Re: [hlcoders] players falling out of DM maps

2006-07-30 Thread bloodykenny
It doesn't seem to have made the problem worse, but it hasn't fixed it either. In large games the error messages still appear occasionally. At 2006/07/16 06:18 PM, [EMAIL PROTECTED] wrote: Well your change doesn't seem to have any negative side effect. Whether it fixes the error logs or not

Re: [hlcoders] players falling out of DM maps

2006-07-16 Thread bloodykenny
Well your change doesn't seem to have any negative side effect. Whether it fixes the error logs or not would take a few days to determine. Do you have any info on that? At 2006/03/10 09:20 AM, Garry Newman wrote: It's probably a bit hacky.. I'll have to move it over since I added it in

Re: [hlcoders] players falling out of DM maps

2006-03-12 Thread bloodykenny
My mod does have bots now, but I've seen this problem forever - I distinctly remember seeing one of the first times I ever loaded dm_runoff also, like a year ago, and I had no bots then. Hmm. Maybe the latest steam update fixed it? I haven't seen this bug since I updated. At 2006/03/11

Re: [hlcoders] players falling out of DM maps

2006-03-11 Thread Garry Newman
Maybe in my case it was only happening with bots. I was running a gamemode where the players start off spectating another entity. I found that after about 30 seconds when I quit I'd get an assert about a vector being too big (their position/velocity I assume). With ent_text 2 I could see the bot

Re: [hlcoders] players falling out of DM maps

2006-03-11 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] The dead don't think! On 3/11/06, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Yeah, my problem was related to bots. Basically when a bot was dead his thinkfunctions would move him around the

Re: [hlcoders] players falling out of DM maps

2006-03-11 Thread Steven Guy
Subject: Re: [hlcoders] players falling out of DM maps Date: Sat, 11 Mar 2006 09:23:08 -0600 -- [ Picked text/plain from multipart/alternative ] The dead don't think! On 3/11/06, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Yeah, my problem

Re: Re[2]: [hlcoders] players falling out of DM maps

2006-03-10 Thread Garry Newman
to hex edit the map just a few lines of code when selecting the spawn point. From: Aaron Schiff [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] players falling out of DM maps Date: Thu, 9 Mar 2006 22:16:57 -0600

Re: [hlcoders] players falling out of DM maps

2006-03-10 Thread Spektre
Yes, the player spawn points, if you place them in line with the ground in counter-strike source, will cause the player to spawn outside the map. Mappers can fix this by placing the spawn point above the ground. I wouldn't suggest changing the code, just because, if it ain't broke, don't fix it,

Re: [hlcoders] players falling out of DM maps

2006-03-10 Thread Adam \amckern\ Mckern
Also, i forgot to say that in hl1 (i know) - the clip type fix that cagey made causes you to fall out of the world if you duck where there is no assinged hull (normaly near complex brush work) - i have worked with the source tools, and can say that this is not the case - other then what i said

Re: [hlcoders] players falling out of DM maps

2006-03-10 Thread Jorge Rodriguez
Garry Newman wrote: I just fixed this problem in GMod. When a player is a spectator his body is non solid so keeps falling through the enviroment. In my mod I just made it set the player's movetype to MOVETYPE_NONE if he's spectating an entity. It seems to fix the problem (You can verify by

Re: [hlcoders] players falling out of DM maps

2006-03-10 Thread Garry Newman
It's probably a bit hacky.. I'll have to move it over since I added it in derived Lua stuff. The problem I found was in the function bool CBasePlayer::SetObserverMode(int mode ) the block case OBS_MODE_CHASE : case OBS_MODE_IN_EYE : //

Re: [hlcoders] players falling out of DM maps

2006-03-10 Thread Benjamin Davison
-- [ Picked text/plain from multipart/alternative ] I only get this problem when spawning alot of bots in and killing them. Also Garry's fix did nothing for me :'( On 3/10/06, Garry Newman [EMAIL PROTECTED] wrote: It's probably a bit hacky.. I'll have to move it over since I added it in

Re: [hlcoders] players falling out of DM maps

2006-03-10 Thread bloodykenny
Man I wish my vphysics bug thread got this many responses. So, I'm not completely certain it's when the player is dead, but the log messages usually occur right after a death. Also, I don't understand the case that Garry is trying to fix. Garry, I tried spectating a player on the ground when

Re: [hlcoders] players falling out of DM maps

2006-03-10 Thread bloodykenny
Yes I'm running my mod, but it doesn't affect spawn points. Note, the player never notices they're outside the map. I think it's only ragdolls, though I'm not positive. Let's put it this way, I don't have players yelling help I've fallen out of the map. I just see in the server log pages

[hlcoders] players falling out of DM maps

2006-03-09 Thread bloodykenny
Frequently players - I believe always when dead - fall out of DM maps. This causes servers crashes occasionally in some assert()s, alone with pages and pages of PM Got a velocity too low on Z errors. This isn't as critical of a srcds core bug as the vphysics bug (or even the realtime

Re: [hlcoders] players falling out of DM maps

2006-03-09 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] BG2 used to crash when there was too many telefrags at once. Falling out of maps is a issue with badly placed spawn points(usually the bottom of the player sticks through the displacement and falls through). Also, HL2DM doesn't have lots of

Re: [hlcoders] players falling out of DM maps

2006-03-09 Thread bloodykenny
Well on dm_powerhouse for instance, do you know of any particular spawn point that's broken? They're all official Valve maps so I couldn't modify them, but maybe could hack in a code workaround to not use the broken spawn points if that's the issue. At 2006/03/09 08:30 PM, you wrote: -- [

Re: [hlcoders] players falling out of DM maps

2006-03-09 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] it is possible to change entity origins without modifying their versions or anything...just be sure to open it in a hex editor or something that can save the rest exactly how it was On 3/9/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Well on

Re: [hlcoders] players falling out of DM maps

2006-03-09 Thread Steven Guy
point. From: Aaron Schiff [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] players falling out of DM maps Date: Thu, 9 Mar 2006 22:16:57 -0600 -- [ Picked text/plain from multipart/alternative ] it is possible to change entity

Re[2]: [hlcoders] players falling out of DM maps

2006-03-09 Thread Jeff 'Kuja' Katz
to hex edit the map just a few lines of code when selecting the spawn point. From: Aaron Schiff [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] players falling out of DM maps Date: Thu, 9 Mar 2006 22:16:57 -0600 -- [ Picked

Re: Re[2]: [hlcoders] players falling out of DM maps

2006-03-09 Thread Adam \amckern\ Mckern
-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] players falling out of DM maps Date: Thu, 9 Mar 2006 22:16:57 -0600 -- [ Picked text/plain from multipart/alternative ] it is possible to change entity origins without modifying their versions