You can delate farter, and uninteresting. And move to a simulated phisic, or not phisic at all. And avoid swawning that much using a cycle for decor stuff. etc
Ben Davison wrote:
Deleting physics objects untill the server becomes stable?
On Sat, 05 Mar 2005 03:01:19 +0000, Knifa <[EMAIL PROTECTED]> wrote:
Is there anything I can do about it then? (other than restarting HL2)
This usually happens because the server is processing to many physics calculations and the server can't handle it.
And from what I can remember source forts is extremly intensive on the physics(well my forts are ;P)
On Sat, 05 Mar 2005 02:27:56 +0000, Knifa <[EMAIL PROTECTED]> wrote:
Yea, they stick in for about half a second then bounce really high, then they just go all over the place
I've seen this problem when there are 2 many physics interactions going on for the server to handle.
Do physics objects seem to go into the ground for a bit then pop back up?
On Sat, 05 Mar 2005 01:57:43 +0000, Knifa <[EMAIL PROTECTED]> wrote:
Hi all.
While playing my mod, after a few minutes of play, physics objects starting bouncing around and act like they have no collisions. Is this something to do with my mod or is it a Source Engine bug?
Thanks -- Knifa SourceForts http://knd.org.uk/sourceforts/
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-- - Ben Davison - http://www.shadow-phoenix.com
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-- Knifa SourceForts http://knd.org.uk/sourceforts/
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-- - Ben Davison - http://www.shadow-phoenix.com
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-- Knifa SourceForts http://knd.org.uk/sourceforts/
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-- - Ben Davison - http://www.shadow-phoenix.com
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