Without knowing how the debug code works it's hard to say what that means. But it's still definitely a networking problem rather than something that's happening on the server. What happens when a predicted player walks around the affected object, hugging it tightly?
________________________________ From: Maarten De Meyer <maar...@off-limits.be> To: hlcoders@list.valvesoftware.com Sent: Saturday, 19 February, 2011 11:14:39 Subject: Re: [hlcoders] Physics props 90° angle snap issue - (linux?) vcollide_wireframe moves together with the mesh I'm afraid. On 19/02/2011 11:52, Tom Edwards wrote: If you look closely, the collision model doesn't change. It's only the visual, client-side mesh that's out of place. Try using vcollide_wireframe to see what's really going on. > > > ________________________________ From: Jonathan Murphy <nuclearfri...@gmail.com> >To: Discussion of Half-Life Programming <hlcoders@list.valvesoftware.com> >Sent: Saturday, 19 February, 2011 10:41:28 >Subject: Re: [hlcoders] Physics props 90° angle snap issue - >(linux?) > >In my experience it is unlikely to be a Linux specific issue, and >more of a prediction issue. Try introducing fake lag on a listen >server (net_fakelag 200) and seeing if the issue is reproducable. >That should make it much easier to debug. > > >On Sat, Feb 19, 2011 at 9:33 PM, Maarten De Meyer ><maar...@off-limits.be> wrote: > >Yes, they are. ________________________________ From: Jonathan Murphy >>Sent: zaterdag 19 februari 2011 11:02 >>To: Discussion of Half-Life Programming >>Subject: Re: [hlcoders] Physics props 90° angle snap >>issue - >>(linux?) >> >> >> >>Would be a interesting clue to know if all players are >>seeing exactly the same thing? >> >> >>On Sat, Feb 19, 2011 at 7:42 PM, Joel R. >><joelru...@gmail.com> wrote: >> >>Have you tested it on a windows dedicated server? >>Listenservers don't act entirely the same as >>dedicated >>servers. It appears like the angle of the physics >>object is updating a bad networked angle value. >> >>> >>> >>> >>>On Sat, Feb 19, 2011 at 2:22 AM, Maarten De >>>Meyer <maar...@off-limits.be> wrote: >>> >>>As great as Noir Desir's song is, >>>obviously >>>it's not what I wanted to show :D >>>>Here's the real vid with the issue: >>>> >>>>http://www.youtube.com/watch?v=QhmrP6eSAek >>>> >>>>sorry for that. >>>> >>>> >>>>On 19/02/2011 9:15, Maarten De >>>>Meyer >>>>wrote: >>>> >>>>Hi list, >>>>> >>>>>we're facing an issue I don't >>>>>immediately know where to start >>>>>to >>>>>debug. Basically, in all of our >>>>>maps, >>>>>some physics props have an issue >>>>>where >>>>>the orientation of their model >>>>> >>>>>snaps at 90° angles >>>>>instantaneously. >>>>>This is not only with props, but >>>>>also >>>>>eg with our vehicles, so I'm >>>>> >>>>>looking suspicously at vphysics >>>>>:). In >>>>>addition, this only seems to >>>>>happen on >>>>>our linux server. Not 100% sure, >>>>> >>>>>since it does not happen >>>>>consistently >>>>>on all props, but we've tried >>>>>reproducing it a lot on a >>>>>windows >>>>>listenserver without success, >>>>>and on >>>>>our linux dedicated server it >>>>> >>>>>happens frequently. Here's a >>>>>video of >>>>>the issue: >>>>> >>>>>http://www.youtube.com/watch?v=NrgcRvBJYBE >>>>> >>>>>At one point we had a vehicle >>>>>that >>>>>stood still with a driver in it, >>>>>and >>>>>it did a 'snap' at nearly fixed >>>>>intervals of several seconds. >>>>>Player >>>>>got out, it went away, player >>>>> >>>>>stepped in, it was back ( >>>>>another >>>>>reason for me to look at >>>>>vphysics with >>>>>the evil eye ). >>>>> >>>>>I'm hoping someone has hit this >>>>>issue >>>>>before, or can at least point me >>>>>in >>>>>the right direction, or, a >>>>>method for >>>>>debugging this. Since I'm not >>>>>sure if >>>>>it's related to vphysics linux >>>>>internals, the linux build >>>>>machine/settings, networking >>>>>tolerances, ... I'm not sure >>>>>where to >>>>>start looking. >>>>> >>>>>Thanks for any feedback ( or >>>>>sympathy >>>>>:D ), >>>>> >>>>>Maarten >>>>> >>>>> _______________________________________________ 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 >
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