, Aaron Schiff wrote: > >-- > >[ Picked text/plain from multipart/alternative ] > >USE_OBB_COLLISION_BOUNDS just says to search within the bounding box > >constructed around a physical model to detect other objects. It's > >not the matter you should be worried about. > >-- > > > >_______________________________________________ > >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