Re: [hlcoders] Bouncing/NoClipping Physics Objects?
Okay, I managed to get the bug again (happend when I fired an RPG at someone) I did physics_debug_entity on it and got: Entity prop_physics (prop_physics) Object: models/sf/bmetallbb_04.mdl Mass: 50.0 (inv 0.020) Inertia: 6.64, 6.64, 6.64 (inv 0.151, 0.151, 0.151) Velocity: -14.49, 457.69, -215.84 Ang Velocity: 161.75, 136.38, -95.85 Damping 0.00 linear, 0.00 angular Linear Drag: 0.02, 0.02, 0.02 (factor 1.00) Angular Drag: 0.02, 0.02, 0.02 (factor 1.00) attached to 2 controllers 1) vphysics:drag 0) sys:gravity State: Awake, Collision Enabled, Motion Enabled, Flags 1127 (game 0100, index 0) CollisionModel: Compact Surface: 9 convex pieces with outer hull It sounds like it should be fine. Anyone looked at it or found a fix yet? I looked at the should freeze object code and it's boolShouldFreezeObject( IPhysicsObject *pObject ) { return true; } Return true all the time? Is it supposed to be like this? Yes. I described the exact behvaior in my previous mail. But basically this function gets called after you hit the limit of collisions per timestep for a particular object. For HL2 once we hit that limit we want to freeze the object (note that this freezes the object only for the remainder of the timestep, not permanently) to avoid using too much CPU for physics. The hook is there so you can make a different tradeoff in your mod if you'd like. You can always increase the limit by setting it in the performance settings, or you could do other things in the callback (e.g. add a timer for physics and let it do more as long as you haven't exceeded your real-time budget). Jay ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bouncing/NoClipping Physics Objects?
Oh, I forgot to mention, the objects* DO* freeze, but this doesn't help the bounciness. Okay, I managed to get the bug again (happend when I fired an RPG at someone) I did physics_debug_entity on it and got: Entity prop_physics (prop_physics) Object: models/sf/bmetallbb_04.mdl Mass: 50.0 (inv 0.020) Inertia: 6.64, 6.64, 6.64 (inv 0.151, 0.151, 0.151) Velocity: -14.49, 457.69, -215.84 Ang Velocity: 161.75, 136.38, -95.85 Damping 0.00 linear, 0.00 angular Linear Drag: 0.02, 0.02, 0.02 (factor 1.00) Angular Drag: 0.02, 0.02, 0.02 (factor 1.00) attached to 2 controllers 1) vphysics:drag 0) sys:gravity State: Awake, Collision Enabled, Motion Enabled, Flags 1127 (game 0100, index 0) CollisionModel: Compact Surface: 9 convex pieces with outer hull It sounds like it should be fine. Anyone looked at it or found a fix yet? I looked at the should freeze object code and it's boolShouldFreezeObject( IPhysicsObject *pObject ) { return true; } Return true all the time? Is it supposed to be like this? Yes. I described the exact behvaior in my previous mail. But basically this function gets called after you hit the limit of collisions per timestep for a particular object. For HL2 once we hit that limit we want to freeze the object (note that this freezes the object only for the remainder of the timestep, not permanently) to avoid using too much CPU for physics. The hook is there so you can make a different tradeoff in your mod if you'd like. You can always increase the limit by setting it in the performance settings, or you could do other things in the callback (e.g. add a timer for physics and let it do more as long as you haven't exceeded your real-time budget). Jay ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bouncing/NoClipping Physics Objects?
