Thanks!

Patch posted at
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List
with the rest of Jays fixes

--- Jay Stelly <[EMAIL PROTECTED]> wrote:

> 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.
> > > > > >--
> > > > > >
> > > > >
> >_______________________________________________
> > > > > >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
> > > > >
> > > > >
> > > >
> > > >
> _______________________________________________
> > > > 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
> > > >
> > > >
> > >
> >
> > _______________________________________________
> > 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
>
>

--------
My Website http://www.ammahls.com
   Lead Programer NightFall http://www.nightfallmod.net
      Developer of CST and ZHLT 3.0 http://www.zhlt.info
         Team Lead - Prime - http://www.nigredostudios.com

__________________________________________________
Do You Yahoo!?
Tired of spam?  Yahoo! Mail has the best spam protection around
http://mail.yahoo.com

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to