Looks like another symptom of this new Physical Mayhem bug is the Object
attached to Physcannon has no physics object error I mentioned earlier. I
added an assert for it, and it hit it on an ordinary barrel that somehow was
lacking a physics object.
+ m_ModelName {pszValue=0x039452d8
models/props_c17/oildrum001_explosive.mdl } string_t
+ m_pPhysicsObject0x IPhysicsObject *
server.dll!CGrabController::ComputeError() Line 413 + 0x91 C++
server.dll!CGrabController::UpdateObject(CBasePlayer *
pPlayer=0x264b8f38, float flError=12.00) Line 2334 + 0xeC++
server.dll!CWeaponPhysCannon::UpdateObject() Line 2460 + 0x16 C++
server.dll!CWeaponPhysCannon::ItemPreFrame() Line 2632 C++
server.dll!CBasePlayer::ItemPreFrame() Line 90 + 0x24 C++
server.dll!CHL2_Player::PreThink() Line 351C++
server.dll!CHL2MP_Player::PreThink() Line 627 C++
server.dll!CPlayerMove::RunPreThink(CBasePlayer * player=0x264b8f38)
Line 255 + 0x10 C++
server.dll!CPlayerMove::RunCommand(CBasePlayer * player=0x264b8f38,
CUserCmd * ucmd=0x1e7f0f30, IMoveHelper * moveHelper=0x2341c3fc) Line 378 C++
server.dll!CBasePlayer::PlayerRunCommand(CUserCmd * ucmd=0x1e7f0f30,
IMoveHelper * moveHelper=0x2341c3fc) Line 3140C++
server.dll!CHL2_Player::PlayerRunCommand(CUserCmd * ucmd=0x1e7f0f30,
IMoveHelper * moveHelper=0x2341c3fc) Line 840 C++
server.dll!CBasePlayer::PhysicsSimulate() Line 3032 + 0x23 C++
server.dll!Physics_SimulateEntity(CBaseEntity * pEntity=0x264b8f38)
Line 2064 + 0x10 C++
server.dll!Physics_RunThinkFunctions(bool simulating=true) Line 2120 +
0xf C++
server.dll!CServerGameDLL::GameFrame(bool simulating=true) Line 907 +
0x9 C++
engine.dll!0dab0d91()
engine.dll!0daab617()
engine.dll!0daad1d5()
engine.dll!0da0e277()
engine.dll!0da0e976()
engine.dll!0da1b8c5()
engine.dll!0da1b9f3()
user32.dll!77d496b8()
engine.dll!0da1ba9f()
engine.dll!0dabf4f3()
engine.dll!0dabd28d()
dedicated.dll!100056f4()
engine.dll!0da2e0ab()
engine.dll!0dabeea9()
engine.dll!0dabe3d0()
engine.dll!0dabe3e3()
engine.dll!0db218d1()
engine.dll!0dabed25()
engine.dll!0dc304bb()
dedicated.dll!10005ba4()
materialsystem.dll!00d0d4e2()
materialsystem.dll!00cc552e()
materialsystem.dll!00cd1cfe()
materialsystem.dll!00cd1e88()
materialsystem.dll!00cd1cfe()
materialsystem.dll!00d115de()
materialsystem.dll!00cdaac2()
tier0.dll!0089357f()
ntdll.dll!7c90d4ea()
kernel32.dll!7c809ad2()
kernel32.dll!7c809ae9()
tier0.dll!00897c55()
tier0.dll!008910b8()
tier0.dll!00897c55()
datacache.dll!00e800ab()
datacache.dll!00e714c9()
datacache.dll!00e73c5e()
datacache.dll!00e7490e()
engine.dll!0db85d38()
engine.dll!0db8596c()
engine.dll!0d9b030d()
dedicated.dll!1001fd6b()
dedicated.dll!10020c41()
dedicated.dll!10020c41()
dedicated.dll!10005d81()
ntdll.dll!7c9146c3()
ntdll.dll!7c914481()
ntdll.dll!7c919bd3()
ntdll.dll!7c910895()
tier0.dll!008a24e9()
tier0.dll!00891db0()
dedicated.dll!1000613d()
ntdll.dll!7c91056d()
kernel32.dll!7c801be6()
kernel32.dll!7c801bf6()
ntdll.dll!7c919aeb()
ntdll.dll!7c919ba0()
kernel32.dll!7c80ac66()
srcds.exe!004011bc()
At 2006/07/03 06:28 PM, [EMAIL PROTECTED] wrote:
Ok, the too many convex pieces message only occurs on that one spot in
dm_steamlab. It appears to be a feature of the map and has no affect on the
critical vphysics issues.
I tried host_framerate set to 0, 1, 10 and 100. I didn't notice any
difference in physics interactions, or any difference in anything else at all,
at any setting. The vphysics continued to be broken at all host_framerate
settings with a debug mod dll and high cpu usage. The vphysics continued to
work fine at host_framerate settings with a release mode dll, regardless of
cpu usage.
I speculated that maybe the ShouldCollide_Default assert code you recommended
might be what was causing debug builds to break, so I tried taking that out as
well, but it still broke.
Has this not reprod for anyone else? Does Valve run large stresstests on
debug HL2DM?
At 2006/07/02 12:19 PM, Jay Stelly wrote:
The function that controls this is in src/dlls/physics_collisionevent.h:
int AdditionalCollisionChecksThisTick( int
currentChecksDone )
{
//CallbackContext check(this);
if ( currentChecksDone 1200 )
{
DevMsg(1,VPhysics Collision detection getting