Sorry for the 3 posts but I think I've found what it is. It seems to be removing the friction controllers. On a working entity, it has 5 controllers: 4) sys:friction 3) sys:friction 2) sys:friction 1) vphysics:drag 0) sys:gravity On a messed up one, it has 2: 1) vphysics:drag 0) sys:gravity So does anyone know why/where it would be removing this? Oh, I forgot to mention, the objects* DO* freeze, but this doesn't help the bounciness. Okay, I managed to get the bug again (happend when I fired an RPG at someone) I did physics_debug_entity on it and got: Entity prop_physics (prop_physics) Object: models/sf/bmetallbb_04.mdl Mass: 50.0 (inv 0.020) Inertia: 6.64, 6.64, 6.64 (inv 0.151, 0.151, 0.151) Velocity: -14.49, 457.69, -215.84 Ang Velocity: 161.75, 136.38, -95.85 Damping 0.00 linear, 0.00 angular Linear Drag: 0.02, 0.02, 0.02 (factor 1.00) Angular Drag: 0.02, 0.02, 0.02 (factor 1.00) attached to 2 controllers 1) vphysics:drag 0) sys:gravity State: Awake, Collision Enabled, Motion Enabled, Flags 1127 (game 0100, index 0) CollisionModel: Compact Surface: 9 convex pieces with outer hull It sounds like it should be fine. Anyone looked at it or found a fix yet? I looked at the should freeze object code and it's boolShouldFreezeObject( IPhysicsObject *pObject ) { return true; } Return true all the time? Is it supposed to be like this? Yes. I described the exact behvaior in my previous mail. But basically this function gets called after you hit the limit of collisions per timestep for a particular object. For HL2 once we hit that limit we want to freeze the object (note that this freezes the object only for the remainder of the timestep, not permanently) to avoid using too much CPU for physics. The hook is there so you can make a different tradeoff in your mod if you'd like. You can always increase the limit by setting it in the performance settings, or you could do other things in the callback (e.g. add a timer for physics and let it do more as long as you haven't exceeded your real-time budget). Jay ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Bouncing/NoClipping Physics Objects?
It will only have friction controllers if it's in contact with another object. If it's flying/falling then drag+gravity only is normal. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Knifa Sent: Sunday, March 13, 2005 8:10 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Bouncing/NoClipping Physics Objects? Sorry for the 3 posts but I think I've found what it is. It seems to be removing the friction controllers. On a working entity, it has 5 controllers: 4) sys:friction 3) sys:friction 2) sys:friction 1) vphysics:drag 0) sys:gravity On a messed up one, it has 2: 1) vphysics:drag 0) sys:gravity So does anyone know why/where it would be removing this? Oh, I forgot to mention, the objects* DO* freeze, but this doesn't help the bounciness. Okay, I managed to get the bug again (happend when I fired an RPG at someone) I did physics_debug_entity on it and got: Entity prop_physics (prop_physics) Object: models/sf/bmetallbb_04.mdl Mass: 50.0 (inv 0.020) Inertia: 6.64, 6.64, 6.64 (inv 0.151, 0.151, 0.151) Velocity: -14.49, 457.69, -215.84 Ang Velocity: 161.75, 136.38, -95.85 Damping 0.00 linear, 0.00 angular Linear Drag: 0.02, 0.02, 0.02 (factor 1.00) Angular Drag: 0.02, 0.02, 0.02 (factor 1.00) attached to 2 controllers 1) vphysics:drag 0) sys:gravity State: Awake, Collision Enabled, Motion Enabled, Flags 1127 (game 0100, index 0) CollisionModel: Compact Surface: 9 convex pieces with outer hull It sounds like it should be fine. Anyone looked at it or found a fix yet? I looked at the should freeze object code and it's boolShouldFreezeObject( IPhysicsObject *pObject ) { return true; } Return true all the time? Is it supposed to be like this? Yes. I described the exact behvaior in my previous mail. But basically this function gets called after you hit the limit of collisions per timestep for a particular object. For HL2 once we hit that limit we want to freeze the object (note that this freezes the object only for the remainder of the timestep, not permanently) to avoid using too much CPU for physics. The hook is there so you can make a different tradeoff in your mod if you'd like. You can always increase the limit by setting it in the performance settings, or you could do other things in the callback (e.g. add a timer for physics and let it do more as long as you haven't exceeded your real-time budget). Jay ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ 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
Re: [hlcoders] Bouncing/NoClipping Physics Objects?
