Uh.. what?

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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- http://www.shadow-phoenix.com

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-- Knifa SourceForts http://knd.org.uk/sourceforts/

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