If you look closely, the collision model doesn't change. It's only the visual, 
client-side mesh that's out of place. Try using vcollide_wireframe to see 
what's 
really going on.



________________________________
From: Jonathan Murphy <[email protected]>
To: Discussion of Half-Life Programming <[email protected]>
Sent: Saturday, 19 February, 2011 10:41:28
Subject: Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

In my experience it is unlikely to be a Linux specific issue, and more of a 
prediction issue. Try introducing fake lag on a listen server (net_fakelag 200) 
and seeing if the issue is reproducable. That should make it much easier to 
debug.


On Sat, Feb 19, 2011 at 9:33 PM, Maarten De Meyer <[email protected]> wrote:

Yes, they are.
________________________________
 From: Jonathan Murphy
>Sent: zaterdag 19 februari 2011 11:02
>To: Discussion of Half-Life Programming
>Subject: Re: [hlcoders] Physics props 90° angle snap issue - (linux?)
>
>
>Would be a interesting clue to know if all players are seeing exactly the same 
>thing?
>
>
>On Sat, Feb 19, 2011 at 7:42 PM, Joel R. <[email protected]> wrote:
>
>Have you tested it on a windows dedicated server?  Listenservers don't act 
>entirely the same as dedicated servers.  It appears like the angle of the 
>physics object is updating a bad networked angle value. 
>
>>
>>
>>
>>On Sat, Feb 19, 2011 at 2:22 AM, Maarten De Meyer <[email protected]> 
>wrote:
>>
>>As great as Noir Desir's song is, obviously it's not what I wanted to show :D
>>>Here's the real vid with the issue:
>>>
>>>http://www.youtube.com/watch?v=QhmrP6eSAek
>>>
>>>sorry for that. 
>>>
>>>
>>>On 19/02/2011 9:15, Maarten De Meyer wrote: 
>>>Hi list,
>>>>
>>>>we're facing an issue I don't immediately know where to start to debug. 
>>>>Basically, in all of our maps, some physics props have an issue where the 
>>>>orientation of their model snaps at 90° angles instantaneously. This is not 
>>>>only 
>>>>with props, but also eg with our vehicles, so I'm looking suspicously at 
>>>>vphysics :). In addition, this only seems to happen on our linux server. 
>>>>Not 
>>>>100% sure, since it does not happen consistently on all props, but we've 
>>>>tried 
>>>>reproducing it a lot on a windows listenserver without success, and on our 
>>>>linux 
>>>>dedicated server it happens frequently. Here's a video of the issue:
>>>>
>>>>http://www.youtube.com/watch?v=NrgcRvBJYBE
>>>>
>>>>At one point we had a vehicle that stood still with a driver in it, and it 
>>>>did a 
>>>>'snap' at nearly fixed intervals of several seconds. Player got out, it 
>>>>went 
>>>>away, player stepped in, it was back ( another reason for me to look at 
>>>>vphysics 
>>>>with the evil eye ).
>>>>
>>>>I'm hoping someone has hit this issue before, or can at least point me in 
>>>>the 
>>>>right direction, or, a method for debugging this. Since I'm not sure if 
>>>>it's 
>>>>related to vphysics linux internals, the linux build machine/settings, 
>>>>networking tolerances, ... I'm not sure where to start looking.
>>>>
>>>>Thanks for any feedback ( or sympathy :D ),
>>>>
>>>>Maarten
>>>>
>>>> _______________________________________________ To unsubscribe, edit your 
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>>>>
>>
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>>>
>>>
>>>
>>
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>>
>>
>>
>
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