Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-22 Thread Maarten De Meyer
For future reference: turns out it *was* the linux build. Source doesn't 
seem to like gcc 4.2.4 - built fine, but with a few vphysics quirks as 
said below. I rebuilt with gcc 4.1.2 and the 90° snap issue was gone.
Makes me fear though what other kind of bugs are due to the gcc version, 
and what gcc version finally is the way to go, if there is any :)


On 20/02/2011 16:04, Maarten De Meyer wrote:
No no, I'm fairly sure it's not me :D I beyond-compare'd anything 
between prop_physics and the engine, no relevant changes on my side. I 
still think it'll turn out to be an issue with the linux build - eg 
gcc version can be a factor too, although we're on 4.2.4 so we should 
be good. If I end up not finding it at all I'll compile a clean OB mod 
on my linux machine or something and work from there, but hope that 
won't be necessary.


On 20/02/2011 15:39, Tobias Kammersgaard wrote:
Sounds like you need to check previous revisions of your code to be 
honest.


- ScarT


On 20 February 2011 14:18, Maarten De Meyer maar...@off-limits.be 
mailto:maar...@off-limits.be wrote:


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
mailto:maar...@off-limits.be
*To:* hlcoders@list.valvesoftware.com
mailto: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
mailto:nuclearfri...@gmail.com
*To:* Discussion of Half-Life Programming
hlcoders@list.valvesoftware.com
mailto: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

Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-20 Thread Maarten De Meyer
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


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Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-20 Thread Tobias Kammersgaard
Sounds like you need to check previous revisions of your code to be honest.

- ScarT


On 20 February 2011 14:18, Maarten De Meyer maar...@off-limits.be wrote:

  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 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.comnuclearfri...@gmail.com
 *To:* Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com 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.bewrote:

  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 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
  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



 ___
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 please visit:
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Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-20 Thread Maarten De Meyer
No no, I'm fairly sure it's not me :D I beyond-compare'd anything 
between prop_physics and the engine, no relevant changes on my side. I 
still think it'll turn out to be an issue with the linux build - eg gcc 
version can be a factor too, although we're on 4.2.4 so we should be 
good. If I end up not finding it at all I'll compile a clean OB mod on 
my linux machine or something and work from there, but hope that won't 
be necessary.


On 20/02/2011 15:39, Tobias Kammersgaard wrote:
Sounds like you need to check previous revisions of your code to be 
honest.


- ScarT


On 20 February 2011 14:18, Maarten De Meyer maar...@off-limits.be 
mailto:maar...@off-limits.be wrote:


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
mailto:maar...@off-limits.be
*To:* hlcoders@list.valvesoftware.com
mailto: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
mailto:nuclearfri...@gmail.com
*To:* Discussion of Half-Life Programming
hlcoders@list.valvesoftware.com
mailto: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

[hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-19 Thread Maarten De Meyer

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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Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-19 Thread Maarten De Meyer
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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visit:
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Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-19 Thread Joel R.
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.bewrote:

  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:
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Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-19 Thread Jonathan Murphy
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 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.bewrote:

  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



 ___
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 please visit:
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Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-19 Thread Jonathan Murphy
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.bewrote:

  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 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.bewrote:

 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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Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-19 Thread Tom Edwards
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 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 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 
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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Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-19 Thread Maarten De Meyer

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


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Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-19 Thread Maarten De Meyer

That was my first try, but I can't reproduce it with net_fakelag.

On 19/02/2011 11:41, Jonathan Murphy wrote:
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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Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-19 Thread Jonathan Murphy
How unusual.. I'm starting to feel for you. Hopefully someone can come on
here and shine some real light on the problem. :(

On Sat, Feb 19, 2011 at 10:15 PM, Maarten De Meyer maar...@off-limits.bewrote:

  That was my first try, but I can't reproduce it with net_fakelag.


 On 19/02/2011 11:41, Jonathan Murphy wrote:

 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.bewrote:

  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 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
  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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 please visit:http://list.valvesoftware.com/mailman/listinfo/hlcoders



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Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-19 Thread Tobias Kammersgaard
I'd say its related to the prediction. You say it doesn't happy with all
props? Have you tried checking the difference between props that does it,
and props that don't?

- ScarT


On 19 February 2011 12:17, Jonathan Murphy nuclearfri...@gmail.com wrote:

 How unusual.. I'm starting to feel for you. Hopefully someone can come on
 here and shine some real light on the problem. :(


 On Sat, Feb 19, 2011 at 10:15 PM, Maarten De Meyer 
 maar...@off-limits.bewrote:

  That was my first try, but I can't reproduce it with net_fakelag.


 On 19/02/2011 11:41, Jonathan Murphy wrote:

 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.bewrote:

  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 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 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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 please visit:http://list.valvesoftware.com/mailman/listinfo/hlcoders



 ___
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Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-19 Thread Maarten De Meyer
Well, I just tried playing with cl_predict 0, and it still happens, so I 
guess it's not prediction then.


On 19/02/2011 12:33, Tobias Kammersgaard wrote:
I'd say its related to the prediction. You say it doesn't happy with 
all props? Have you tried checking the difference between props that 
does it, and props that don't?


- ScarT


On 19 February 2011 12:17, Jonathan Murphy nuclearfri...@gmail.com 
mailto:nuclearfri...@gmail.com wrote:


How unusual.. I'm starting to feel for you. Hopefully someone can
come on here and shine some real light on the problem. :(


On Sat, Feb 19, 2011 at 10:15 PM, Maarten De Meyer
maar...@off-limits.be mailto:maar...@off-limits.be wrote:

That was my first try, but I can't reproduce it with net_fakelag.


On 19/02/2011 11:41, Jonathan Murphy wrote:

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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view the list archives, please visit:
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Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-19 Thread Tom Edwards
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 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 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 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

Re: [hlcoders] Physics Problem

2009-03-05 Thread Grash

The real answer to this problem is: 

A) It doesn't matter what you do with the solid flags, 
- unless -
B) you give an object a shove to move 

It's right there in the comments on the solid flag. Go figure. :P



--- On Fri, 2/20/09, Grash mr_gr...@yahoo.com wrote:

From: Grash mr_gr...@yahoo.com
Subject: Re: [hlcoders] Physics Problem
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Date: Friday, February 20, 2009, 4:47 PM


Yea, the func_breakable is doing what we're looking for. 
Thanks... 

--- On Fri, 2/20/09, Ryan Sheffer darksk...@gmail.com wrote:

From: Ryan Sheffer darksk...@gmail.com
Subject: Re: [hlcoders] Physics Problem
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Date: Friday, February 20, 2009, 4:29 PM

When the object is disabled it isn't forcing a physics update on physics
props touching it. You just need to force a physics update on those props on
disable. I am pretty sure the code to do this can be found in the
func_breakable as I believe when those break the physics objects update
accordingly.

Cheers.

On Fri, Feb 20, 2009 at 1:16 PM, Grash mr_gr...@yahoo.com wrote:

 Here's the setup: I have a prop_physics on top of a func_brush.
 When the brush is disabled, either through code or though script (via a
 trigger), the physics object does not drop to the ground.

 When I slightly push the prop_physics with another prop, it can get into a
 position where it will swing in the air from a corner on the model.

 When I pick up the object and throw it through the disabled brush, it moves
 through it as intended.

 The player moves through the brush in the correct manner (Colliding when
 enabled and moving through when disabled) in all cases. This includes when
 the player or NPC (Combine Solider) stands on top of the brush and falls
 through it correctly when it is disabled.

 What am I missing here in the code?






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[hlcoders] Physics Problem

2009-02-20 Thread Grash
Here's the setup: I have a prop_physics on top of a func_brush. 
When the brush is disabled, either through code or though script (via a 
trigger), the physics object does not drop to the ground. 

When I slightly push the prop_physics with another prop, it can get into a 
position where it will swing in the air from a corner on the model. 

When I pick up the object and throw it through the disabled brush, it moves 
through it as intended. 

The player moves through the brush in the correct manner (Colliding when 
enabled and moving through when disabled) in all cases. This includes when the 
player or NPC (Combine Solider) stands on top of the brush and falls through it 
correctly when it is disabled.  

What am I missing here in the code? 





  
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Re: [hlcoders] Physics Problem

2009-02-20 Thread Jonas 'Sortie' Termansen
Now, I haven't messed with the physics system, but it sounds like the prop 
is unaware things have changed. Props in Source that haven't moved for a 
while, aren't physically simulated, for performance reasons. I would find a 
way to broadcast an event that tells nearby props that they need to be 
simulated. (Or hackier: Simply find all nearby props and move them a little 
or something.)

- Sortie.

- Original Message - 
From: Grash mr_gr...@yahoo.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Friday, February 20, 2009 10:16 PM
Subject: [hlcoders] Physics Problem


Here's the setup: I have a prop_physics on top of a func_brush.
When the brush is disabled, either through code or though script (via a 
trigger), the physics object does not drop to the ground.

When I slightly push the prop_physics with another prop, it can get into a 
position where it will swing in the air from a corner on the model.

When I pick up the object and throw it through the disabled brush, it moves 
through it as intended.

The player moves through the brush in the correct manner (Colliding when 
enabled and moving through when disabled) in all cases. This includes when 
the player or NPC (Combine Solider) stands on top of the brush and falls 
through it correctly when it is disabled.

What am I missing here in the code?






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Re: [hlcoders] Physics Problem

2009-02-20 Thread Ryan Sheffer
When the object is disabled it isn't forcing a physics update on physics
props touching it. You just need to force a physics update on those props on
disable. I am pretty sure the code to do this can be found in the
func_breakable as I believe when those break the physics objects update
accordingly.

Cheers.

On Fri, Feb 20, 2009 at 1:16 PM, Grash mr_gr...@yahoo.com wrote:

 Here's the setup: I have a prop_physics on top of a func_brush.
 When the brush is disabled, either through code or though script (via a
 trigger), the physics object does not drop to the ground.

 When I slightly push the prop_physics with another prop, it can get into a
 position where it will swing in the air from a corner on the model.

 When I pick up the object and throw it through the disabled brush, it moves
 through it as intended.

 The player moves through the brush in the correct manner (Colliding when
 enabled and moving through when disabled) in all cases. This includes when
 the player or NPC (Combine Solider) stands on top of the brush and falls
 through it correctly when it is disabled.

 What am I missing here in the code?






 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




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Re: [hlcoders] Physics Problem

2009-02-20 Thread Grash

Yea, the func_breakable is doing what we're looking for. 
Thanks... 

--- On Fri, 2/20/09, Ryan Sheffer darksk...@gmail.com wrote:

From: Ryan Sheffer darksk...@gmail.com
Subject: Re: [hlcoders] Physics Problem
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Date: Friday, February 20, 2009, 4:29 PM

When the object is disabled it isn't forcing a physics update on physics
props touching it. You just need to force a physics update on those props on
disable. I am pretty sure the code to do this can be found in the
func_breakable as I believe when those break the physics objects update
accordingly.

Cheers.

On Fri, Feb 20, 2009 at 1:16 PM, Grash mr_gr...@yahoo.com wrote:

 Here's the setup: I have a prop_physics on top of a func_brush.
 When the brush is disabled, either through code or though script (via a
 trigger), the physics object does not drop to the ground.

 When I slightly push the prop_physics with another prop, it can get into a
 position where it will swing in the air from a corner on the model.

 When I pick up the object and throw it through the disabled brush, it moves
 through it as intended.

 The player moves through the brush in the correct manner (Colliding when
 enabled and moving through when disabled) in all cases. This includes when
 the player or NPC (Combine Solider) stands on top of the brush and falls
 through it correctly when it is disabled.

 What am I missing here in the code?






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




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[hlcoders] physics shadow?

2008-10-02 Thread Michael Chang
Can someone explain this one to me?


In VPhysicsShadowUpdate() I just took all the traces ie util_traceline,
util_traceentity, etc and changed the MASK_PLAYERSOLID to use
PhysicsSolidMaskForEntity() except I used some ifdefs so I remember that the
code was modified by our mod when it comes time to merge new code that
affected this file for instance.

Chris


What is PhysicsShadow? For some reason I imagine shadows doing physical
collision tests and that sort of stuff, which makes no sense. Can someone
put this into some context please?

Thanks

~M
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Re: [hlcoders] physics shadow?

2008-10-02 Thread Tony Sergi
The physics shadows are basically a physics object that follows an
entity that doesn't move with vphysics, ie: an npc, or the player, and
provides collision with physics objects, and has callbacks to notify the
entity it's following that it just collided with something else that is
vphysics (or another shadow)


-Tony
 
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael
Chang
Sent: October-02-08 11:59 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] physics shadow?

Can someone explain this one to me?


In VPhysicsShadowUpdate() I just took all the traces ie util_traceline,
util_traceentity, etc and changed the MASK_PLAYERSOLID to use
PhysicsSolidMaskForEntity() except I used some ifdefs so I remember that
the
code was modified by our mod when it comes time to merge new code that
affected this file for instance.

Chris


What is PhysicsShadow? For some reason I imagine shadows doing physical
collision tests and that sort of stuff, which makes no sense. Can
someone
put this into some context please?

Thanks

~M
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[hlcoders] Physics crash related (urgent).

2007-12-24 Thread A.Oliver
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Our recently released modification (Fistful of Frags) is suffering some 
stability issues. Hope someone can bring some light to these serious servers 
crashes. I posted another similar issue in this list, and as I said before, I 
never modified any part of the physics code. Now I'm starting to understand 
what's going on, seems like a physic entity was removed, but server is still 
trying to use it so finds a null pointer and crashes. Is that rigth?

These issues were noticed only during maximum stress, once the mod was 
released. They may happen rarely or not, depends the way physics are stressed I 
guess.

I'm using UTIL_Remove in several parts of the game, example: a cowboy hat is 
created (falls to ground), and after some seconds is deleted. There are other 
items deleted in a similar way. Should I use other method different from 
UTIL_Remove?

And a last question. Can server performance ( low FPS) make these issues worse? 
Because they tend to happen more in our own server, which sometimes is even 
below 10 FPS.

