It doesn't seem to have made the problem worse, but it hasn't fixed it either.  
In large games the error messages still appear occasionally.

At 2006/07/16 06:18 PM, [EMAIL PROTECTED] wrote:
>Well your change doesn't seem to have any negative side effect.  Whether it 
>fixes the error logs or not would take a few days to determine.  Do you have 
>any info on that?
>
>At 2006/03/10 09:20 AM, Garry Newman wrote:
>>It's probably a bit hacky.. I'll have to move it over since I added it
>>in derived Lua stuff.
>>
>>The problem I found was in the function
>>
>>bool CBasePlayer::SetObserverMode(int mode )
>>
>>the block
>>
>>                case OBS_MODE_CHASE :
>>                case OBS_MODE_IN_EYE :
>>                        // udpate FOV and viewmodels
>>                        SetObserverTarget( m_hObserverTarget );
>>                        SetMoveType( MOVETYPE_OBSERVER );
>>                        break;
>>
>>
>>should really be
>>
>>                case OBS_MODE_CHASE :
>>                case OBS_MODE_IN_EYE :
>>                        // udpate FOV and viewmodels
>>                        SetObserverTarget( m_hObserverTarget );
>>                        SetMoveType( MOVETYPE_NONE );
>>                        break;
>>
>>It doesn't seem to have any knock on effect as far as I can tell.. but
>>I haven't tested it a lot.
>>
>>I think the problem was that somewhere down the line the
>>OBS_MODE_DEATHCAM became redundant because OBS_MODE_CHASE is used
>>instead.. but this bit of code wasn't updated.
>>
>>
>>
>>On 3/10/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
>>> Garry Newman wrote:
>>>
>>> >I just fixed this problem in GMod.
>>> >
>>> >When a player is a spectator his body is non solid so keeps falling
>>> >through the enviroment.
>>> >
>>> >In my mod I just made it set the player's movetype to MOVETYPE_NONE if
>>> >he's spectating an entity. It seems to fix the problem (You can verify
>>> >by ent_text 2 or whatever the player's entity index is)
>>> >
>>> >
>>> Would you be gracious enough to provide a patch?
>>>
>>> Jeff 'Kuja' Katz wrote:
>>>
>>> >>>We've been having this same errant behavior in Digital Paintball.
>>> >>>Several spawn points that appear as valid in VHE appear to the engine
>>> >>>to be partially underground. This caused some issues when spawning, as
>>> >>>VPhysicsShadowUpdate barfed at the invalid spawns and the player ended
>>> >>>up respawning where they had 'died'.
>>> >>>
>>> >>>Our current solution (more of a hack) is to move the player up a set
>>> >>>number of units and casting a traceline down to figure out where to
>>> >>>really spawn.
>>> >>>
>>> We also had problems where sometimes the spawn would work OK but the
>>> player would simply fall through the floor. The same downcasting
>>> solution seems to have solved it. However I think these problems are
>>> only marginally related to the problem bloodykenny brought up, because
>>> he says it only happens when players are dead. But maybe they are the
>>> same problem.
>>>
>>> --
>>> Jorge "Vino" Rodriguez
>>>
>>>
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>>>
>>
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