The object was on the floor (well, sticking in) at the time. It will only have friction controllers if it's in contact with another object. If it's flying/falling then drag+gravity only is normal. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Knifa Sent: Sunday, March 13, 2005 8:10 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Bouncing/NoClipping Physics Objects? Sorry for the 3 posts but I think I've found what it is. It seems to be removing the friction controllers. On a working entity, it has 5 controllers: 4) sys:friction 3) sys:friction 2) sys:friction 1) vphysics:drag 0) sys:gravity On a messed up one, it has 2: 1) vphysics:drag 0) sys:gravity So does anyone know why/where it would be removing this? Oh, I forgot to mention, the objects* DO* freeze, but this doesn't help the bounciness. Okay, I managed to get the bug again (happend when I fired an RPG at someone) I did physics_debug_entity on it and got: Entity prop_physics (prop_physics) Object: models/sf/bmetallbb_04.mdl Mass: 50.0 (inv 0.020) Inertia: 6.64, 6.64, 6.64 (inv 0.151, 0.151, 0.151) Velocity: -14.49, 457.69, -215.84 Ang Velocity: 161.75, 136.38, -95.85 Damping 0.00 linear, 0.00 angular Linear Drag: 0.02, 0.02, 0.02 (factor 1.00) Angular Drag: 0.02, 0.02, 0.02 (factor 1.00) attached to 2 controllers 1) vphysics:drag 0) sys:gravity State: Awake, Collision Enabled, Motion Enabled, Flags 1127 (game 0100, index 0) CollisionModel: Compact Surface: 9 convex pieces with outer hull It sounds like it should be fine. Anyone looked at it or found a fix yet? I looked at the should freeze object code and it's boolShouldFreezeObject( IPhysicsObject *pObject ) { return true; } Return true all the time? Is it supposed to be like this? Yes. I described the exact behvaior in my previous mail. But basically this function gets called after you hit the limit of collisions per timestep for a particular object. For HL2 once we hit that limit we want to freeze the object (note that this freezes the object only for the remainder of the timestep, not permanently) to avoid using too much CPU for physics. The hook is there so you can make a different tradeoff in your mod if you'd like. You can always increase the limit by setting it in the performance settings, or you could do other things in the callback (e.g. add a timer for physics and let it do more as long as you haven't exceeded your real-time budget). Jay ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ 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 -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Bouncing/NoClipping Physics Objects?
Hey, I just experienced this on a HL2MP server. It was fine one second then it was like this. I have experienced this once or twice while making Garry's Mod too - but I assumed it was something I'd done. I managed to capture a demo if that will help you guys debug it somehow. http://www.garry.tv/img/buggy.zip The server didn't seem to be stressed or anything and shortly after it happened everyone left the server. -garry ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bouncing/NoClipping Physics Objects?
Anyone looked at it or found a fix yet? I looked at the should freeze object code and it's boolShouldFreezeObject( IPhysicsObject *pObject ) { return true; } Return true all the time? Is it supposed to be like this? Yes. I described the exact behvaior in my previous mail. But basically this function gets called after you hit the limit of collisions per timestep for a particular object. For HL2 once we hit that limit we want to freeze the object (note that this freezes the object only for the remainder of the timestep, not permanently) to avoid using too much CPU for physics. The hook is there so you can make a different tradeoff in your mod if you'd like. You can always increase the limit by setting it in the performance settings, or you could do other things in the callback (e.g. add a timer for physics and let it do more as long as you haven't exceeded your real-time budget). Jay ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bouncing/NoClipping Physics Objects?
I looked at the should freeze object code and it's boolShouldFreezeObject( IPhysicsObject *pObject ) { return true; } Return true all the time? Is it supposed to be like this? I'll try to repro it here. To be clear, I'm just pointing out that if you experience these problems, it's most likely a bug. It's not a consequence of doing too much physics. So try to find a way to reproduce it or help debug it. It probably won't go away because you turn off some of the physics in your mod (i.e. I can't think of a reason why it would) - that's probably just a waste of your time. If you have this happen on your server locally, I'd be interested to see the results of turning phys_timescale down to 0.1 and doing physics_debug_entity on some of the prop_physics entities that are going crazy. I'd like to see the console dump of that; it may help figure out what the problem is. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: Saturday, March 05, 2005 8:20 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Bouncing/NoClipping Physics Objects? Ok Jay. The reason I thought that was the problem was because when HL2DM got first released and loads of people put up crappy servers the symptoms that Knifa described was happening. But when better servers got put up the problems disappeared. Ok I have just had a quick look at steampowered's forums and I found this intresting bit of information. #20 Physical Mayhem This seems to occur every now and again, however, with the release of dm_steamlabs, it has occured much more than before. This problem causes the physics of all objects to completely mess up, respawning weapons fall through the floor, throw grenades go through walls, objects and floors. Objects seem to have a mind of their own as they bounce about randomly. Currently the only fix is to restart the server, as the physics remain changed through map changes. http://forums.steampowered.com/forums/showthread.php?s=thread id=248425 On Sat, 05 Mar 2005 15:29:31 +, Knifa [EMAIL PROTECTED] wrote: Uh.. what? You can delate farter, and uninteresting. And move to a simulated phisic, or not phisic at all. And avoid swawning that much using a cycle for decor stuff. etc Ben Davison wrote: Deleting physics objects untill the server becomes stable? On Sat, 05 Mar 2005 03:01:19 +, Knifa [EMAIL PROTECTED] wrote: Is there anything I can do about it then? (other than restarting HL2) This usually happens because the server is processing to many physics calculations and the server can't handle it. And from what I can remember source forts is extremly intensive on the physics(well my forts are ;P) On Sat, 05 Mar 2005 02:27:56 +, Knifa [EMAIL PROTECTED] wrote: Yea, they stick in for about half a second then bounce really high, then they just go all over the place I've seen this problem when there are 2 many physics interactions going on for the server to handle. Do physics objects seem to go into the ground for a bit then pop back up? On Sat, 05 Mar 2005 01:57:43 +, Knifa [EMAIL PROTECTED] wrote: Hi all. While playing my mod, after a few minutes of play, physics objects starting bouncing around and act like they have no collisions. Is this something to do with my mod or is it a Source Engine bug? Thanks -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ 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
RE: [hlcoders] Bouncing/NoClipping Physics Objects?
I looked at the should freeze object code and it's boolShouldFreezeObject( IPhysicsObject *pObject ) { return true; } Return true all the time? Is it supposed to be like this? Yes. I described the exact behvaior in my previous mail. But basically this function gets called after you hit the limit of collisions per timestep for a particular object. For HL2 once we hit that limit we want to freeze the object (note that this freezes the object only for the remainder of the timestep, not permanently) to avoid using too much CPU for physics. The hook is there so you can make a different tradeoff in your mod if you'd like. You can always increase the limit by setting it in the performance settings, or you could do other things in the callback (e.g. add a timer for physics and let it do more as long as you haven't exceeded your real-time budget). Jay ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bouncing/NoClipping Physics Objects?
