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
>>>>
>>>>
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>>>>
>>>
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>>
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