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
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
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
@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
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
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.
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
-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
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
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]
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
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
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
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
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
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
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
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
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