Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-30 Thread bloodykenny
, 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

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-29 Thread bloodykenny
@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

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-29 Thread Nick
@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

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-28 Thread bloodykenny
(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

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-28 Thread Jay Stelly
:[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

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-28 Thread bloodykenny
] 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

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-28 Thread Jay Stelly
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

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-24 Thread Garry Newman
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

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-24 Thread Garry Newman
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

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-24 Thread Adrian Finol
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

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-24 Thread Jay Stelly
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

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-24 Thread Adam \amckern\ Mckern
] [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

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-23 Thread Garry Newman
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 (

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-23 Thread Adam \amckern\ Mckern
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

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-23 Thread Adrian Finol
? -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

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-22 Thread bloodykenny
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

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-20 Thread Garry Newman
( 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

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-20 Thread bloodykenny
); } 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

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-20 Thread Aaron Schiff
-- [ 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

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-19 Thread bloodykenny
); } 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

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-19 Thread bloodykenny
] [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

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-19 Thread Aaron Schiff
-- [ 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

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-18 Thread bloodykenny
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

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-18 Thread bloodykenny
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?

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-18 Thread Jay Stelly
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