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 >>>> list >>>>preferences, or view the list archives, please visit: >>>>http://list.valvesoftware.com/mailman/listinfo/hlcoders >>>> >> >>>_______________________________________________ >>>To unsubscribe, edit your list preferences, or view the list archives, >>>please >>>visit: >>>http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> >>> >> >>_______________________________________________ >>To unsubscribe, edit your list preferences, or view the list archives, please >>visit: >>http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > >_______________________________________________ >To unsubscribe, edit your list preferences, or view the list archives, please >visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >
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