Ok done it. It happens.

I found the exact cause too. When you shoot these pictures they fall
on the other physics objects..

http://www.garry.tv/img/cs_office_phys.jpg

And then the physical mayhem happens. Which is weird because I always
thought those pictures were clientside so they shouldn't even be
touching the other stuff..

Here's the test mod

http://www.garry.tv/img/phys_testmod.zip

And here's the code changes (based on hl2mp mod)

GameInterface.cpp line 493 after TheNavMesh = ...

filesystem->MountSteamContent( 240 );
filesystem->AddSearchPath( "cstrike", "GAME" );

cdll_client_int.cpp line 523 after ClientWorldFactoryInit();

filesystem->MountSteamContent( 240 );
filesystem->AddSearchPath( "cstrike", "GAME" );

props_shared.cpp line195

if ( !m_pKVPropData->LoadFromFile( filesystem, "scripts/propdata_cs.txt" ) )

I changed the spawnpoints to use info_player_counterterrorist too but
I doubt that affected it.



On 5/24/06, Garry Newman <[EMAIL PROTECTED]> wrote:
Yeah kinda. I'm based off HL2, and mounting CS:S using the
filesystem->mount and addsearchpath (to tail) commands.

I'll try it with a new mod to make sure it isn't something that only
happens with GMod..

On 5/23/06, Adrian Finol <[EMAIL PROTECTED]> wrote:
> 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.
> > >--
> > >
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> >
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> >
>
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