Sounds like you need to check previous revisions of your code to be honest.
- ScarT On 20 February 2011 14:18, Maarten De Meyer <maar...@off-limits.be> wrote: > Found out another piece of interesting information. When we drop weapons, > we give them the direction of the player to make the drop look realistic. > This has always worked decently. On our linux server, the dropped weapons - > also physics objects ofcourse - always have orientation 0 0 0, irrespective > of the player orientation. > > > On 19/02/2011 15:01, Tom Edwards wrote: > > 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> <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><nuclearfri...@gmail.com> > *To:* Discussion of Half-Life Programming > <hlcoders@list.valvesoftware.com> <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 > > > > _______________________________________________ > 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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