Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-13 Thread Knifa
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
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Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-13 Thread Knifa
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
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Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-13 Thread Knifa
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
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RE: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-13 Thread Jay Stelly
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
 
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  archives, please visit:
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  --
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  SourceForts
  http://knd.org.uk/sourceforts/
 
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 --
 Knifa
 SourceForts
 http://knd.org.uk/sourceforts/

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Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-13 Thread Knifa
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
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RE: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-13 Thread Garry Newman
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


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Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-09 Thread Knifa
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
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Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-06 Thread Knifa
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
--
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SourceForts
http://knd.org.uk/sourceforts/
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RE: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-06 Thread Jay Stelly
 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

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Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-05 Thread tei
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/
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Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-05 Thread Knifa
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/
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Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-05 Thread Ben Davison
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/
 
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  --
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  http://knd.org.uk/sourceforts/
 
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  --
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  http://knd.org.uk/sourceforts/
 
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 --
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 http://knd.org.uk/sourceforts/

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Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-05 Thread Ben Davison
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/
  
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   --
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  http://knd.org.uk/sourceforts/
 
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RE: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-05 Thread Jay Stelly
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/
  
   ___
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 the list
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Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-04 Thread Ben Davison
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/

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Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-04 Thread Knifa
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/
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Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-04 Thread Ben Davison
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
 
 
 
 
 
 
 --
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 - http://www.shadow-phoenix.com
 
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 please visit:
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 --
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 SourceForts
 http://knd.org.uk/sourceforts/

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Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-04 Thread Knifa
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/
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