You can delate farter, and uninteresting. And move to a simulated phisic, or not phisic at all. And avoid swawning that much using a cycle for decor stuff. etc Ben Davison wrote: Deleting physics objects untill the server becomes stable? On Sat, 05 Mar 2005 03:01:19 +, Knifa [EMAIL PROTECTED] wrote: Is there anything I can do about it then? (other than restarting HL2) This usually happens because the server is processing to many physics calculations and the server can't handle it. And from what I can remember source forts is extremly intensive on the physics(well my forts are ;P) On Sat, 05 Mar 2005 02:27:56 +, Knifa [EMAIL PROTECTED] wrote: Yea, they stick in for about half a second then bounce really high, then they just go all over the place I've seen this problem when there are 2 many physics interactions going on for the server to handle. Do physics objects seem to go into the ground for a bit then pop back up? On Sat, 05 Mar 2005 01:57:43 +, Knifa [EMAIL PROTECTED] wrote: Hi all. While playing my mod, after a few minutes of play, physics objects starting bouncing around and act like they have no collisions. Is this something to do with my mod or is it a Source Engine bug? Thanks -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ 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
Re: [hlcoders] Bouncing/NoClipping Physics Objects?
Uh.. what? You can delate farter, and uninteresting. And move to a simulated phisic, or not phisic at all. And avoid swawning that much using a cycle for decor stuff. etc Ben Davison wrote: Deleting physics objects untill the server becomes stable? On Sat, 05 Mar 2005 03:01:19 +, Knifa [EMAIL PROTECTED] wrote: Is there anything I can do about it then? (other than restarting HL2) This usually happens because the server is processing to many physics calculations and the server can't handle it. And from what I can remember source forts is extremly intensive on the physics(well my forts are ;P) On Sat, 05 Mar 2005 02:27:56 +, Knifa [EMAIL PROTECTED] wrote: Yea, they stick in for about half a second then bounce really high, then they just go all over the place I've seen this problem when there are 2 many physics interactions going on for the server to handle. Do physics objects seem to go into the ground for a bit then pop back up? On Sat, 05 Mar 2005 01:57:43 +, Knifa [EMAIL PROTECTED] wrote: Hi all. While playing my mod, after a few minutes of play, physics objects starting bouncing around and act like they have no collisions. Is this something to do with my mod or is it a Source Engine bug? Thanks -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ 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 -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bouncing/NoClipping Physics Objects?
Ok Jay. The reason I thought that was the problem was because when HL2DM got first released and loads of people put up crappy servers the symptoms that Knifa described was happening. But when better servers got put up the problems disappeared. Ok I have just had a quick look at steampowered's forums and I found this intresting bit of information. #20 Physical Mayhem This seems to occur every now and again, however, with the release of dm_steamlabs, it has occured much more than before. This problem causes the physics of all objects to completely mess up, respawning weapons fall through the floor, throw grenades go through walls, objects and floors. Objects seem to have a mind of their own as they bounce about randomly. Currently the only fix is to restart the server, as the physics remain changed through map changes. http://forums.steampowered.com/forums/showthread.php?s=threadid=248425 On Sat, 05 Mar 2005 15:29:31 +, Knifa [EMAIL PROTECTED] wrote: Uh.. what? You can delate farter, and uninteresting. And move to a simulated phisic, or not phisic at all. And avoid swawning that much using a cycle for decor stuff. etc Ben Davison wrote: Deleting physics objects untill the server becomes stable? On Sat, 05 Mar 2005 03:01:19 +, Knifa [EMAIL PROTECTED] wrote: Is there anything I can do about it then? (other than restarting HL2) This usually happens because the server is processing to many physics calculations and the server can't handle it. And from what I can remember source forts is extremly intensive on the physics(well my forts are ;P) On Sat, 05 Mar 2005 02:27:56 +, Knifa [EMAIL PROTECTED] wrote: Yea, they stick in for about half a second then bounce really high, then they just go all over the place I've seen this problem when there are 2 many physics interactions going on for the server to handle. Do physics objects seem to go into the ground for a bit then pop back up? On Sat, 05 Mar 2005 01:57:43 +, Knifa [EMAIL PROTECTED] wrote: Hi all. While playing my mod, after a few minutes of play, physics objects starting bouncing around and act like they have no collisions. Is this something to do with my mod or is it a Source Engine bug? Thanks -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ 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 -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bouncing/NoClipping Physics Objects?
Also I forgot to mention, if you are using the HL2DM code it would be best to check all theese bugs, because you probably have them aswell. Unless valve are aware of theese bugs and are going to patch soon? On Sat, 5 Mar 2005 16:19:47 +, Ben Davison [EMAIL PROTECTED] wrote: Ok Jay. The reason I thought that was the problem was because when HL2DM got first released and loads of people put up crappy servers the symptoms that Knifa described was happening. But when better servers got put up the problems disappeared. Ok I have just had a quick look at steampowered's forums and I found this intresting bit of information. #20 Physical Mayhem This seems to occur every now and again, however, with the release of dm_steamlabs, it has occured much more than before. This problem causes the physics of all objects to completely mess up, respawning weapons fall through the floor, throw grenades go through walls, objects and floors. Objects seem to have a mind of their own as they bounce about randomly. Currently the only fix is to restart the server, as the physics remain changed through map changes. http://forums.steampowered.com/forums/showthread.php?s=threadid=248425 On Sat, 05 Mar 2005 15:29:31 +, Knifa [EMAIL PROTECTED] wrote: Uh.. what? You can delate farter, and uninteresting. And move to a simulated phisic, or not phisic at all. And avoid swawning that much using a cycle for decor stuff. etc Ben Davison wrote: Deleting physics objects untill the server becomes stable? On Sat, 05 Mar 2005 03:01:19 +, Knifa [EMAIL PROTECTED] wrote: Is there anything I can do about it then? (other than restarting HL2) This usually happens because the server is processing to many physics calculations and the server can't handle it. And from what I can remember source forts is extremly intensive on the physics(well my forts are ;P) On Sat, 05 Mar 2005 02:27:56 +, Knifa [EMAIL PROTECTED] wrote: Yea, they stick in for about half a second then bounce really high, then they just go all over the place I've seen this problem when there are 2 many physics interactions going on for the server to handle. Do physics objects seem to go into the ground for a bit then pop back up? On Sat, 05 Mar 2005 01:57:43 +, Knifa [EMAIL PROTECTED] wrote: Hi all. While playing my mod, after a few minutes of play, physics objects starting bouncing around and act like they have no collisions. Is this something to do with my mod or is it a Source Engine bug? Thanks -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ 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 -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- - Ben Davison - http://www.shadow-phoenix.com ___
RE: [hlcoders] Bouncing/NoClipping Physics Objects?
I'll try to repro it here. To be clear, I'm just pointing out that if you experience these problems, it's most likely a bug. It's not a consequence of doing too much physics. So try to find a way to reproduce it or help debug it. It probably won't go away because you turn off some of the physics in your mod (i.e. I can't think of a reason why it would) - that's probably just a waste of your time. If you have this happen on your server locally, I'd be interested to see the results of turning phys_timescale down to 0.1 and doing physics_debug_entity on some of the prop_physics entities that are going crazy. I'd like to see the console dump of that; it may help figure out what the problem is. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: Saturday, March 05, 2005 8:20 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Bouncing/NoClipping Physics Objects? Ok Jay. The reason I thought that was the problem was because when HL2DM got first released and loads of people put up crappy servers the symptoms that Knifa described was happening. But when better servers got put up the problems disappeared. Ok I have just had a quick look at steampowered's forums and I found this intresting bit of information. #20 Physical Mayhem This seems to occur every now and again, however, with the release of dm_steamlabs, it has occured much more than before. This problem causes the physics of all objects to completely mess up, respawning weapons fall through the floor, throw grenades go through walls, objects and floors. Objects seem to have a mind of their own as they bounce about randomly. Currently the only fix is to restart the server, as the physics remain changed through map changes. http://forums.steampowered.com/forums/showthread.php?s=thread