, 2006 7:29 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)
Yeah part of my real job is engineering support so I
understand the importance of repro steps if engineering
hasn't seen an issue. I'm a bit baffled though, given how
@list.valvesoftware.com
Subject: RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)
Yeah part of my real job is engineering support so I
understand the importance of repro steps if engineering
hasn't seen an issue. I'm a bit baffled though, given how
many people have reported
@list.valvesoftware.com
Subject: RE: [hlcoders] Physical Mayhem in progress - no
crash! (yet)
This is certainly a promising step - thanks all.
However, can you explain what exactly this fixes? Is this
supposed
to fix the classic Physical Mayhem Bug, or does this fix
something to
do
(collisionGroup0, collisionGroup1);
}
Jay
-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
:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Sunday, May 28, 2006 2:18 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)
This is certainly a promising step - thanks all.
However, can you explain what exactly this fixes
] On Behalf Of
[EMAIL PROTECTED]
Sent: Sunday, May 28, 2006 2:18 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)
This is certainly a promising step - thanks all.
However, can you explain what exactly this fixes? Is this
supposed to fix
PROTECTED]
Sent: Sunday, May 28, 2006 7:29 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)
Yeah part of my real job is engineering support so I
understand the importance of repro steps if engineering
hasn't seen an issue. I'm a bit
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
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
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
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
]
[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
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 (
Nice work garry!
Thanks for the 'fix' as you might call it :)
Adam
--- Garry Newman [EMAIL PROTECTED] wrote:
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
?
-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
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
(
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
);
}
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
--
[ 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
);
}
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
]
[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
--
[ Picked text/plain from multipart/alternative ]
OBB is just the bounding box around the model
USE_OBB_COLLISION_BOUNDS is probably there for other support that was never
implemented/never needed to be
--
___
To unsubscribe, edit your list
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
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?
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
25 matches
Mail list logo