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
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
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
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
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The dead don't think!
On 3/11/06, Benjamin Davison [EMAIL PROTECTED] wrote:
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Yeah, my problem was related to bots. Basically when a bot was dead his
thinkfunctions would move him around the
Subject: Re: [hlcoders] players falling out of DM maps
Date: Sat, 11 Mar 2006 09:23:08 -0600
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The dead don't think!
On 3/11/06, Benjamin Davison [EMAIL PROTECTED] wrote:
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Yeah, my problem
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
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,
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
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
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 :
//
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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
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
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
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
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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
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:
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[
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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
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
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it is possible to change entity
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
-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
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[ Picked text/plain from multipart/alternative ]
it is possible to change entity origins without
modifying their versions
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