id=248425 On Sat, 05 Mar 2005 15:29:31 +, Knifa [EMAIL PROTECTED] wrote: Uh.. what? You can delate farter, and uninteresting. And move to a simulated phisic, or not phisic at all. And avoid swawning that much using a cycle for decor stuff. etc Ben Davison wrote: Deleting physics objects untill the server becomes stable? On Sat, 05 Mar 2005 03:01:19 +, Knifa [EMAIL PROTECTED] wrote: Is there anything I can do about it then? (other than restarting HL2) This usually happens because the server is processing to many physics calculations and the server can't handle it. And from what I can remember source forts is extremly intensive on the physics(well my forts are ;P) On Sat, 05 Mar 2005 02:27:56 +, Knifa [EMAIL PROTECTED] wrote: Yea, they stick in for about half a second then bounce really high, then they just go all over the place I've seen this problem when there are 2 many physics interactions going on for the server to handle. Do physics objects seem to go into the ground for a bit then pop back up? On Sat, 05 Mar 2005 01:57:43 +, Knifa [EMAIL PROTECTED] wrote: Hi all. While playing my mod, after a few minutes of play, physics objects starting bouncing around and act like they have no collisions. Is this something to do with my mod or is it a Source Engine bug? Thanks -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http
Re: [hlcoders] Bouncing/NoClipping Physics Objects?
I've seen this problem when there are 2 many physics interactions going on for the server to handle. Do physics objects seem to go into the ground for a bit then pop back up? On Sat, 05 Mar 2005 01:57:43 +, Knifa [EMAIL PROTECTED] wrote: Hi all. While playing my mod, after a few minutes of play, physics objects starting bouncing around and act like they have no collisions. Is this something to do with my mod or is it a Source Engine bug? Thanks -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bouncing/NoClipping Physics Objects?
Yea, they stick in for about half a second then bounce really high, then they just go all over the place I've seen this problem when there are 2 many physics interactions going on for the server to handle. Do physics objects seem to go into the ground for a bit then pop back up? On Sat, 05 Mar 2005 01:57:43 +, Knifa [EMAIL PROTECTED] wrote: Hi all. While playing my mod, after a few minutes of play, physics objects starting bouncing around and act like they have no collisions. Is this something to do with my mod or is it a Source Engine bug? Thanks -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bouncing/NoClipping Physics Objects?
This usually happens because the server is processing to many physics calculations and the server can't handle it. And from what I can remember source forts is extremly intensive on the physics(well my forts are ;P) On Sat, 05 Mar 2005 02:27:56 +, Knifa [EMAIL PROTECTED] wrote: Yea, they stick in for about half a second then bounce really high, then they just go all over the place I've seen this problem when there are 2 many physics interactions going on for the server to handle. Do physics objects seem to go into the ground for a bit then pop back up? On Sat, 05 Mar 2005 01:57:43 +, Knifa [EMAIL PROTECTED] wrote: Hi all. While playing my mod, after a few minutes of play, physics objects starting bouncing around and act like they have no collisions. Is this something to do with my mod or is it a Source Engine bug? Thanks -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bouncing/NoClipping Physics Objects?
Is there anything I can do about it then? (other than restarting HL2) This usually happens because the server is processing to many physics calculations and the server can't handle it. And from what I can remember source forts is extremly intensive on the physics(well my forts are ;P) On Sat, 05 Mar 2005 02:27:56 +, Knifa [EMAIL PROTECTED] wrote: Yea, they stick in for about half a second then bounce really high, then they just go all over the place I've seen this problem when there are 2 many physics interactions going on for the server to handle. Do physics objects seem to go into the ground for a bit then pop back up? On Sat, 05 Mar 2005 01:57:43 +, Knifa [EMAIL PROTECTED] wrote: Hi all. While playing my mod, after a few minutes of play, physics objects starting bouncing around and act like they have no collisions. Is this something to do with my mod or is it a Source Engine bug? Thanks -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders