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
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