Found out another piece of interesting information. When we drop weapons, we give them the direction of the player to make the drop look realistic. This has always worked decently. On our linux server, the dropped weapons - also physics objects ofcourse - always have orientation 0 0 0, irrespective of the player orientation.

On 19/02/2011 15:01, Tom Edwards wrote:
Without knowing how the debug code works it's hard to say what that means. But it's still definitely a networking problem rather than something that's happening on the server. What happens when a predicted player walks around the affected object, hugging it tightly?

------------------------------------------------------------------------
*From:* Maarten De Meyer <maar...@off-limits.be>
*To:* hlcoders@list.valvesoftware.com
*Sent:* Saturday, 19 February, 2011 11:14:39
*Subject:* Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

vcollide_wireframe moves together with the mesh I'm afraid.

On 19/02/2011 11:52, Tom Edwards wrote:
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 <nuclearfri...@gmail.com>
*To:* Discussion of Half-Life Programming <hlcoders@list.valvesoftware.com>
*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 <maar...@off-limits.be <mailto:maar...@off-limits.be>> 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. <joelru...@gmail.com
    <mailto:joelru...@gmail.com>> 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
        <maar...@off-limits.be <mailto:maar...@off-limits.be>> 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




_______________________________________________
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

Reply via email to