This works, thanks. -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Garry Newman Sent: Wednesday, May 24, 2006 3:14 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)
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. > > > >-- > > > > > > > >_______________________________________________ > > > >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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders