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 the game, they're just falling 
forever.

Could it be the "player bodies falling out of the map" bug might be an unusual 
symptom of the Physical Mayhem bug?

At 2006/04/18 08:43 PM, [EMAIL PROTECTED] wrote:
>So I happened to catch my server when the Physical Mayhem bug was in progress 
>but the server had not (yet) crashed.
>
>(See http://forums.steampowered.com/forums/showthread.php?s=&threadid=248425 
>for anyone unfamiliar with this bug.)
>
>Anything I can do to help debug this?  As usual with the Physical Mayhem bug, 
>it's constantly using maximum cpu.  If I break in, it's almost always sitting 
>in engine->SolidMoved in this trace:
>
>        engine.dll!0da8aab8()
>        engine.dll!0da8aea4()
>        engine.dll!0da8b063()
>        engine.dll!0da8b094()
>        engine.dll!0dabfeba()
>        engine.dll!0dac0460()
>        server.dll!CBaseEntity::SetSimulationTime(float st=2.4733254e-012)  
> Line 178    C++
>        engine.dll!0dab5fa4()
>>       server.dll!CBaseEntity::PhysicsTouchTriggers(const Vector * 
>> pPrevAbsOrigin=0x0012df3c)  Line 2025       C++
>        server.dll!CBaseEntity::VPhysicsUpdate(IPhysicsObject * 
> pPhysics=0x05552ca0)  Line 941  C++
>        server.dll!CPhysicsProp::VPhysicsUpdate(IPhysicsObject * 
> pPhysics=0x05552ca0)  Line 2252        C++
>        server.dll!PhysFrame(float deltaTime=0.015000000)  Line 1359    C++
>        server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 441 + 0x9  
>  C++
>        server.dll!InvokeMethod(void (void)* f=0x2242ac00)  Line 244    C++
>        server.dll!IGameSystem::FrameUpdatePostEntityThinkAllSystems()  Line 
> 221 + 0xa  C++
>        server.dll!CServerGameDLL::GameFrame(bool simulating=true)  Line 920   
>  C++
>        engine.dll!0daa0691()
>        engine.dll!0da9b0e7()
>        engine.dll!0da9cc75()
>        engine.dll!0da03cd7()
>        engine.dll!0da04376()
>        engine.dll!0da0f025()
>        engine.dll!0da0f112()
>        user32.dll!77d496b8()
>        engine.dll!0da0f1af()
>        engine.dll!0daacefc()
>        engine.dll!0daac4ed()
>        dedicated.dll!1000c084()
>        dedicated.dll!1000c553()
>        materialsystem.dll!00cd0dae()
>        materialsystem.dll!00cd0f38()
>        materialsystem.dll!00cd0dae()
>        materialsystem.dll!00cd0f05()
>        materialsystem.dll!00cd7f64()
>        materialsystem.dll!00cd9502()
>        tier0.dll!0087299f()
>        materialsystem.dll!00cda349()
>        tier0.dll!008764b5()
>        tier0.dll!0087105a()
>        tier0.dll!008731d0()
>        tier0.dll!008738de()
>        datacache.dll!00e7daa2()
>        datacache.dll!00e7e08e()
>        datacache.dll!00e733ae()
>        datacache.dll!00e73e6b()
>        engine.dll!0db556b8()
>        engine.dll!0db552dc()
>        engine.dll!0d9adc0d()
>        dedicated.dll!10021d0b()
>        dedicated.dll!10022c00()
>        dedicated.dll!10022c00()
>        dedicated.dll!1000c7f7()
>        ntdll.dll!7c9106eb()
>
>_______________________________________________
>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

Reply via email to