Ah thanks very much.  Those messages were from dm_resistance, so perhaps you 
can pass the message along to whoever at Valve made that map. :)

(I still have the asserts in place from the first HL2DM SDK Physical Mayhem bug 
concerning ShouldCollide, so I haven't hit that issue.)

After a few hours of testing, I've determined that the repro scenario has 
nothing to do with any code changes I've made.  It turns out that it's caused 
by running a debug version of the server.dll, and having system cpu usage 
exceed 25% or so.  So far it doesn't repro in release mode, even with the 
higher cpu usage.  The reason it took 4 players to repro, is because in debug 
mode that's about where srcds.exe starts using 25% cpu.

I can artificially launch some other program on the server box to use cpu, and 
it, combined with a debug server.dll, repros the vphysics bug.  It's like... 
vphysics or one of the other core dlls says "hmm cpu load on the box is high, I 
don't have time to check whether these two objects should touch, so I'll just 
let them slide through each other"...  Is there something like that in the core 
dlls side of things?

The reason it's intermittent is that once cpu goes under the threshold vphysics 
suddenly wakes up and starts doing collisions correctly again.

For now the work-around is apparently "never use debug versions of your mod."

Now that I write this I'm starting to think it was no coincidence that I found 
that "VPhysics Collision detection getting expensive, check for too many convex 
pieces!" thing.  That message seems to hint at the sort of vphysics logic I 
speculated on above.

At 2006/07/01 06:03 PM, Jay Stelly wrote:
>> The only physics-related console messages are:
>>
>> Object attached to Physcannon has no physics object
>> SOLID_VPHYSICS static prop with no vphysics model!
>> (models/props_foliage/shrub_01a.mdl)
>> SOLID_VPHYSICS static prop with no vphysics model!
>> (models/props_buildings/row_industrial_cluster.mdl)
>> SOLID_VPHYSICS static prop with no vphysics model!
>> (models/props_foliage/tree_deciduous_card_01_skybox.mdl)
>>
>> I'll try to figure out if those are actually bad or just
>> overly verbose informative messages.
>
>These are warnings for the level designer who built the map.  The
>entities are set to use a vcollide, but they don't have one so it is
>being disabled.  There's no bad behavior other than missing collisions
>that may be expected.
>
>Jay
>
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