Ok, I was able to repro the bug with those changes. Here's the fix:
// add these lines to hl2mp_gamerules.cpp:
bool CHL2MPRules::ShouldCollide( int collisionGroup0, int
collisionGroup1 )
{
if ( collisionGroup0 > collisionGroup1 )
{
// swap so that lowest is always first
swap(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: [email protected]
> 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
> they fall on the other physics objects..
>
> http://www.garry.tv/img/cs_office_phys.jpg
>
> And then the physical mayhem happens. Which is weird because
> I always thought those pictures were clientside so they
> shouldn't even be touching the other stuff..
>
> Here's the test mod
>
> http://www.garry.tv/img/phys_testmod.zip
>
> And here's the code changes (based on hl2mp mod)
>
> GameInterface.cpp line 493 after TheNavMesh = ...
>
> filesystem->MountSteamContent( 240 );
> filesystem->AddSearchPath( "cstrike", "GAME" );
>
> cdll_client_int.cpp line 523 after ClientWorldFactoryInit();
>
> filesystem->MountSteamContent( 240 );
> filesystem->AddSearchPath( "cstrike", "GAME" );
>
> props_shared.cpp line195
>
> if ( !m_pKVPropData->LoadFromFile( filesystem,
> "scripts/propdata_cs.txt" ) )
>
> I changed the spawnpoints to use info_player_counterterrorist
> too but I doubt that affected it.
>
>
>
> On 5/24/06, Garry Newman <[EMAIL PROTECTED]> wrote:
> > Yeah kinda. I'm based off HL2, and mounting CS:S using the
> > filesystem->mount and addsearchpath (to tail) commands.
> >
> > I'll try it with a new mod to make sure it isn't something
> that only
> > happens with GMod..
> >
> > On 5/23/06, Adrian Finol <[EMAIL PROTECTED]> wrote:
> > > I just tried to reproduce this by following these steps and I
> > > couldn't get it to happen.
> > >
> > > This is what I did so let me know if I missed something:
> > >
> > > I changed HL2DM's GameInfo.txt to also mount the cstrike
> folder so I
> > > could load cs_office and all its resources. I loaded
> HL2DM on msdev
> > > and built that, then I added the propdata folder and renamed
> > > Cstrike's propdata.txt to cs.txt and placed it there.
> > >
> > > Loaded cs_office and ran around shooting rockets trying to get as
> > > many physics objects in motion as I could. After 5
> minutes running
> > > around everything 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: [email protected]
> > > 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 to this folder and renamed in cs.txt.
> > >
> > > In CPropData::ParsePropDataFile I changed the loadfromfile line to
> > >
> > > if ( !m_pKVPropData->LoadFromFile( filesystem,
> > > "scripts/propdata/cs.txt" ) )
> > >
> > >
> > > So I start my mod and go to cs_office. It's fine for about 20
> > > seconds of shooting props then they all start bouncing around.
> > >
> > >
> > > I find that this has prevented it.. (props.cpp:4747)
> > >
> > > //LINK_ENTITY_TO_CLASS( prop_physics_multiplayer,
> > > CPhysicsPropMultiplayer );
> > >
> > > LINK_ENTITY_TO_CLASS( prop_physics_multiplayer,
> CPhysicsProp );
> > >
> > > Obviously it's going to change all prop_physics_multiplayer into
> > > prop_physics.. so it might not be ideal for your mod. I'm
> guessing
> > > that my problem is different from yours though, somehow.. even if
> > > the symptoms are the same.
> > >
> > >
> > >
> > > On 4/23/06, [EMAIL PROTECTED]
> > > <[EMAIL PROTECTED]> wrote:
> > > > 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 research to compare a working
> vphysics.dll
> > > to a broken vphysics.dll in order to pin down the exact problem.
> > > >
> > > > At 2006/04/20 08:03 PM, Aaron Schiff wrote:
> > > > >--
> > > > >[ 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.
> > > > >--
> > > > >
> > > > >_______________________________________________
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> > > archives, please visit:
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> > > >
> > > > _______________________________________________
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> > > please visit:
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> > > >
> > > >
> > >
> > > _______________________________________________
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> > > archives, please visit:
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> > >
> > >
> > > _______________________________________________
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> list archives, please visit:
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> > >
> > >
> >
>
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