Hope this helps, these are 3 different call stacks we are seeing repitedly. If 
you need any other info plz let me know.


 server.dll!AllocTouchLink()  Line 361 + 0x41 bytes C++
  server.dll!CBaseEntity::PhysicsMarkEntityAsTouched(CBaseEntity * 
other=0x0d21e300)  Line 850 + 0x5 bytes C++
  server.dll!CBaseEntity::PhysicsMarkEntitiesAsTouchingEventDriven(CBaseEntity 
* other=0x, CGameTrace  trace={...})  Line 908 C++
  server.dll!CCollisionEvent::DispatchStartTouch(CBaseEntity * 
pEntity0=0x0d21e300, CBaseEntity * pEntity1=0x0fdf0dd8, const Vector  
point={...}, const Vector  normal={...})  Line 1567 + 0x8c bytes C++
  server.dll!CCollisionEvent::UpdateTouchEvents()  Line 1590 C++
  server.dll!PhysFrame(float deltaTime=0.01500)  Line 1262 + 0xa bytes C++
  server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
  server.dll!InvokePerFrameMethod(void (void)* f=0x22198170, const char * 
timed=0x2217be3f)  Line 431 C++
  server.dll!CServerGameDLL::GameFrame(bool simulating=true)  Line 1001 + 0x14 
bytes C++

-

 server.dll!CCollisionEvent::UpdateDamageEvents()  Line 1624 + 0x8 bytes C++
  server.dll!CCollisionEvent::PostSimulationFrame()  Line 1499 C++
  server.dll!PhysFrame(float deltaTime=0.01500)  Line 1206 C++
  server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
  server.dll!InvokePerFrameMethod(void (void)* f=0x22198170, const char * 
timed=0x2217be3f)  Line 431 C++
  server.dll!CServerGameDLL::GameFrame(bool simulating=true)  Line 1001 + 0x14 
bytes C++


-

  server.dll!CBaseEntity::TakeDamage(const CTakeDamageInfo  inputInfo={...})  
Line 1204 + 0xd bytes C++
  server.dll!CCollisionEvent::UpdateDamageEvents()  Line 1642 C++
  server.dll!CCollisionEvent::PostSimulationFrame()  Line 1499 C++
  server.dll!PhysFrame(float deltaTime=0.01500)  Line 1206 C++
 server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
  server.dll!InvokePerFrameMethod(void (void)* f=0x22198420, const char * 
timed=0x2217bddf)  Line 431 C++
  server.dll!CServerGameDLL::GameFrame(bool simulating=true)  Line 1001 + 0x14 
bytes C++
--


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RE: [hlcoders] Physics crash related (urgent).

2007-12-24 Thread Jay Stelly
Are you deleting the entities inside a callback form vphysics?  e.g.
VPhysicsCollision?  That can cause crashes.  There should be code that
prevents that - i.e. UTIL_Remove() should actually add the object to a
list by calling PhysCallbackRemove() but I don't have the SDK code in
front of me so I can't check.

Jay


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of A.Oliver
 Sent: Monday, December 24, 2007 8:09 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Physics crash related (urgent).

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ] Our recently
 released modification (Fistful of Frags) is suffering some
 stability issues. Hope someone can bring some light to these
 serious servers crashes. I posted another similar issue in
 this list, and as I said before, I never modified any part of
 the physics code. Now I'm starting to understand what's going
 on, seems like a physic entity was removed, but server is
 still trying to use it so finds a null pointer and crashes.
 Is that rigth?

 These issues were noticed only during maximum stress, once
 the mod was released. They may happen rarely or not, depends
 the way physics are stressed I guess.

 I'm using UTIL_Remove in several parts of the game, example:
 a cowboy hat is created (falls to ground), and after some
 seconds is deleted. There are other items deleted in a
 similar way. Should I use other method different from UTIL_Remove?

 And a last question. Can server performance ( low FPS) make
 these issues worse? Because they tend to happen more in our
 own server, which sometimes is even below 10 FPS.

 Hope this helps, these are 3 different call stacks we are
 seeing repitedly. If you need any other info plz let me know.


  server.dll!AllocTouchLink()  Line 361 + 0x41 bytes C++

 server.dll!CBaseEntity::PhysicsMarkEntityAsTouched(CBaseEntity
  * other=0x0d21e300)  Line 850 + 0x5 bytes C++

 server.dll!CBaseEntity::PhysicsMarkEntitiesAsTouchingEventDriv
 en(CBaseEntity * other=0x, CGameTrace  trace={...})
 Line 908 C++
   server.dll!CCollisionEvent::DispatchStartTouch(CBaseEntity
 * pEntity0=0x0d21e300, CBaseEntity * pEntity1=0x0fdf0dd8,
 const Vector  point={...}, const Vector  normal={...})
 Line 1567 + 0x8c bytes C++
   server.dll!CCollisionEvent::UpdateTouchEvents()  Line 1590 C++
   server.dll!PhysFrame(float deltaTime=0.01500)  Line
 1262 + 0xa bytes C++
   server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
   server.dll!InvokePerFrameMethod(void (void)* f=0x22198170,
 const char * timed=0x2217be3f)  Line 431 C++
   server.dll!CServerGameDLL::GameFrame(bool simulating=true)
 Line 1001 + 0x14 bytes C++

 -

  server.dll!CCollisionEvent::UpdateDamageEvents()  Line 1624 + 0x8
  bytes C++
   server.dll!CCollisionEvent::PostSimulationFrame()  Line 1499 C++
   server.dll!PhysFrame(float deltaTime=0.01500)  Line 1206 C++
   server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
   server.dll!InvokePerFrameMethod(void (void)* f=0x22198170,
 const char * timed=0x2217be3f)  Line 431 C++
   server.dll!CServerGameDLL::GameFrame(bool simulating=true)
 Line 1001 + 0x14 bytes C++


 -

   server.dll!CBaseEntity::TakeDamage(const CTakeDamageInfo 
 inputInfo={...})  Line 1204 + 0xd bytes C++
   server.dll!CCollisionEvent::UpdateDamageEvents()  Line 1642 C++
   server.dll!CCollisionEvent::PostSimulationFrame()  Line 1499 C++
   server.dll!PhysFrame(float deltaTime=0.01500)  Line 1206 C++
  server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
   server.dll!InvokePerFrameMethod(void (void)* f=0x22198420,
 const char * timed=0x2217bddf)  Line 431 C++
   server.dll!CServerGameDLL::GameFrame(bool simulating=true)
 Line 1001 + 0x14 bytes C++
 --


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[hlcoders] Physics crash related (urgent).

2007-12-24 Thread Mulchman
All of our buildable objects - detpack, dispenser, sg - run the code below
when they explode. The detpack is a real physics object (as in it uses
VPhysicsInitNormal()) and I'm assuming your hat you describe is vphysics as
well.

void CFFBuildableObject::Explode( void )
{
VPROF_BUDGET( CFFBuildableObject::Explode,
VPROF_BUDGETGROUP_FF_BUILDABLE );

// MUST DO THIS or CreateExplosion crashes HL2
m_takedamage = DAMAGE_NO;

// Remove bounding box (other models follow this pattern...)
SetSolid( SOLID_NONE );

// Do the explosion
DoExplosion();

// Notify player to tell them they can build
// again and remove current owner
m_hOwner = NULL;

// Remove entity from game
UTIL_Remove( this );
}

And that's it. There's also a method for 'quietly' removing a buildable
object (like when dismantling) but it's the same code minus the
DoExplosion() call.

Anyway, we've never experienced/received minidumps from people w/ weird
physics related errors so perhaps you need some other steps in addition to
using UTIL_Remove().

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of A.Oliver
Sent: Monday, December 24, 2007 08:09
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Physics crash related (urgent).

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Our recently released modification (Fistful of Frags) is suffering some
stability issues. Hope someone can bring some light to these serious servers
crashes. I posted another similar issue in this list, and as I said before,
I never modified any part of the physics code. Now I'm starting to
understand what's going on, seems like a physic entity was removed, but
server is still trying to use it so finds a null pointer and crashes. Is
that rigth?

These issues were noticed only during maximum stress, once the mod was
released. They may happen rarely or not, depends the way physics are
stressed I guess.

I'm using UTIL_Remove in several parts of the game, example: a cowboy hat is
created (falls to ground), and after some seconds is deleted. There are
other items deleted in a similar way. Should I use other method different
from UTIL_Remove?

And a last question. Can server performance ( low FPS) make these issues
worse? Because they tend to happen more in our own server, which sometimes
is even below 10 FPS.

Hope this helps, these are 3 different call stacks we are seeing repitedly.
If you need any other info plz let me know.


 server.dll!AllocTouchLink()  Line 361 + 0x41 bytes C++
  server.dll!CBaseEntity::PhysicsMarkEntityAsTouched(CBaseEntity *
other=0x0d21e300)  Line 850 + 0x5 bytes C++

server.dll!CBaseEntity::PhysicsMarkEntitiesAsTouchingEventDriven(CBaseEntity
* other=0x, CGameTrace  trace={...})  Line 908 C++
  server.dll!CCollisionEvent::DispatchStartTouch(CBaseEntity *
pEntity0=0x0d21e300, CBaseEntity * pEntity1=0x0fdf0dd8, const Vector 
point={...}, const Vector  normal={...})  Line 1567 + 0x8c bytes C++
  server.dll!CCollisionEvent::UpdateTouchEvents()  Line 1590 C++
  server.dll!PhysFrame(float deltaTime=0.01500)  Line 1262 + 0xa bytes
C++
  server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
  server.dll!InvokePerFrameMethod(void (void)* f=0x22198170, const char *
timed=0x2217be3f)  Line 431 C++
  server.dll!CServerGameDLL::GameFrame(bool simulating=true)  Line 1001 +
0x14 bytes C++

-

 server.dll!CCollisionEvent::UpdateDamageEvents()  Line 1624 + 0x8 bytes
C++
  server.dll!CCollisionEvent::PostSimulationFrame()  Line 1499 C++
  server.dll!PhysFrame(float deltaTime=0.01500)  Line 1206 C++
  server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
  server.dll!InvokePerFrameMethod(void (void)* f=0x22198170, const char *
timed=0x2217be3f)  Line 431 C++
  server.dll!CServerGameDLL::GameFrame(bool simulating=true)  Line 1001 +
0x14 bytes C++


-

  server.dll!CBaseEntity::TakeDamage(const CTakeDamageInfo 
inputInfo={...})  Line 1204 + 0xd bytes C++
  server.dll!CCollisionEvent::UpdateDamageEvents()  Line 1642 C++
  server.dll!CCollisionEvent::PostSimulationFrame()  Line 1499 C++
  server.dll!PhysFrame(float deltaTime=0.01500)  Line 1206 C++
 server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
  server.dll!InvokePerFrameMethod(void (void)* f=0x22198420, const char *
timed=0x2217bddf)  Line 431 C++
  server.dll!CServerGameDLL::GameFrame(bool simulating=true)  Line 1001 +
0x14 bytes C++
--


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Re: [hlcoders] Physics crash related (urgent).

2007-12-24 Thread Josh Marshall
--
[ Picked text/plain from multipart/alternative ]
its christams sadues stop emialing and tget with ti, man!

On Dec 24, 2007 7:10 PM, Mulchman [EMAIL PROTECTED] wrote:

 All of our buildable objects - detpack, dispenser, sg - run the code below
 when they explode. The detpack is a real physics object (as in it uses
 VPhysicsInitNormal()) and I'm assuming your hat you describe is vphysics
 as
 well.

 void CFFBuildableObject::Explode( void )
 {
VPROF_BUDGET( CFFBuildableObject::Explode,
 VPROF_BUDGETGROUP_FF_BUILDABLE );

// MUST DO THIS or CreateExplosion crashes HL2
m_takedamage = DAMAGE_NO;

// Remove bounding box (other models follow this pattern...)
SetSolid( SOLID_NONE );

// Do the explosion
DoExplosion();

// Notify player to tell them they can build
// again and remove current owner
m_hOwner = NULL;

// Remove entity from game
UTIL_Remove( this );
 }

 And that's it. There's also a method for 'quietly' removing a buildable
 object (like when dismantling) but it's the same code minus the
 DoExplosion() call.

 Anyway, we've never experienced/received minidumps from people w/ weird
 physics related errors so perhaps you need some other steps in addition to
 using UTIL_Remove().

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of A.Oliver
 Sent: Monday, December 24, 2007 08:09
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Physics crash related (urgent).

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Our recently released modification (Fistful of Frags) is suffering some
 stability issues. Hope someone can bring some light to these serious
 servers
 crashes. I posted another similar issue in this list, and as I said
 before,
 I never modified any part of the physics code. Now I'm starting to
 understand what's going on, seems like a physic entity was removed, but
 server is still trying to use it so finds a null pointer and crashes. Is
 that rigth?

 These issues were noticed only during maximum stress, once the mod was
 released. They may happen rarely or not, depends the way physics are
 stressed I guess.

 I'm using UTIL_Remove in several parts of the game, example: a cowboy hat
 is
 created (falls to ground), and after some seconds is deleted. There are
 other items deleted in a similar way. Should I use other method different
 from UTIL_Remove?

 And a last question. Can server performance ( low FPS) make these issues
 worse? Because they tend to happen more in our own server, which sometimes
 is even below 10 FPS.

 Hope this helps, these are 3 different call stacks we are seeing
 repitedly.
 If you need any other info plz let me know.


  server.dll!AllocTouchLink()  Line 361 + 0x41 bytes C++
  server.dll!CBaseEntity::PhysicsMarkEntityAsTouched(CBaseEntity *
 other=0x0d21e300)  Line 850 + 0x5 bytes C++

 server.dll!CBaseEntity::PhysicsMarkEntitiesAsTouchingEventDriven
 (CBaseEntity
 * other=0x, CGameTrace  trace={...})  Line 908 C++
  server.dll!CCollisionEvent::DispatchStartTouch(CBaseEntity *
 pEntity0=0x0d21e300, CBaseEntity * pEntity1=0x0fdf0dd8, const Vector 
 point={...}, const Vector  normal={...})  Line 1567 + 0x8c bytes C++
  server.dll!CCollisionEvent::UpdateTouchEvents()  Line 1590 C++
  server.dll!PhysFrame(float deltaTime=0.01500)  Line 1262 + 0xa bytes
 C++
  server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
  server.dll!InvokePerFrameMethod(void (void)* f=0x22198170, const char *
 timed=0x2217be3f)  Line 431 C++
  server.dll!CServerGameDLL::GameFrame(bool simulating=true)  Line 1001 +
 0x14 bytes C++

 -

  server.dll!CCollisionEvent::UpdateDamageEvents()  Line 1624 + 0x8 bytes
 C++
  server.dll!CCollisionEvent::PostSimulationFrame()  Line 1499 C++
  server.dll!PhysFrame(float deltaTime=0.01500)  Line 1206 C++
  server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
  server.dll!InvokePerFrameMethod(void (void)* f=0x22198170, const char *
 timed=0x2217be3f)  Line 431 C++
  server.dll!CServerGameDLL::GameFrame(bool simulating=true)  Line 1001 +
 0x14 bytes C++


 -

  server.dll!CBaseEntity::TakeDamage(const CTakeDamageInfo 
 inputInfo={...})  Line 1204 + 0xd bytes C++
  server.dll!CCollisionEvent::UpdateDamageEvents()  Line 1642 C++
  server.dll!CCollisionEvent::PostSimulationFrame()  Line 1499 C++
  server.dll!PhysFrame(float deltaTime=0.01500)  Line 1206 C++
  server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
  server.dll!InvokePerFrameMethod(void (void)* f=0x22198420, const char *
 timed=0x2217bddf)  Line 431 C++
  server.dll!CServerGameDLL::GameFrame(bool simulating=true)  Line 1001 +
 0x14 bytes C++
 --


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

Re: [hlcoders] Physics crash related (urgent).

2007-12-24 Thread Ondřej Hošek

Posting under the Influence (PUI) will lead to a revocation of your
license to post. Please do not try typing when your blood contains more
than 0.2% of alcohol.

Actually, I'm impressed you were able to press two keys simultaneously
when typing the exclamation mark, and don't get me started on the nonce
word sadues.

Meery Christams and a hapy NEw yAer!

~~ Ondra

On 25.12.07 0:35 Uhr, Josh Marshall wrote:

--
[ Picked text/plain from multipart/alternative ]
its christams sadues stop emialing and tget with ti, man!

On Dec 24, 2007 7:10 PM, Mulchman [EMAIL PROTECTED] wrote:



All of our buildable objects - detpack, dispenser, sg - run the code below
when they explode. The detpack is a real physics object (as in it uses
VPhysicsInitNormal()) and I'm assuming your hat you describe is vphysics
as
well.

void CFFBuildableObject::Explode( void )
{
   VPROF_BUDGET( CFFBuildableObject::Explode,
VPROF_BUDGETGROUP_FF_BUILDABLE );

   // MUST DO THIS or CreateExplosion crashes HL2
   m_takedamage = DAMAGE_NO;

   // Remove bounding box (other models follow this pattern...)
   SetSolid( SOLID_NONE );

   // Do the explosion
   DoExplosion();

   // Notify player to tell them they can build
   // again and remove current owner
   m_hOwner = NULL;

   // Remove entity from game
   UTIL_Remove( this );
}

And that's it. There's also a method for 'quietly' removing a buildable
object (like when dismantling) but it's the same code minus the
DoExplosion() call.

Anyway, we've never experienced/received minidumps from people w/ weird
physics related errors so perhaps you need some other steps in addition to
using UTIL_Remove().

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of A.Oliver
Sent: Monday, December 24, 2007 08:09
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Physics crash related (urgent).

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Our recently released modification (Fistful of Frags) is suffering some
stability issues. Hope someone can bring some light to these serious
servers
crashes. I posted another similar issue in this list, and as I said
before,
I never modified any part of the physics code. Now I'm starting to
understand what's going on, seems like a physic entity was removed, but
server is still trying to use it so finds a null pointer and crashes. Is
that rigth?

These issues were noticed only during maximum stress, once the mod was
released. They may happen rarely or not, depends the way physics are
stressed I guess.

I'm using UTIL_Remove in several parts of the game, example: a cowboy hat
is
created (falls to ground), and after some seconds is deleted. There are
other items deleted in a similar way. Should I use other method different
from UTIL_Remove?

And a last question. Can server performance ( low FPS) make these issues
worse? Because they tend to happen more in our own server, which sometimes
is even below 10 FPS.

Hope this helps, these are 3 different call stacks we are seeing
repitedly.
If you need any other info plz let me know.




server.dll!AllocTouchLink()  Line 361 + 0x41 bytes C++


 server.dll!CBaseEntity::PhysicsMarkEntityAsTouched(CBaseEntity *
other=0x0d21e300)  Line 850 + 0x5 bytes C++

server.dll!CBaseEntity::PhysicsMarkEntitiesAsTouchingEventDriven
(CBaseEntity
* other=0x, CGameTrace  trace={...})  Line 908 C++
 server.dll!CCollisionEvent::DispatchStartTouch(CBaseEntity *
pEntity0=0x0d21e300, CBaseEntity * pEntity1=0x0fdf0dd8, const Vector 
point={...}, const Vector  normal={...})  Line 1567 + 0x8c bytes C++
 server.dll!CCollisionEvent::UpdateTouchEvents()  Line 1590 C++
 server.dll!PhysFrame(float deltaTime=0.01500)  Line 1262 + 0xa bytes
C++
 server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
 server.dll!InvokePerFrameMethod(void (void)* f=0x22198170, const char *
timed=0x2217be3f)  Line 431 C++
 server.dll!CServerGameDLL::GameFrame(bool simulating=true)  Line 1001 +
0x14 bytes C++

-



server.dll!CCollisionEvent::UpdateDamageEvents()  Line 1624 + 0x8 bytes


C++
 server.dll!CCollisionEvent::PostSimulationFrame()  Line 1499 C++
 server.dll!PhysFrame(float deltaTime=0.01500)  Line 1206 C++
 server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
 server.dll!InvokePerFrameMethod(void (void)* f=0x22198170, const char *
timed=0x2217be3f)  Line 431 C++
 server.dll!CServerGameDLL::GameFrame(bool simulating=true)  Line 1001 +
0x14 bytes C++


-

 server.dll!CBaseEntity::TakeDamage(const CTakeDamageInfo 
inputInfo={...})  Line 1204 + 0xd bytes C++
 server.dll!CCollisionEvent::UpdateDamageEvents()  Line 1642 C++
 server.dll!CCollisionEvent::PostSimulationFrame()  Line 1499 C++
 server.dll!PhysFrame(float deltaTime=0.01500)  Line 1206 C++


server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++


 server.dll!InvokePerFrameMethod(void (void)* f=0x22198420

Re: [hlcoders] Physics crash related (urgent).

2007-12-24 Thread Tom Leighton

well ive drunk a fair amount and im still able to type properly although
without any punctuation whatsoever...

Merry Christmas everyone, have a good one, get drunk (well, dont), have
fun, do not shoot santa!

Ondřej Hošek wrote:

Posting under the Influence (PUI) will lead to a revocation of your
license to post. Please do not try typing when your blood contains more
than 0.2% of alcohol.

Actually, I'm impressed you were able to press two keys simultaneously
when typing the exclamation mark, and don't get me started on the nonce
word sadues.

Meery Christams and a hapy NEw yAer!

~~ Ondra

On 25.12.07 0:35 Uhr, Josh Marshall wrote:

--
[ Picked text/plain from multipart/alternative ]
its christams sadues stop emialing and tget with ti, man!

On Dec 24, 2007 7:10 PM, Mulchman [EMAIL PROTECTED] wrote:



All of our buildable objects - detpack, dispenser, sg - run the code
below
when they explode. The detpack is a real physics object (as in it
uses
VPhysicsInitNormal()) and I'm assuming your hat you describe is
vphysics
as
well.

void CFFBuildableObject::Explode( void )
{
   VPROF_BUDGET( CFFBuildableObject::Explode,
VPROF_BUDGETGROUP_FF_BUILDABLE );

   // MUST DO THIS or CreateExplosion crashes HL2
   m_takedamage = DAMAGE_NO;

   // Remove bounding box (other models follow this pattern...)
   SetSolid( SOLID_NONE );

   // Do the explosion
   DoExplosion();

   // Notify player to tell them they can build
   // again and remove current owner
   m_hOwner = NULL;

   // Remove entity from game
   UTIL_Remove( this );
}

And that's it. There's also a method for 'quietly' removing a buildable
object (like when dismantling) but it's the same code minus the
DoExplosion() call.

Anyway, we've never experienced/received minidumps from people w/ weird
physics related errors so perhaps you need some other steps in
addition to
using UTIL_Remove().

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of A.Oliver
Sent: Monday, December 24, 2007 08:09
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Physics crash related (urgent).

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Our recently released modification (Fistful of Frags) is suffering some
stability issues. Hope someone can bring some light to these serious
servers
crashes. I posted another similar issue in this list, and as I said
before,
I never modified any part of the physics code. Now I'm starting to
understand what's going on, seems like a physic entity was removed, but
server is still trying to use it so finds a null pointer and
crashes. Is
that rigth?

These issues were noticed only during maximum stress, once the mod was
released. They may happen rarely or not, depends the way physics are
stressed I guess.

I'm using UTIL_Remove in several parts of the game, example: a
cowboy hat
is
created (falls to ground), and after some seconds is deleted. There are
other items deleted in a similar way. Should I use other method
different
from UTIL_Remove?

And a last question. Can server performance ( low FPS) make these
issues
worse? Because they tend to happen more in our own server, which
sometimes
is even below 10 FPS.

Hope this helps, these are 3 different call stacks we are seeing
repitedly.
If you need any other info plz let me know.




server.dll!AllocTouchLink()  Line 361 + 0x41 bytes C++


 server.dll!CBaseEntity::PhysicsMarkEntityAsTouched(CBaseEntity *
other=0x0d21e300)  Line 850 + 0x5 bytes C++

server.dll!CBaseEntity::PhysicsMarkEntitiesAsTouchingEventDriven
(CBaseEntity
* other=0x, CGameTrace  trace={...})  Line 908 C++
 server.dll!CCollisionEvent::DispatchStartTouch(CBaseEntity *
pEntity0=0x0d21e300, CBaseEntity * pEntity1=0x0fdf0dd8, const Vector 
point={...}, const Vector  normal={...})  Line 1567 + 0x8c bytes C++
 server.dll!CCollisionEvent::UpdateTouchEvents()  Line 1590 C++
 server.dll!PhysFrame(float deltaTime=0.01500)  Line 1262 + 0xa
bytes
C++
 server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
 server.dll!InvokePerFrameMethod(void (void)* f=0x22198170, const
char *
timed=0x2217be3f)  Line 431 C++
 server.dll!CServerGameDLL::GameFrame(bool simulating=true)  Line
1001 +
0x14 bytes C++

-



server.dll!CCollisionEvent::UpdateDamageEvents()  Line 1624 + 0x8
bytes


C++
 server.dll!CCollisionEvent::PostSimulationFrame()  Line 1499 C++
 server.dll!PhysFrame(float deltaTime=0.01500)  Line 1206 C++
 server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
 server.dll!InvokePerFrameMethod(void (void)* f=0x22198170, const
char *
timed=0x2217be3f)  Line 431 C++
 server.dll!CServerGameDLL::GameFrame(bool simulating=true)  Line
1001 +
0x14 bytes C++


-

 server.dll!CBaseEntity::TakeDamage(const CTakeDamageInfo 
inputInfo={...})  Line 1204 + 0xd bytes C++
 server.dll!CCollisionEvent::UpdateDamageEvents()  Line 1642 C++
 server.dll!CCollisionEvent

Re: [hlcoders] Physics on live npcs?!

2007-11-11 Thread Ryan Sheffer
Just create a stub for it and throw the cleanup flag on top. Someone
is bound to see it and clean up the article.

On Nov 10, 2007 9:15 PM, Jake Breen [EMAIL PROTECTED] wrote:
 Never mind about creating that article, can't describe how they work :x


 Jake Breen wrote:
  I'll try and start an article about it...also
 
  Proof of concept - Hair
  http://youtube.com/watch?v=4cc6N8mWPRg
 
  OvermindDL1 wrote:
  Could someone somewhat knowledgable in this area make sure it gets
  posted to the valve dev wiki?
 
  On 11/10/07, Tony omega Sergi [EMAIL PROTECTED] wrote:
 
  Ah, that's pretty cool.
 
  I didn't rotate the model around really fast so i didn't see it at
  all ;(
 
 
  On Nov 10, 2007 9:54 PM, Jake Breen [EMAIL PROTECTED]
  wrote:
 
  Lovely, just lovely!! Thanks Jay!
 
 
  Jay Stelly wrote:
 
  Yeah - we call that jiggle bones - there's a little simulator
  you can
  configure in your qc with the orange box engine.  It's something
  one of
  the Turtle Rock guys developed for CS:S or L4D.  You can see the
  simulation in hlmv.  I don't know if there is a doc for them yet, but
  here's the qc from the antlion worker for example:
 
  //
  // jiggle bones for antlion worker
  //
 
 
 
 
  $jigglebone Antlion.AntR_bone {
is_flexible {
yaw_stiffness 700
yaw_damping 8
  //yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
  //pitch_constraint 30 -30
tip_mass 10
length 5
angle_constraint 20
}
  }
 
  $jigglebone Antlion.AntL_bone {
is_flexible {
yaw_stiffness 700
yaw_damping 7
  //yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
  //pitch_constraint 30 -30
tip_mass 15
length 5
angle_constraint 20
}
  }
 
  $jigglebone Antlion.glasswingR_bone {
is_flexible {
yaw_stiffness 700
yaw_damping 6
  //yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
  //pitch_constraint 30 -30
tip_mass 5
length 30
angle_constraint 37
}
  }
 
  $jigglebone Antlion.glasswingL_bone {
is_flexible {
yaw_stiffness 700
yaw_damping 5
  //yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
  //pitch_constraint 30 -30
tip_mass 5
length 30
angle_constraint 40
}
  }
 
 
  Jay
 
 
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Kori
  Sent: Saturday, November 10, 2007 5:44 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Physics on live npcs?!
 
  Holy, I never noticed that before. I'd like to know how its
  done as well.
  - Original Message -
  From: Jake Breen [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Saturday, November 10, 2007 8:05 PM
  Subject: Re: [hlcoders] Physics on live npcs?!
 
 
 
 
  http://youtube.com/watch?v=o9OpKjq8Uos
  made a short video showing the live physics. You can see
 
 
  they bounce
 
 
  around with the movement of the camera.
 
  Tony omega Sergi wrote:
 
 
  you must have different models than i do.
 
 
  On Nov 10, 2007 6:50 PM, Jake Breen
  [EMAIL PROTECTED]
  wrote:
 
 
 
  Chell's hair, and the antlion workers wings both move
 
 
  along with the
 
 
  camera, and in animations, are not from the actual animation.
 
 
  Tony omega Sergi wrote:
 
 
 
  how do you figure they have live physics?
  at least, chells hair for example. her hair doesn't even move
  seperately from the head, there is only the one bone that the
  ponytail is attached to.. and.
  as for the antlion workers..they just have a bone follower thing
  like the strider legs for the ragdolls.
  the wings just move in an animation.
 
 
 
 
  On Nov 10, 2007 5:54 PM, Jake Breen
 
 
  [EMAIL PROTECTED]
 
 
  wrote:
 
 
 
 
  Decompiled it and cannot find any line with the bone ponytail
  besides the hitbox info..
 
 
  Tobias Kammersgaard wrote:
 
 
 
 
  --
  [ Picked text/plain from multipart/alternative ] Tried
  decompiling the model :-)?
 
  /ProZak
 
 
  On 10/11/2007, Jake Breen
 
 
  [EMAIL PROTECTED] wrote:
 
 
 
  I just noticed The Antlion Worker's wings and such,
 
 
  and Chell's
 
 
  hair have live physics. I was wondering how do you do
 
 
  this? Or
 
 
  if anyone outside of Valve knows..
 
  ___
  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

Re: [hlcoders] Physics on live npcs?!

2007-11-11 Thread Jake Breen

Done.

http://developer.valvesoftware.com/wiki/%24jigglebone

Ryan Sheffer wrote:

Just create a stub for it and throw the cleanup flag on top. Someone
is bound to see it and clean up the article.

On Nov 10, 2007 9:15 PM, Jake Breen [EMAIL PROTECTED] wrote:


Never mind about creating that article, can't describe how they work :x


Jake Breen wrote:


I'll try and start an article about it...also

Proof of concept - Hair
http://youtube.com/watch?v=4cc6N8mWPRg

OvermindDL1 wrote:


Could someone somewhat knowledgable in this area make sure it gets
posted to the valve dev wiki?

On 11/10/07, Tony omega Sergi [EMAIL PROTECTED] wrote:



Ah, that's pretty cool.

I didn't rotate the model around really fast so i didn't see it at
all ;(


On Nov 10, 2007 9:54 PM, Jake Breen [EMAIL PROTECTED]
wrote:



Lovely, just lovely!! Thanks Jay!


Jay Stelly wrote:



Yeah - we call that jiggle bones - there's a little simulator
you can
configure in your qc with the orange box engine.  It's something
one of
the Turtle Rock guys developed for CS:S or L4D.  You can see the
simulation in hlmv.  I don't know if there is a doc for them yet, but
here's the qc from the antlion worker for example:

//
// jiggle bones for antlion worker
//




$jigglebone Antlion.AntR_bone {
  is_flexible {
  yaw_stiffness 700
  yaw_damping 8
//yaw_constraint 30 -30
  pitch_stiffness 700
  pitch_damping 8
//pitch_constraint 30 -30
  tip_mass 10
  length 5
  angle_constraint 20
  }
}

$jigglebone Antlion.AntL_bone {
  is_flexible {
  yaw_stiffness 700
  yaw_damping 7
//yaw_constraint 30 -30
  pitch_stiffness 700
  pitch_damping 8
//pitch_constraint 30 -30
  tip_mass 15
  length 5
  angle_constraint 20
  }
}

$jigglebone Antlion.glasswingR_bone {
  is_flexible {
  yaw_stiffness 700
  yaw_damping 6
//yaw_constraint 30 -30
  pitch_stiffness 700
  pitch_damping 8
//pitch_constraint 30 -30
  tip_mass 5
  length 30
  angle_constraint 37
  }
}

$jigglebone Antlion.glasswingL_bone {
  is_flexible {
  yaw_stiffness 700
  yaw_damping 5
//yaw_constraint 30 -30
  pitch_stiffness 700
  pitch_damping 8
//pitch_constraint 30 -30
  tip_mass 5
  length 30
  angle_constraint 40
  }
}


Jay






-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kori
Sent: Saturday, November 10, 2007 5:44 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Physics on live npcs?!

Holy, I never noticed that before. I'd like to know how its
done as well.
- Original Message -
From: Jake Breen [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, November 10, 2007 8:05 PM
Subject: Re: [hlcoders] Physics on live npcs?!






http://youtube.com/watch?v=o9OpKjq8Uos
made a short video showing the live physics. You can see




they bounce




around with the movement of the camera.

Tony omega Sergi wrote:




you must have different models than i do.


On Nov 10, 2007 6:50 PM, Jake Breen
[EMAIL PROTECTED]
wrote:





Chell's hair, and the antlion workers wings both move




along with the




camera, and in animations, are not from the actual animation.


Tony omega Sergi wrote:





how do you figure they have live physics?
at least, chells hair for example. her hair doesn't even move
seperately from the head, there is only the one bone that the
ponytail is attached to.. and.
as for the antlion workers..they just have a bone follower thing
like the strider legs for the ragdolls.
the wings just move in an animation.




On Nov 10, 2007 5:54 PM, Jake Breen




[EMAIL PROTECTED]




wrote:






Decompiled it and cannot find any line with the bone ponytail
besides the hitbox info..


Tobias Kammersgaard wrote:






--
[ Picked text/plain from multipart/alternative ] Tried
decompiling the model :-)?

/ProZak


On 10/11/2007, Jake Breen




[EMAIL PROTECTED] wrote:




I just noticed The Antlion Worker's wings and such,




and Chell's




hair have live physics. I was wondering how do you do




this? Or




if anyone outside of Valve knows..

___
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

[hlcoders] Physics on live npcs?!

2007-11-10 Thread Jake Breen

I just noticed The Antlion Worker's wings and such, and Chell's hair
have live physics. I was wondering how do you do this? Or if anyone
outside of Valve knows..

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



Re: [hlcoders] Physics on live npcs?!

2007-11-10 Thread Tobias Kammersgaard
--
[ Picked text/plain from multipart/alternative ]
Tried decompiling the model :-)?

/ProZak


On 10/11/2007, Jake Breen [EMAIL PROTECTED] wrote:

 I just noticed The Antlion Worker's wings and such, and Chell's hair
 have live physics. I was wondering how do you do this? Or if anyone
 outside of Valve knows..

 ___
 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



Re: [hlcoders] Physics on live npcs?!

2007-11-10 Thread Jake Breen

Decompiled it and cannot find any line with the bone ponytail besides
the hitbox info..

Tobias Kammersgaard wrote:

--
[ Picked text/plain from multipart/alternative ]
Tried decompiling the model :-)?

/ProZak


On 10/11/2007, Jake Breen [EMAIL PROTECTED] wrote:


I just noticed The Antlion Worker's wings and such, and Chell's hair
have live physics. I was wondering how do you do this? Or if anyone
outside of Valve knows..

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Re: [hlcoders] Physics on live npcs?!

2007-11-10 Thread Jake Breen

Chell's hair, and the antlion workers wings both move along with the
camera, and in animations, are not from the actual animation.

Tony omega Sergi wrote:

how do you figure they have live physics?
at least, chells hair for example. her hair doesn't even move
seperately from the head, there is only the one bone that the ponytail
is attached to.. and.
as for the antlion workers..they just have a bone follower thing like
the strider legs for the ragdolls.
the wings just move in an animation.




On Nov 10, 2007 5:54 PM, Jake Breen [EMAIL PROTECTED] wrote:


Decompiled it and cannot find any line with the bone ponytail besides
the hitbox info..


Tobias Kammersgaard wrote:


--
[ Picked text/plain from multipart/alternative ]
Tried decompiling the model :-)?

/ProZak


On 10/11/2007, Jake Breen [EMAIL PROTECTED] wrote:



I just noticed The Antlion Worker's wings and such, and Chell's hair
have live physics. I was wondering how do you do this? Or if anyone
outside of Valve knows..

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Re: [hlcoders] Physics on live npcs?!

2007-11-10 Thread Tony omega Sergi
you must have different models than i do.


On Nov 10, 2007 6:50 PM, Jake Breen [EMAIL PROTECTED] wrote:
 Chell's hair, and the antlion workers wings both move along with the
 camera, and in animations, are not from the actual animation.


 Tony omega Sergi wrote:
  how do you figure they have live physics?
  at least, chells hair for example. her hair doesn't even move
  seperately from the head, there is only the one bone that the ponytail
  is attached to.. and.
  as for the antlion workers..they just have a bone follower thing like
  the strider legs for the ragdolls.
  the wings just move in an animation.
 
 
 
 
  On Nov 10, 2007 5:54 PM, Jake Breen [EMAIL PROTECTED] wrote:
 
  Decompiled it and cannot find any line with the bone ponytail besides
  the hitbox info..
 
 
  Tobias Kammersgaard wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Tried decompiling the model :-)?
 
  /ProZak
 
 
  On 10/11/2007, Jake Breen [EMAIL PROTECTED] wrote:
 
 
  I just noticed The Antlion Worker's wings and such, and Chell's hair
  have live physics. I was wondering how do you do this? Or if anyone
  outside of Valve knows..
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
  --
 
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Re: [hlcoders] Physics on live npcs?!

2007-11-10 Thread Jake Breen

http://youtube.com/watch?v=o9OpKjq8Uos
made a short video showing the live physics. You can see they bounce
around with the movement of the camera.

Tony omega Sergi wrote:

you must have different models than i do.


On Nov 10, 2007 6:50 PM, Jake Breen [EMAIL PROTECTED] wrote:


Chell's hair, and the antlion workers wings both move along with the
camera, and in animations, are not from the actual animation.


Tony omega Sergi wrote:


how do you figure they have live physics?
at least, chells hair for example. her hair doesn't even move
seperately from the head, there is only the one bone that the ponytail
is attached to.. and.
as for the antlion workers..they just have a bone follower thing like
the strider legs for the ragdolls.
the wings just move in an animation.




On Nov 10, 2007 5:54 PM, Jake Breen [EMAIL PROTECTED] wrote:



Decompiled it and cannot find any line with the bone ponytail besides
the hitbox info..


Tobias Kammersgaard wrote:



--
[ Picked text/plain from multipart/alternative ]
Tried decompiling the model :-)?

/ProZak


On 10/11/2007, Jake Breen [EMAIL PROTECTED] wrote:




I just noticed The Antlion Worker's wings and such, and Chell's hair
have live physics. I was wondering how do you do this? Or if anyone
outside of Valve knows..

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Re: [hlcoders] Physics on live npcs?!

2007-11-10 Thread Jed
Yeah I noticed the same thing and had a thousand ideas..

I wouldn't mind knowing the QC set-up fo this.

- Jed


On 11/11/2007, Jake Breen [EMAIL PROTECTED] wrote:
 http://youtube.com/watch?v=o9OpKjq8Uos
 made a short video showing the live physics. You can see they bounce
 around with the movement of the camera.

 Tony omega Sergi wrote:
  you must have different models than i do.
 
 
  On Nov 10, 2007 6:50 PM, Jake Breen [EMAIL PROTECTED] wrote:
 
  Chell's hair, and the antlion workers wings both move along with the
  camera, and in animations, are not from the actual animation.
 
 
  Tony omega Sergi wrote:
 
  how do you figure they have live physics?
  at least, chells hair for example. her hair doesn't even move
  seperately from the head, there is only the one bone that the ponytail
  is attached to.. and.
  as for the antlion workers..they just have a bone follower thing like
  the strider legs for the ragdolls.
  the wings just move in an animation.
 
 
 
 
  On Nov 10, 2007 5:54 PM, Jake Breen [EMAIL PROTECTED] wrote:
 
 
  Decompiled it and cannot find any line with the bone ponytail besides
  the hitbox info..
 
 
  Tobias Kammersgaard wrote:
 
 
  --
  [ Picked text/plain from multipart/alternative ]
  Tried decompiling the model :-)?
 
  /ProZak
 
 
  On 10/11/2007, Jake Breen [EMAIL PROTECTED] wrote:
 
 
 
  I just noticed The Antlion Worker's wings and such, and Chell's hair
  have live physics. I was wondering how do you do this? Or if anyone
  outside of Valve knows..
 
  ___
  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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  To unsubscribe, edit your list preferences, or view the list archives, 
  please visit:
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  please visit:
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Re: [hlcoders] Physics on live npcs?!

2007-11-10 Thread Christopher Harris

The decompiler is not setup for this model version. The fact that it even
works at all is great.

Chris
- Original Message -
From: Jake Breen [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, November 10, 2007 5:54 PM
Subject: Re: [hlcoders] Physics on live npcs?!



Decompiled it and cannot find any line with the bone ponytail besides
the hitbox info..

Tobias Kammersgaard wrote:

--
[ Picked text/plain from multipart/alternative ]
Tried decompiling the model :-)?

/ProZak


On 10/11/2007, Jake Breen [EMAIL PROTECTED] wrote:


I just noticed The Antlion Worker's wings and such, and Chell's hair
have live physics. I was wondering how do you do this? Or if anyone
outside of Valve knows..

___
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RE: [hlcoders] Physics on live npcs?!

2007-11-10 Thread Jay Stelly
Yeah - we call that jiggle bones - there's a little simulator you can
configure in your qc with the orange box engine.  It's something one of
the Turtle Rock guys developed for CS:S or L4D.  You can see the
simulation in hlmv.  I don't know if there is a doc for them yet, but
here's the qc from the antlion worker for example:

//
// jiggle bones for antlion worker
//




$jigglebone Antlion.AntR_bone {
is_flexible {
yaw_stiffness 700
yaw_damping 8
//  yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
//  pitch_constraint 30 -30
tip_mass 10
length 5
angle_constraint 20
}
}

$jigglebone Antlion.AntL_bone {
is_flexible {
yaw_stiffness 700
yaw_damping 7
//  yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
//  pitch_constraint 30 -30
tip_mass 15
length 5
angle_constraint 20
}
}

$jigglebone Antlion.glasswingR_bone {
is_flexible {
yaw_stiffness 700
yaw_damping 6
//  yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
//  pitch_constraint 30 -30
tip_mass 5
length 30
angle_constraint 37
}
}

$jigglebone Antlion.glasswingL_bone {
is_flexible {
yaw_stiffness 700
yaw_damping 5
//  yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
//  pitch_constraint 30 -30
tip_mass 5
length 30
angle_constraint 40
}
}


Jay


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Kori
 Sent: Saturday, November 10, 2007 5:44 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Physics on live npcs?!

 Holy, I never noticed that before. I'd like to know how its
 done as well.
 - Original Message -
 From: Jake Breen [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Saturday, November 10, 2007 8:05 PM
 Subject: Re: [hlcoders] Physics on live npcs?!


  http://youtube.com/watch?v=o9OpKjq8Uos
  made a short video showing the live physics. You can see
 they bounce
  around with the movement of the camera.
 
  Tony omega Sergi wrote:
  you must have different models than i do.
 
 
  On Nov 10, 2007 6:50 PM, Jake Breen [EMAIL PROTECTED]
  wrote:
 
  Chell's hair, and the antlion workers wings both move
 along with the
  camera, and in animations, are not from the actual animation.
 
 
  Tony omega Sergi wrote:
 
  how do you figure they have live physics?
  at least, chells hair for example. her hair doesn't even move
  seperately from the head, there is only the one bone that the
  ponytail is attached to.. and.
  as for the antlion workers..they just have a bone follower thing
  like the strider legs for the ragdolls.
  the wings just move in an animation.
 
 
 
 
  On Nov 10, 2007 5:54 PM, Jake Breen
 [EMAIL PROTECTED]
  wrote:
 
 
  Decompiled it and cannot find any line with the bone ponytail
  besides the hitbox info..
 
 
  Tobias Kammersgaard wrote:
 
 
  --
  [ Picked text/plain from multipart/alternative ] Tried
  decompiling the model :-)?
 
  /ProZak
 
 
  On 10/11/2007, Jake Breen
 [EMAIL PROTECTED] wrote:
 
 
 
  I just noticed The Antlion Worker's wings and such,
 and Chell's
  hair have live physics. I was wondering how do you do
 this? Or
  if anyone outside of Valve knows..
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
 
  --
 
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  archives, please visit:
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  archives, please visit:
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Re: [hlcoders] Physics on live npcs?!

2007-11-10 Thread Jake Breen

Lovely, just lovely!! Thanks Jay!

Jay Stelly wrote:

Yeah - we call that jiggle bones - there's a little simulator you can
configure in your qc with the orange box engine.  It's something one of
the Turtle Rock guys developed for CS:S or L4D.  You can see the
simulation in hlmv.  I don't know if there is a doc for them yet, but
here's the qc from the antlion worker for example:

//
// jiggle bones for antlion worker
//




$jigglebone Antlion.AntR_bone {
is_flexible {
yaw_stiffness 700
yaw_damping 8
//  yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
//  pitch_constraint 30 -30
tip_mass 10
length 5
angle_constraint 20
}
}

$jigglebone Antlion.AntL_bone {
is_flexible {
yaw_stiffness 700
yaw_damping 7
//  yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
//  pitch_constraint 30 -30
tip_mass 15
length 5
angle_constraint 20
}
}

$jigglebone Antlion.glasswingR_bone {
is_flexible {
yaw_stiffness 700
yaw_damping 6
//  yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
//  pitch_constraint 30 -30
tip_mass 5
length 30
angle_constraint 37
}
}

$jigglebone Antlion.glasswingL_bone {
is_flexible {
yaw_stiffness 700
yaw_damping 5
//  yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
//  pitch_constraint 30 -30
tip_mass 5
length 30
angle_constraint 40
}
}


Jay




-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kori
Sent: Saturday, November 10, 2007 5:44 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Physics on live npcs?!

Holy, I never noticed that before. I'd like to know how its
done as well.
- Original Message -
From: Jake Breen [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, November 10, 2007 8:05 PM
Subject: Re: [hlcoders] Physics on live npcs?!




http://youtube.com/watch?v=o9OpKjq8Uos
made a short video showing the live physics. You can see


they bounce


around with the movement of the camera.

Tony omega Sergi wrote:


you must have different models than i do.


On Nov 10, 2007 6:50 PM, Jake Breen [EMAIL PROTECTED]
wrote:



Chell's hair, and the antlion workers wings both move


along with the


camera, and in animations, are not from the actual animation.


Tony omega Sergi wrote:



how do you figure they have live physics?
at least, chells hair for example. her hair doesn't even move
seperately from the head, there is only the one bone that the
ponytail is attached to.. and.
as for the antlion workers..they just have a bone follower thing
like the strider legs for the ragdolls.
the wings just move in an animation.




On Nov 10, 2007 5:54 PM, Jake Breen


[EMAIL PROTECTED]


wrote:




Decompiled it and cannot find any line with the bone ponytail
besides the hitbox info..


Tobias Kammersgaard wrote:




--
[ Picked text/plain from multipart/alternative ] Tried
decompiling the model :-)?

/ProZak


On 10/11/2007, Jake Breen


[EMAIL PROTECTED] wrote:





I just noticed The Antlion Worker's wings and such,


and Chell's


hair have live physics. I was wondering how do you do


this? Or


if anyone outside of Valve knows..

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Re: [hlcoders] Physics on live npcs?!

2007-11-10 Thread Tony omega Sergi
Ah, that's pretty cool.

I didn't rotate the model around really fast so i didn't see it at all ;(


On Nov 10, 2007 9:54 PM, Jake Breen [EMAIL PROTECTED] wrote:
 Lovely, just lovely!! Thanks Jay!


 Jay Stelly wrote:
  Yeah - we call that jiggle bones - there's a little simulator you can
  configure in your qc with the orange box engine.  It's something one of
  the Turtle Rock guys developed for CS:S or L4D.  You can see the
  simulation in hlmv.  I don't know if there is a doc for them yet, but
  here's the qc from the antlion worker for example:
 
  //
  // jiggle bones for antlion worker
  //
 
 
 
 
  $jigglebone Antlion.AntR_bone {
is_flexible {
yaw_stiffness 700
yaw_damping 8
  //yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
  //pitch_constraint 30 -30
tip_mass 10
length 5
angle_constraint 20
}
  }
 
  $jigglebone Antlion.AntL_bone {
is_flexible {
yaw_stiffness 700
yaw_damping 7
  //yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
  //pitch_constraint 30 -30
tip_mass 15
length 5
angle_constraint 20
}
  }
 
  $jigglebone Antlion.glasswingR_bone {
is_flexible {
yaw_stiffness 700
yaw_damping 6
  //yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
  //pitch_constraint 30 -30
tip_mass 5
length 30
angle_constraint 37
}
  }
 
  $jigglebone Antlion.glasswingL_bone {
is_flexible {
yaw_stiffness 700
yaw_damping 5
  //yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
  //pitch_constraint 30 -30
tip_mass 5
length 30
angle_constraint 40
}
  }
 
 
  Jay
 
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Kori
  Sent: Saturday, November 10, 2007 5:44 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Physics on live npcs?!
 
  Holy, I never noticed that before. I'd like to know how its
  done as well.
  - Original Message -
  From: Jake Breen [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Saturday, November 10, 2007 8:05 PM
  Subject: Re: [hlcoders] Physics on live npcs?!
 
 
 
  http://youtube.com/watch?v=o9OpKjq8Uos
  made a short video showing the live physics. You can see
 
  they bounce
 
  around with the movement of the camera.
 
  Tony omega Sergi wrote:
 
  you must have different models than i do.
 
 
  On Nov 10, 2007 6:50 PM, Jake Breen [EMAIL PROTECTED]
  wrote:
 
 
  Chell's hair, and the antlion workers wings both move
 
  along with the
 
  camera, and in animations, are not from the actual animation.
 
 
  Tony omega Sergi wrote:
 
 
  how do you figure they have live physics?
  at least, chells hair for example. her hair doesn't even move
  seperately from the head, there is only the one bone that the
  ponytail is attached to.. and.
  as for the antlion workers..they just have a bone follower thing
  like the strider legs for the ragdolls.
  the wings just move in an animation.
 
 
 
 
  On Nov 10, 2007 5:54 PM, Jake Breen
 
  [EMAIL PROTECTED]
 
  wrote:
 
 
 
  Decompiled it and cannot find any line with the bone ponytail
  besides the hitbox info..
 
 
  Tobias Kammersgaard wrote:
 
 
 
  --
  [ Picked text/plain from multipart/alternative ] Tried
  decompiling the model :-)?
 
  /ProZak
 
 
  On 10/11/2007, Jake Breen
 
  [EMAIL PROTECTED] wrote:
 
 
 
  I just noticed The Antlion Worker's wings and such,
 
  and Chell's
 
  hair have live physics. I was wondering how do you do
 
  this? Or
 
  if anyone outside of Valve knows..
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
 
 
  --
 
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  archives, please visit:
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  archives, please visit:
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  --
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Re: [hlcoders] Physics on live npcs?!

2007-11-10 Thread OvermindDL1
Could someone somewhat knowledgable in this area make sure it gets
posted to the valve dev wiki?

On 11/10/07, Tony omega Sergi [EMAIL PROTECTED] wrote:
 Ah, that's pretty cool.

 I didn't rotate the model around really fast so i didn't see it at all ;(


 On Nov 10, 2007 9:54 PM, Jake Breen [EMAIL PROTECTED] wrote:
  Lovely, just lovely!! Thanks Jay!
 
 
  Jay Stelly wrote:
   Yeah - we call that jiggle bones - there's a little simulator you can
   configure in your qc with the orange box engine.  It's something one of
   the Turtle Rock guys developed for CS:S or L4D.  You can see the
   simulation in hlmv.  I don't know if there is a doc for them yet, but
   here's the qc from the antlion worker for example:
  
   //
   // jiggle bones for antlion worker
   //
  
  
  
  
   $jigglebone Antlion.AntR_bone {
 is_flexible {
 yaw_stiffness 700
 yaw_damping 8
   //yaw_constraint 30 -30
 pitch_stiffness 700
 pitch_damping 8
   //pitch_constraint 30 -30
 tip_mass 10
 length 5
 angle_constraint 20
 }
   }
  
   $jigglebone Antlion.AntL_bone {
 is_flexible {
 yaw_stiffness 700
 yaw_damping 7
   //yaw_constraint 30 -30
 pitch_stiffness 700
 pitch_damping 8
   //pitch_constraint 30 -30
 tip_mass 15
 length 5
 angle_constraint 20
 }
   }
  
   $jigglebone Antlion.glasswingR_bone {
 is_flexible {
 yaw_stiffness 700
 yaw_damping 6
   //yaw_constraint 30 -30
 pitch_stiffness 700
 pitch_damping 8
   //pitch_constraint 30 -30
 tip_mass 5
 length 30
 angle_constraint 37
 }
   }
  
   $jigglebone Antlion.glasswingL_bone {
 is_flexible {
 yaw_stiffness 700
 yaw_damping 5
   //yaw_constraint 30 -30
 pitch_stiffness 700
 pitch_damping 8
   //pitch_constraint 30 -30
 tip_mass 5
 length 30
 angle_constraint 40
 }
   }
  
  
   Jay
  
  
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Kori
   Sent: Saturday, November 10, 2007 5:44 PM
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] Physics on live npcs?!
  
   Holy, I never noticed that before. I'd like to know how its
   done as well.
   - Original Message -
   From: Jake Breen [EMAIL PROTECTED]
   To: hlcoders@list.valvesoftware.com
   Sent: Saturday, November 10, 2007 8:05 PM
   Subject: Re: [hlcoders] Physics on live npcs?!
  
  
  
   http://youtube.com/watch?v=o9OpKjq8Uos
   made a short video showing the live physics. You can see
  
   they bounce
  
   around with the movement of the camera.
  
   Tony omega Sergi wrote:
  
   you must have different models than i do.
  
  
   On Nov 10, 2007 6:50 PM, Jake Breen [EMAIL PROTECTED]
   wrote:
  
  
   Chell's hair, and the antlion workers wings both move
  
   along with the
  
   camera, and in animations, are not from the actual animation.
  
  
   Tony omega Sergi wrote:
  
  
   how do you figure they have live physics?
   at least, chells hair for example. her hair doesn't even move
   seperately from the head, there is only the one bone that the
   ponytail is attached to.. and.
   as for the antlion workers..they just have a bone follower thing
   like the strider legs for the ragdolls.
   the wings just move in an animation.
  
  
  
  
   On Nov 10, 2007 5:54 PM, Jake Breen
  
   [EMAIL PROTECTED]
  
   wrote:
  
  
  
   Decompiled it and cannot find any line with the bone ponytail
   besides the hitbox info..
  
  
   Tobias Kammersgaard wrote:
  
  
  
   --
   [ Picked text/plain from multipart/alternative ] Tried
   decompiling the model :-)?
  
   /ProZak
  
  
   On 10/11/2007, Jake Breen
  
   [EMAIL PROTECTED] wrote:
  
  
  
   I just noticed The Antlion Worker's wings and such,
  
   and Chell's
  
   hair have live physics. I was wondering how do you do
  
   this? Or
  
   if anyone outside of Valve knows..
  
   ___
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   archives, please visit:
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Re: [hlcoders] Physics on live npcs?!

2007-11-10 Thread Jake Breen

I'll try and start an article about it...also

Proof of concept - Hair
http://youtube.com/watch?v=4cc6N8mWPRg

OvermindDL1 wrote:

Could someone somewhat knowledgable in this area make sure it gets
posted to the valve dev wiki?

On 11/10/07, Tony omega Sergi [EMAIL PROTECTED] wrote:


Ah, that's pretty cool.

I didn't rotate the model around really fast so i didn't see it at all ;(


On Nov 10, 2007 9:54 PM, Jake Breen [EMAIL PROTECTED] wrote:


Lovely, just lovely!! Thanks Jay!


Jay Stelly wrote:


Yeah - we call that jiggle bones - there's a little simulator you can
configure in your qc with the orange box engine.  It's something one of
the Turtle Rock guys developed for CS:S or L4D.  You can see the
simulation in hlmv.  I don't know if there is a doc for them yet, but
here's the qc from the antlion worker for example:

//
// jiggle bones for antlion worker
//




$jigglebone Antlion.AntR_bone {
  is_flexible {
  yaw_stiffness 700
  yaw_damping 8
//yaw_constraint 30 -30
  pitch_stiffness 700
  pitch_damping 8
//pitch_constraint 30 -30
  tip_mass 10
  length 5
  angle_constraint 20
  }
}

$jigglebone Antlion.AntL_bone {
  is_flexible {
  yaw_stiffness 700
  yaw_damping 7
//yaw_constraint 30 -30
  pitch_stiffness 700
  pitch_damping 8
//pitch_constraint 30 -30
  tip_mass 15
  length 5
  angle_constraint 20
  }
}

$jigglebone Antlion.glasswingR_bone {
  is_flexible {
  yaw_stiffness 700
  yaw_damping 6
//yaw_constraint 30 -30
  pitch_stiffness 700
  pitch_damping 8
//pitch_constraint 30 -30
  tip_mass 5
  length 30
  angle_constraint 37
  }
}

$jigglebone Antlion.glasswingL_bone {
  is_flexible {
  yaw_stiffness 700
  yaw_damping 5
//yaw_constraint 30 -30
  pitch_stiffness 700
  pitch_damping 8
//pitch_constraint 30 -30
  tip_mass 5
  length 30
  angle_constraint 40
  }
}


Jay





-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kori
Sent: Saturday, November 10, 2007 5:44 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Physics on live npcs?!

Holy, I never noticed that before. I'd like to know how its
done as well.
- Original Message -
From: Jake Breen [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, November 10, 2007 8:05 PM
Subject: Re: [hlcoders] Physics on live npcs?!





http://youtube.com/watch?v=o9OpKjq8Uos
made a short video showing the live physics. You can see



they bounce



around with the movement of the camera.

Tony omega Sergi wrote:



you must have different models than i do.


On Nov 10, 2007 6:50 PM, Jake Breen [EMAIL PROTECTED]
wrote:




Chell's hair, and the antlion workers wings both move



along with the



camera, and in animations, are not from the actual animation.


Tony omega Sergi wrote:




how do you figure they have live physics?
at least, chells hair for example. her hair doesn't even move
seperately from the head, there is only the one bone that the
ponytail is attached to.. and.
as for the antlion workers..they just have a bone follower thing
like the strider legs for the ragdolls.
the wings just move in an animation.




On Nov 10, 2007 5:54 PM, Jake Breen



[EMAIL PROTECTED]



wrote:





Decompiled it and cannot find any line with the bone ponytail
besides the hitbox info..


Tobias Kammersgaard wrote:





--
[ Picked text/plain from multipart/alternative ] Tried
decompiling the model :-)?

/ProZak


On 10/11/2007, Jake Breen



[EMAIL PROTECTED] wrote:





I just noticed The Antlion Worker's wings and such,



and Chell's



hair have live physics. I was wondering how do you do



this? Or



if anyone outside of Valve knows..

___
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archives, please visit:
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Re: [hlcoders] Physics on live npcs?!

2007-11-10 Thread Jake Breen

Never mind about creating that article, can't describe how they work :x

Jake Breen wrote:

I'll try and start an article about it...also

Proof of concept - Hair
http://youtube.com/watch?v=4cc6N8mWPRg

OvermindDL1 wrote:

Could someone somewhat knowledgable in this area make sure it gets
posted to the valve dev wiki?

On 11/10/07, Tony omega Sergi [EMAIL PROTECTED] wrote:


Ah, that's pretty cool.

I didn't rotate the model around really fast so i didn't see it at
all ;(


On Nov 10, 2007 9:54 PM, Jake Breen [EMAIL PROTECTED]
wrote:


Lovely, just lovely!! Thanks Jay!


Jay Stelly wrote:


Yeah - we call that jiggle bones - there's a little simulator
you can
configure in your qc with the orange box engine.  It's something
one of
the Turtle Rock guys developed for CS:S or L4D.  You can see the
simulation in hlmv.  I don't know if there is a doc for them yet, but
here's the qc from the antlion worker for example:

//
// jiggle bones for antlion worker
//




$jigglebone Antlion.AntR_bone {
  is_flexible {
  yaw_stiffness 700
  yaw_damping 8
//yaw_constraint 30 -30
  pitch_stiffness 700
  pitch_damping 8
//pitch_constraint 30 -30
  tip_mass 10
  length 5
  angle_constraint 20
  }
}

$jigglebone Antlion.AntL_bone {
  is_flexible {
  yaw_stiffness 700
  yaw_damping 7
//yaw_constraint 30 -30
  pitch_stiffness 700
  pitch_damping 8
//pitch_constraint 30 -30
  tip_mass 15
  length 5
  angle_constraint 20
  }
}

$jigglebone Antlion.glasswingR_bone {
  is_flexible {
  yaw_stiffness 700
  yaw_damping 6
//yaw_constraint 30 -30
  pitch_stiffness 700
  pitch_damping 8
//pitch_constraint 30 -30
  tip_mass 5
  length 30
  angle_constraint 37
  }
}

$jigglebone Antlion.glasswingL_bone {
  is_flexible {
  yaw_stiffness 700
  yaw_damping 5
//yaw_constraint 30 -30
  pitch_stiffness 700
  pitch_damping 8
//pitch_constraint 30 -30
  tip_mass 5
  length 30
  angle_constraint 40
  }
}


Jay





-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kori
Sent: Saturday, November 10, 2007 5:44 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Physics on live npcs?!

Holy, I never noticed that before. I'd like to know how its
done as well.
- Original Message -
From: Jake Breen [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, November 10, 2007 8:05 PM
Subject: Re: [hlcoders] Physics on live npcs?!





http://youtube.com/watch?v=o9OpKjq8Uos
made a short video showing the live physics. You can see



they bounce



around with the movement of the camera.

Tony omega Sergi wrote:



you must have different models than i do.


On Nov 10, 2007 6:50 PM, Jake Breen
[EMAIL PROTECTED]
wrote:




Chell's hair, and the antlion workers wings both move



along with the



camera, and in animations, are not from the actual animation.


Tony omega Sergi wrote:




how do you figure they have live physics?
at least, chells hair for example. her hair doesn't even move
seperately from the head, there is only the one bone that the
ponytail is attached to.. and.
as for the antlion workers..they just have a bone follower thing
like the strider legs for the ragdolls.
the wings just move in an animation.




On Nov 10, 2007 5:54 PM, Jake Breen



[EMAIL PROTECTED]



wrote:





Decompiled it and cannot find any line with the bone ponytail
besides the hitbox info..


Tobias Kammersgaard wrote:





--
[ Picked text/plain from multipart/alternative ] Tried
decompiling the model :-)?

/ProZak


On 10/11/2007, Jake Breen



[EMAIL PROTECTED] wrote:





I just noticed The Antlion Worker's wings and such,



and Chell's



hair have live physics. I was wondering how do you do



this? Or



if anyone outside of Valve knows..

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








--

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RE: [hlcoders] Physics bounce sounds

2007-07-09 Thread Jay Stelly
Yes, only things that are MOVETYPE_VPHYSICS will run vphysics' collision
system - so only those can generate sounds.

Jay

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
 Sent: Saturday, July 07, 2007 12:24 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] Physics bounce sounds

 VPhysicsCollision() isn't overridden nor called,
 PostCollision isn't called either. I take it the grenade
 isn't considered a vphysics object at all? Is this because it's using

 SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );

 rather than VPHYSICS? ( I tried changing it but keep hitting
 asserts, and only want to allocate so much time per bug... a
 long list to go ;) ).

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[hlcoders] Physics bounce sounds

2007-07-07 Thread maarten
Hi list,

this is probably an easy question. Im grinding through our buglist and one
of them is that our grenades do not have a bounce sound. I checked the
code and there's an empty BounceSound function that is deliberately left
empty since physics supposedly handles bounce sounds. I can add an
EmitSound in the BounceSound function which does give me a bounce sound,
but I'd much rather have surface-dependent bounce sounds than one
hard-coded one. Any idea why these are not triggered when the (otherwise
default SDK) grenade hits surfaces?

Thanks

-- maarten


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Re: [hlcoders] Physics bounce sounds

2007-07-07 Thread Tony \omega\ Sergi
--
[ Picked text/plain from multipart/alternative ]
it has to do with the surfaceprop that the grenade has.
and the surfaceprops text files in the scripts folder, to define them.

On 7/7/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

 Hi list,

 this is probably an easy question. Im grinding through our buglist and one
 of them is that our grenades do not have a bounce sound. I checked the
 code and there's an empty BounceSound function that is deliberately left
 empty since physics supposedly handles bounce sounds. I can add an
 EmitSound in the BounceSound function which does give me a bounce sound,
 but I'd much rather have surface-dependent bounce sounds than one
 hard-coded one. Any idea why these are not triggered when the (otherwise
 default SDK) grenade hits surfaces?

 Thanks

 -- maarten


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




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Re: [hlcoders] Physics bounce sounds

2007-07-07 Thread maarten
Aye, but the grenade has surfaceprop set to metal, and we have no
surfaceproperties files of our own so I take it we're using HL2 ones, so
this should be valid if i'm not mistaken.

 --
 [ Picked text/plain from multipart/alternative ]
 it has to do with the surfaceprop that the grenade has.
 and the surfaceprops text files in the scripts folder, to define them.

 On 7/7/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

 Hi list,

 this is probably an easy question. Im grinding through our buglist and
 one
 of them is that our grenades do not have a bounce sound. I checked the
 code and there's an empty BounceSound function that is deliberately left
 empty since physics supposedly handles bounce sounds. I can add an
 EmitSound in the BounceSound function which does give me a bounce sound,
 but I'd much rather have surface-dependent bounce sounds than one
 hard-coded one. Any idea why these are not triggered when the (otherwise
 default SDK) grenade hits surfaces?

 Thanks

 -- maarten


 ___
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 please visit:
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 --

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RE: [hlcoders] Physics bounce sounds

2007-07-07 Thread Jay Stelly
The sound is triggered by CBaseEntity's implementation of
VPhysicsCollision().
If you've overridden that function in your leaf class without chaining
to the base class you'd lose physics sound/dust/etc effects.  So that's
one possible cause.  Otherwise set a breakpoint there (or in the caller:
PostCollision - src/dlls/physics.cpp) and step through the call when the
grenade bounces to see why no sound is played.

Jay

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
 Sent: Saturday, July 07, 2007 11:48 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Physics bounce sounds

 Aye, but the grenade has surfaceprop set to metal, and we
 have no surfaceproperties files of our own so I take it we're
 using HL2 ones, so this should be valid if i'm not mistaken.

  --
  [ Picked text/plain from multipart/alternative ] it has to
 do with the
  surfaceprop that the grenade has.
  and the surfaceprops text files in the scripts folder, to
 define them.
 
  On 7/7/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 
  Hi list,
 
  this is probably an easy question. Im grinding through our buglist
  and one of them is that our grenades do not have a bounce sound. I
  checked the code and there's an empty BounceSound function that is
  deliberately left empty since physics supposedly handles bounce
  sounds. I can add an EmitSound in the BounceSound function
 which does
  give me a bounce sound, but I'd much rather have surface-dependent
  bounce sounds than one hard-coded one. Any idea why these are not
  triggered when the (otherwise default SDK) grenade hits surfaces?
 
  Thanks
 
  -- maarten
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
  --
  -omega
  --
 
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 list archives,
  please visit:
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RE: [hlcoders] Physics bounce sounds

2007-07-07 Thread maarten
VPhysicsCollision() isn't overridden nor called, PostCollision isn't
called either. I take it the grenade isn't considered a vphysics object at
all? Is this because it's using

SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );

rather than VPHYSICS? ( I tried changing it but keep hitting asserts, and
only want to allocate so much time per bug... a long list to go ;) ).

Anyway, I'll probably stick with a regular bounce sound anyway. I think
gameplaywise it's more interesting for players to have a sound they know
to be a grenade than more realistic yet less recognisable sounds.

Thanks for the pointers!

-- maarten



 The sound is triggered by CBaseEntity's implementation of
 VPhysicsCollision().
 If you've overridden that function in your leaf class without chaining
 to the base class you'd lose physics sound/dust/etc effects.  So that's
 one possible cause.  Otherwise set a breakpoint there (or in the caller:
 PostCollision - src/dlls/physics.cpp) and step through the call when the
 grenade bounces to see why no sound is played.

 Jay

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
 Sent: Saturday, July 07, 2007 11:48 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Physics bounce sounds

 Aye, but the grenade has surfaceprop set to metal, and we
 have no surfaceproperties files of our own so I take it we're
 using HL2 ones, so this should be valid if i'm not mistaken.

  --
  [ Picked text/plain from multipart/alternative ] it has to
 do with the
  surfaceprop that the grenade has.
  and the surfaceprops text files in the scripts folder, to
 define them.
 
  On 7/7/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 
  Hi list,
 
  this is probably an easy question. Im grinding through our buglist
  and one of them is that our grenades do not have a bounce sound. I
  checked the code and there's an empty BounceSound function that is
  deliberately left empty since physics supposedly handles bounce
  sounds. I can add an EmitSound in the BounceSound function
 which does
  give me a bounce sound, but I'd much rather have surface-dependent
  bounce sounds than one hard-coded one. Any idea why these are not
  triggered when the (otherwise default SDK) grenade hits surfaces?
 
  Thanks
 
  -- maarten
 
 
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  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
  --
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  --
 
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 list archives,
  please visit:
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[hlcoders] physics validation

2007-04-09 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
Hi all,

Our mod is a tool for teachers to create event-driven games for their
students.  We need to evaluate the Source physics engine to determine if
teachers can create physics problems with their games (i.e. there is an
object with x mass, apply y force vector to that object, it will go z
distance).  Has anyone done tests to evaluate how closely the physics engine
emulates real life?

Also, the gravity constant is set for either 600 or 800 in/s^2.  What was
the design logic behind making this different from Earth gravity by default
(or have I done my math wrong and it is the same)?

Thanks!
--

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RE: [hlcoders] physics validation

2007-04-09 Thread Jay Stelly
Gravity is intentionally exaggerated in our games.  Real-world gravity
is ~386 in/sec^2.

There are many factors which appear to affect the user perception of
gravity relative to the rest of the game's presentation.  I'd love to
see some kind of research on this topic but I've yet to find any.  Based
on the testing we've done with our games we've found that exaggerated
gravity is necessary - real world gravity makes objects in the game
appear too light and/or too slow.  Also note that we have a simple
simulation of air resistance in our games.  If you're trying to make a
simulation using Source match up with a specific set of calculations
you'll want to include air resistance or disable our simulator (set the
air density to zero).

The engine is doing a rigid body simulation that can be configured to be
reasonably close to reality for objects that behavior like ideal rigid
bodies.

Jay



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Oliver
 Sent: Monday, April 09, 2007 10:43 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] physics validation

 --
 [ Picked text/plain from multipart/alternative ] Hi all,

 Our mod is a tool for teachers to create event-driven games
 for their students.  We need to evaluate the Source physics
 engine to determine if teachers can create physics problems
 with their games (i.e. there is an object with x mass, apply
 y force vector to that object, it will go z distance).  Has
 anyone done tests to evaluate how closely the physics engine
 emulates real life?

 Also, the gravity constant is set for either 600 or 800
 in/s^2.  What was the design logic behind making this
 different from Earth gravity by default (or have I done my
 math wrong and it is the same)?

 Thanks!
 --

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Re: [hlcoders] Physics becoming out of sync

2006-09-02 Thread bloodykenny
I'd seen this in my mod too and hadn't really had time to investigate.

Added a KI for this:
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Bot_physics.2Fhitbox_not_accurate

At 2006/08/23 12:18 PM, Jeremy Swigart wrote:
--
[ Picked text/plain from multipart/alternative ]
Thanks for the help. I put the code you posted above at the bottom of
PhysicsSimulate wrapped in an IsBot check(since we dont subclass for bots).
So far everything seems to work now. Hopefully there aren't unintended side
effects.

On 8/22/06, Paul Peloski [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Well, I just tried this

 class CSDKBot ..
 {
 public:
 ...
 virtual void PhysicsSimulate()
 {
 BaseClass::PhysicsSimulate();

 // Since this isn't called for bots.. call it here?
 UpdateVPhysicsPosition( m_vNewVPhysicsPosition,
 m_vNewVPhysicsVelocity, gpGlobals-frametime );
 }
 ..
 };

 It fixed the problem (ie, I can hit bots with combine ball now, so I'm
 pretty sure their physics is following them around properly) and didn't
 seem
 to break anything..

 I think this is okay, what do you think Jay?
 --

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Re: [hlcoders] Physics becoming out of sync

2006-08-23 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
Thanks for the help. I put the code you posted above at the bottom of
PhysicsSimulate wrapped in an IsBot check(since we dont subclass for bots).
So far everything seems to work now. Hopefully there aren't unintended side
effects.

On 8/22/06, Paul Peloski [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Well, I just tried this

 class CSDKBot ..
 {
 public:
 ...
 virtual void PhysicsSimulate()
 {
 BaseClass::PhysicsSimulate();

 // Since this isn't called for bots.. call it here?
 UpdateVPhysicsPosition( m_vNewVPhysicsPosition,
 m_vNewVPhysicsVelocity, gpGlobals-frametime );
 }
 ..
 };

 It fixed the problem (ie, I can hit bots with combine ball now, so I'm
 pretty sure their physics is following them around properly) and didn't
 seem
 to break anything..

 I think this is okay, what do you think Jay?
 --

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[hlcoders] Physics becoming out of sync

2006-08-22 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
So I'm doing bots for Fortress Forever and I have run into a problem that
appears to be a bug with the game. The odd thing is that I can't reproduce
it myself as a player, and so far have only observed it happen to the bot
players. There is a func_door being used as a lift, and when someone gets
under the lift, when it comes down and hits the player it will go back up.
The problem is that when the bot gets underneath just once, the lift is
stuck in a perpetual up and down oscillation. After some debugging it became
clears that the problem was physics related, since the physics system was
calling CCollisionEvent::AddTouchEvent every time the lift came down, even
though the bot had already ran off and was nowhere near the lift.

I added some debug drawing stuff in the function
CCollisionEvent::AddTouchEvent, to draw the bounds of the collidable, like
so:

debugoverlay-AddBoxOverlay(
pEntity0-GetCollideable()-GetCollisionOrigin(),
pEntity0-GetCollideable()-OBBMins(),
pEntity0-GetCollideable()-OBBMaxs(),
pEntity0-GetCollideable()-GetCollisionAngles(),
255,
0,
255,
0,
10.0f);

debugoverlay-AddBoxOverlay(
pEntity1-GetCollideable()-GetCollisionOrigin(),
pEntity1-GetCollideable()-OBBMins(),
pEntity1-GetCollideable()-OBBMaxs(),
pEntity1-GetCollideable()-GetCollisionAngles(),
255,
0,
255,
0,
10.0f);

Here is a picture of that.
http://i8.tinypic.com/258z4zk.jpg

As you can see, the collidables bounding boxes at least are where they
should be, and not touching. The small red lines under the lift are the
collision position and collision normal also passed to the function, so
there is clearly something being registered as hitting.

After digging around for more stuff I came across the cvar
physicsshadowupdate_render, and when enabled finally showed the problem.
http://i7.tinypic.com/258z5u8.jpg

The rendering for these boxes is in CBasePlayer::VPhysicsShadowUpdate. The
blue box is the players IPhysicsObject-GetPosition(), the red box is at the
GetAbsOrigin() of the character. Clearly they are out of sync. These boxes
should be pretty much together, but for some reason they aren't. I noticed
the comment at the bottom of the function that reads

// UNDONE: Force physics object to be at player position when not touching
phys???

Why was this undone? Anyone know what part of the code is responsible for
keeping the physics synced with the entity and vice versa? Stepping through
the code in CBasePlayer::VPhysicsShadowUpdate How could these get out of
sync like this? I haven't been able to reproduce this as a player, only
happens to the bot so far, but I can't see any reason at all that it would
be bot related. We aren't messing with the physics for the bot in any way.
This is really annoying. Any feedback is appreciated.

Jeremy
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Re: [hlcoders] Physics becoming out of sync

2006-08-22 Thread Paul Peloski
--
[ Picked text/plain from multipart/alternative ]
I think the bot's physics object has fallen asleep. If you look at the call
stack for VPhysicsShadowUpdate its called like this in physics.cppPhysFrame:

// apply updates
if ( pPhysics  !pPhysics-IsAsleep() )
{
pEntity-VPhysicsShadowUpdate( pPhysics );
}

Stepping through PhysFrame shows that the SDK bots have a valid physics
object but that its asleep. This would also explain why SDK bots are hard to
hit with combine balls, as the combine ball does its damage/dissolve effect
in VPhysicsCollision, which wouldn't happen correctly if the bots vphysics
shadow is not being updated because its fallen asleep and is lingering
somewhere else on the map.

Anyways, we just need to find why the bots physics object is sleeping on the
job and it would be fine. A really bad way to test if this would fix your
problem is to just replace the if statement in PhysFrame with

// apply updates
if ( pPhysics  (!pPhysics-IsAsleep() || pEntity-IsPlayer()) )
{
pEntity-VPhysicsShadowUpdate( pPhysics );
}

If that fixes your bots physics shadow then at least you know you just need
to figure out why its falling asleep. I'll keep looking for an answer there
as well.

Regards,

Paul
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Re: [hlcoders] Physics becoming out of sync

2006-08-22 Thread Paul Peloski
--
[ Picked text/plain from multipart/alternative ]
Okay, seems like the problem is in CBasePlayer::PhysicsSimulate, where the
UpdateVPhysicsPosition is not being called for bots.

PhysicsSimulate is the main place where UpdateVPhysicsPosition is called.
There's also a wrapper for UpdateVPhysicsPosition called
UpdatePhsyicsShadowToCurrentPosition that is called sometimes, for example
when being pushed by your lift!

So basically what's happening is that PhysicsSimulate is not updating
physics shadow for every game frame, but some touch events are calling a
function that moves the shadow into place. Whenever the shadow moves, it
wakes up, but when its idle for too long (because PhysicsSimulate isnt
updating it) it falls asleep.

One way to fix this would be to override PhysicsSimulate in the bot's entity
class and make sure that UpdateVPhsyicsPosition is called (just hack up the
PhysicsSimulate from CBasePlayer so that it calls it under the right
circumstances for your bots instead of actual players)

I hope this helps. Fortress Forever is looking terrific these days, best of
luck to you guys.

Regards,

Paul
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Re: [hlcoders] Physics becoming out of sync

2006-08-22 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
Thanks the help. Are you having the same problem with your bots or just
going out of your way to be helpful? Either way I appreciate it. On further
investigation, it appears the problem is due to the bots user commands going
through a different code path. AFAIK, we're supposed to be calling

RunPlayerMove(cmd); and PostClientMessagesSent(); on the bot controller for
the bot. This works fine and all, but it bypasses the codepath that the
players usercommand takes, which is CBasePlayer::ProcessUsercmds

Since CBasePlayer::ProcessUsercmds doesn't get called for bots,
AllocCommandContext() doesn't get called for bots, and therefor why int
command_context_count = GetCommandContextCount(); is always 0 for bots(in
CBasePlayer::PhysicsSimulate), and its within that loop that
UpdateVPhysicsPosition is called.

Are there any special considerations to UpdateVPhysicsPosition being called?
Or can I safely call it every frame at the end of the bot block in
CPlayerInfo::RunPlayerMove. Think, first I'll see what happens if I call
ProcessUsercmds on the bot player directly. Calling UpdateVPhysics on my own
feels like a dirty hack. I'm hesitant about doing stuff like just calling
the function directly. IMO that's masking the symptoms of a potentially
bigger problem.

It looks like this is another problem that needs addressing if Valve gets
around to fixing the broken bot support, as that is the only way to feed
user commands from server plugins.

On 8/22/06, Paul Peloski [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Okay, seems like the problem is in CBasePlayer::PhysicsSimulate, where the
 UpdateVPhysicsPosition is not being called for bots.

 PhysicsSimulate is the main place where UpdateVPhysicsPosition is called.
 There's also a wrapper for UpdateVPhysicsPosition called
 UpdatePhsyicsShadowToCurrentPosition that is called sometimes, for example
 when being pushed by your lift!

 So basically what's happening is that PhysicsSimulate is not updating
 physics shadow for every game frame, but some touch events are calling a
 function that moves the shadow into place. Whenever the shadow moves, it
 wakes up, but when its idle for too long (because PhysicsSimulate isnt
 updating it) it falls asleep.

 One way to fix this would be to override PhysicsSimulate in the bot's
 entity
 class and make sure that UpdateVPhsyicsPosition is called (just hack up
 the
 PhysicsSimulate from CBasePlayer so that it calls it under the right
 circumstances for your bots instead of actual players)

 I hope this helps. Fortress Forever is looking terrific these days, best
 of
 luck to you guys.

 Regards,

 Paul
 --

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Re: [hlcoders] Physics becoming out of sync

2006-08-22 Thread Paul Peloski
--
[ Picked text/plain from multipart/alternative ]
Not working on bots myself just trying to be helpful.

You're right about the user command stuff, that's why the
UpdateVPhysicsPosition is not being called, maybe someone from Valve can
suggest potential problems with calling UpdateVPhysicsPosition or
ProcessUsercmds on the bots, I wonder what the CS: Source bots do?

Regards,

Paul
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RE: [hlcoders] Physics becoming out of sync

2006-08-22 Thread Jay Stelly
It's safe to call UpdateVPhysicsPosition() directly.  It's setting a
target for the player's physics controller in the next frame of physics
simulation.

Jay


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Jeremy Swigart
 Sent: Tuesday, August 22, 2006 8:35 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Physics becoming out of sync

 --
 [ Picked text/plain from multipart/alternative ] Thanks the
 help. Are you having the same problem with your bots or just
 going out of your way to be helpful? Either way I appreciate
 it. On further investigation, it appears the problem is due
 to the bots user commands going through a different code
 path. AFAIK, we're supposed to be calling

 RunPlayerMove(cmd); and PostClientMessagesSent(); on the bot
 controller for the bot. This works fine and all, but it
 bypasses the codepath that the players usercommand takes,
 which is CBasePlayer::ProcessUsercmds

 Since CBasePlayer::ProcessUsercmds doesn't get called for bots,
 AllocCommandContext() doesn't get called for bots, and
 therefor why int command_context_count =
 GetCommandContextCount(); is always 0 for bots(in
 CBasePlayer::PhysicsSimulate), and its within that loop that
 UpdateVPhysicsPosition is called.

 Are there any special considerations to
 UpdateVPhysicsPosition being called?
 Or can I safely call it every frame at the end of the bot
 block in CPlayerInfo::RunPlayerMove. Think, first I'll see
 what happens if I call ProcessUsercmds on the bot player
 directly. Calling UpdateVPhysics on my own feels like a dirty
 hack. I'm hesitant about doing stuff like just calling the
 function directly. IMO that's masking the symptoms of a
 potentially bigger problem.

 It looks like this is another problem that needs addressing
 if Valve gets around to fixing the broken bot support, as
 that is the only way to feed user commands from server plugins.

 On 8/22/06, Paul Peloski [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ] Okay,
 seems like the
  problem is in CBasePlayer::PhysicsSimulate, where the
  UpdateVPhysicsPosition is not being called for bots.
 
  PhysicsSimulate is the main place where
 UpdateVPhysicsPosition is called.
  There's also a wrapper for UpdateVPhysicsPosition called
  UpdatePhsyicsShadowToCurrentPosition that is called sometimes, for
  example when being pushed by your lift!
 
  So basically what's happening is that PhysicsSimulate is
 not updating
  physics shadow for every game frame, but some touch events
 are calling
  a function that moves the shadow into place. Whenever the shadow
  moves, it wakes up, but when its idle for too long (because
  PhysicsSimulate isnt updating it) it falls asleep.
 
  One way to fix this would be to override PhysicsSimulate in
 the bot's
  entity class and make sure that UpdateVPhsyicsPosition is
 called (just
  hack up the PhysicsSimulate from CBasePlayer so that it
 calls it under
  the right circumstances for your bots instead of actual players)
 
  I hope this helps. Fortress Forever is looking terrific these days,
  best of luck to you guys.
 
  Regards,
 
  Paul
  --
 
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 list archives,
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Re: [hlcoders] Physics becoming out of sync

2006-08-22 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
Ok, so I tried ProcessUsercmds(cmd, 1, 1, 0, false); in place of
IBotController::RunPlayerMove(cmd); It fixed the lift bug it seems but
broke the view angles, and the bot kept facing his spawn direction or
something. That's probably not too hard to fix, but after that I also tried
m_pParent-UpdatePhysicsShadowToCurrentPosition(); in
CPlayerInfo::RunPlayerMove and kept my previous user command method of
IBotController::RunPlayerMove(cmd); This way he could move normally, but
the lift bug wasn't fixed.

I don't know what m_pPhysicsController-Update is doing in
CBasePlayer::UpdateVPhysicsPosition, but apparently it isn't updating the
physics position. Can't tell yet if theres an order of operation I'm
missing. I guess after work I'll change it back to ProcessUsercmds method
and figure out why their view angles are busted. Probably less work than
trying to debug this broken bot command codepath.

If theres anyone at valve who has any input or a possible 'right' solution
to fixing the issue please let me know. I hate to deviate too far from the
functionality that is also usable in server plugins, as I still hold out
hope of that stuff being fixed in a future sdk update.

J

On 8/22/06, Paul Peloski [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Not working on bots myself just trying to be helpful.

 You're right about the user command stuff, that's why the
 UpdateVPhysicsPosition is not being called, maybe someone from Valve can
 suggest potential problems with calling UpdateVPhysicsPosition or
 ProcessUsercmds on the bots, I wonder what the CS: Source bots do?

 Regards,

 Paul
 --

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Re: [hlcoders] Physics becoming out of sync

2006-08-22 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
Is there anything that would mess that up? I tried calling
UpdatePhysicsShadowToCurrentPosition(), which calls UpdateVPhysicsPosition(
GetAbsOrigin(), vec3_origin, gpGlobals-frametime );

but it didn't fix the problem. The blue box shown in the above linked
screenshots remained stuck under the lift. The blue box is drawn at the
location IPhysicsObject::GetPosition(), while the other is drawn at the
players GetAbsOrigin(). It would seem that the calling of
UpdateVPhysicsPosition( GetAbsOrigin(), vec3_origin, gpGlobals-frametime );
above would bring this physics object in sync with the entity, but it
doesn't seem to. Is there a specific time that function should be called? I
tried calling it right after the processing of the bots user command in
CPlayerInfo::RunPlayerMove( CBotCmd *ucmd ) so far.

I'm tempted to call m_pParent-VPhysicsGetObject()-SetPosition(
GetAbsOrigin(), vec3_angle, true ); in there as well, but I don't want to
cause any additional problems. Any ideas?

J

On 8/22/06, Jay Stelly [EMAIL PROTECTED] wrote:

 It's safe to call UpdateVPhysicsPosition() directly.  It's setting a
 target for the player's physics controller in the next frame of physics
 simulation.

 Jay


  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  Jeremy Swigart
  Sent: Tuesday, August 22, 2006 8:35 AM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Physics becoming out of sync
 
  --
  [ Picked text/plain from multipart/alternative ] Thanks the
  help. Are you having the same problem with your bots or just
  going out of your way to be helpful? Either way I appreciate
  it. On further investigation, it appears the problem is due
  to the bots user commands going through a different code
  path. AFAIK, we're supposed to be calling
 
  RunPlayerMove(cmd); and PostClientMessagesSent(); on the bot
  controller for the bot. This works fine and all, but it
  bypasses the codepath that the players usercommand takes,
  which is CBasePlayer::ProcessUsercmds
 
  Since CBasePlayer::ProcessUsercmds doesn't get called for bots,
  AllocCommandContext() doesn't get called for bots, and
  therefor why int command_context_count =
  GetCommandContextCount(); is always 0 for bots(in
  CBasePlayer::PhysicsSimulate), and its within that loop that
  UpdateVPhysicsPosition is called.
 
  Are there any special considerations to
  UpdateVPhysicsPosition being called?
  Or can I safely call it every frame at the end of the bot
  block in CPlayerInfo::RunPlayerMove. Think, first I'll see
  what happens if I call ProcessUsercmds on the bot player
  directly. Calling UpdateVPhysics on my own feels like a dirty
  hack. I'm hesitant about doing stuff like just calling the
  function directly. IMO that's masking the symptoms of a
  potentially bigger problem.
 
  It looks like this is another problem that needs addressing
  if Valve gets around to fixing the broken bot support, as
  that is the only way to feed user commands from server plugins.
 
  On 8/22/06, Paul Peloski [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ] Okay,
  seems like the
   problem is in CBasePlayer::PhysicsSimulate, where the
   UpdateVPhysicsPosition is not being called for bots.
  
   PhysicsSimulate is the main place where
  UpdateVPhysicsPosition is called.
   There's also a wrapper for UpdateVPhysicsPosition called
   UpdatePhsyicsShadowToCurrentPosition that is called sometimes, for
   example when being pushed by your lift!
  
   So basically what's happening is that PhysicsSimulate is
  not updating
   physics shadow for every game frame, but some touch events
  are calling
   a function that moves the shadow into place. Whenever the shadow
   moves, it wakes up, but when its idle for too long (because
   PhysicsSimulate isnt updating it) it falls asleep.
  
   One way to fix this would be to override PhysicsSimulate in
  the bot's
   entity class and make sure that UpdateVPhsyicsPosition is
  called (just
   hack up the PhysicsSimulate from CBasePlayer so that it
  calls it under
   the right circumstances for your bots instead of actual players)
  
   I hope this helps. Fortress Forever is looking terrific these days,
   best of luck to you guys.
  
   Regards,
  
   Paul
   --
  
   ___
   To unsubscribe, edit your list preferences, or view the
  list archives,
   please visit:
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Re: [hlcoders] Physics becoming out of sync

2006-08-22 Thread Paul Peloski
--
[ Picked text/plain from multipart/alternative ]
Well, I just tried this

class CSDKBot ..
{
public:
...
virtual void PhysicsSimulate()
{
BaseClass::PhysicsSimulate();

// Since this isn't called for bots.. call it here?
UpdateVPhysicsPosition( m_vNewVPhysicsPosition,
m_vNewVPhysicsVelocity, gpGlobals-frametime );
}
..
};

It fixed the problem (ie, I can hit bots with combine ball now, so I'm
pretty sure their physics is following them around properly) and didn't seem
to break anything..

I think this is okay, what do you think Jay?
--

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Re: [hlcoders] Physics becoming out of sync

2006-08-22 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
Hmm, I didn't use m_vNewVPhysics* in my call. perhaps thats the problem. I
called UpdatePhysicsShadowToCurrentPosition(), which is apparently a rather
useless function. I'll try that when i get home. Thanks


On 8/22/06, Paul Peloski [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Well, I just tried this

 class CSDKBot ..
 {
 public:
 ...
 virtual void PhysicsSimulate()
 {
 BaseClass::PhysicsSimulate();

 // Since this isn't called for bots.. call it here?
 UpdateVPhysicsPosition( m_vNewVPhysicsPosition,
 m_vNewVPhysicsVelocity, gpGlobals-frametime );
 }
 ..
 };

 It fixed the problem (ie, I can hit bots with combine ball now, so I'm
 pretty sure their physics is following them around properly) and didn't
 seem
 to break anything..

 I think this is okay, what do you think Jay?
 --

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[hlcoders] Physics

2006-08-14 Thread John Sheu
Poking around the 'net, and I found something interesting.

Looks like Jay Stelly is *the physics dude*, or something close to it ;-)

http://www.mollyrocket.com/forums/viewtopic.php?p=836highlight=sid=20f3535e5990bc0bb1e006070caf4bde#836
http://www.mollyrocket.com/forums/viewtopic.php?t=245sid=a4324d73c111f33cb32964b87b50d844

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Re: [hlcoders] Physics

2006-08-14 Thread lix
I owe a lot to that great man. One day I wish to shake his hand; look in his 
eye and say
Thank you, thank you Jay. You saved my life. You are a hero..

On 14 Aug 2006 at 14:08, John Sheu wrote:

 Poking around the 'net, and I found something interesting.

 Looks like Jay Stelly is *the physics dude*, or something close to it ;-)

 http://www.mollyrocket.com/forums/viewtopic.php?p=836highlight=sid=20f3535e5990bc0bb1e006070caf4bde#836
 http://www.mollyrocket.com/forums/viewtopic.php?t=245sid=a4324d73c111f33cb32964b87b50d844

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Re: [hlcoders] Physics

2006-08-14 Thread Jeffrey \botman\ Broome

John Sheu wrote:

Poking around the 'net, and I found something interesting.

Looks like Jay Stelly is *the physics dude*, or something close to it ;-)

http://www.mollyrocket.com/forums/viewtopic.php?p=836highlight=sid=20f3535e5990bc0bb1e006070caf4bde#836
http://www.mollyrocket.com/forums/viewtopic.php?t=245sid=a4324d73c111f33cb32964b87b50d844


GJK is more about collision detection than physics...

http://www.win.tue.nl/~gino/solid/jgt98convex.pdf

http://graphics.stanford.edu/courses/cs448b-00-winter/papers/gilbert.pdf

(but I guess you can't really do physics simulations without some
collisions) :)

--
Jeffrey botman Broome

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[hlcoders] [Physics!] FAILED Messages?

2006-08-02 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
In the mod I'm working on, we occasionally see the message [Physics!]
FAILED. I don't see this code anywhere in the mod SDK, so it appears to be
from the engine. Anyone know what this means exactly? Perhaps valve can spit
out a more descriptive error from the engine if thats where it comes from?
--

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[hlcoders] Physics Problem

2006-07-25 Thread Justin Krenz

I have a physics object that I'm trying to retrieve its angular velocity
in degrees/second.  Using GetVelocity(Vector * velocity, AngularImpulse
* angularVelocity), it appears that I can retrieve the angular impulse
of the angular velocity.  Getting this value, I multiply it by 180*pi to
convert from radian to degrees, and then I divide by the object's mass.

However, I compare this to the actual change in degrees that the model
undergoes, and the values are different.  For example, if I use
SetVelocity(...) to input an AngularImpulse of 100 for the x axis/pitch
every frame, then convert to radians and divide by a mass of 2080, I get
approximately 2.8.  However, if I sample the actual change in degrees of
the object's pitch every frame, it comes out to approximately 19
degrees/second.

What am I doing wrong, and how can I correctly calculate an object's
change in angle in degrees/sec?

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RE: [hlcoders] Physics Problem

2006-07-25 Thread Jay Stelly
GetVelocity returns a velocity.  It's already in degrees / second.
SetVelocity() takes the same units.  AngularImpulse is a vector type
that can contain an impulse, but here it's just used as a vector.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Justin Krenz
 Sent: Tuesday, July 25, 2006 9:02 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Physics Problem

 I have a physics object that I'm trying to retrieve its
 angular velocity in degrees/second.  Using GetVelocity(Vector
 * velocity, AngularImpulse
 * angularVelocity), it appears that I can retrieve the
 angular impulse of the angular velocity.  Getting this value,
 I multiply it by 180*pi to convert from radian to degrees,
 and then I divide by the object's mass.

 However, I compare this to the actual change in degrees that
 the model undergoes, and the values are different.  For
 example, if I use
 SetVelocity(...) to input an AngularImpulse of 100 for the x
 axis/pitch every frame, then convert to radians and divide by
 a mass of 2080, I get approximately 2.8.  However, if I
 sample the actual change in degrees of the object's pitch
 every frame, it comes out to approximately 19 degrees/second.

 What am I doing wrong, and how can I correctly calculate an
 object's change in angle in degrees/sec?

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Re: [hlcoders] Physics Problem

2006-07-25 Thread Justin Krenz

Thank you very much.  The whole AngularImpulse type was throwing me off.

Jay Stelly wrote:

GetVelocity returns a velocity.  It's already in degrees / second.
SetVelocity() takes the same units.  AngularImpulse is a vector type
that can contain an impulse, but here it's just used as a vector.



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RE: [hlcoders] physics shadow

2006-06-30 Thread Tony \omega\ Sergi
Awesome! Thanks for the info. I only need to adjust the other one then; 50
is fine for the impulse.

--
-- omega
Heroes of Excelsior
http://www.heroesofexcelsior.com
Blackened Interactive
http://www.blackened-interactive.com
 -Original Message-
 From: Jay Stelly [mailto:[EMAIL PROTECTED]
 Sent: June 30, 2006 1:56 AM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] physics shadow

 These limits apply to the impulses a player can exert through his
 contact points.

 The mass limit is the limit at which the player controller stops pushing
 through the contact.  So with the code below the player will not push
 against the contact normal with any object  350kg.

 The speed limit actually controls the impulse you can apply but limiting
 the velocity again through the contact.  So the player won't be able to
 apply an impulse greater than (50 * playermass) against the contact
 normal of any contact.

 There is also a general speed limit that controls the overall velocity.
 So these limits explicitly deal with contacts.  The basic idea is to
 allow the player to accelerate to max velocity quickly without giving
 the player the ability to push really massive objects out of his way as
 a result.  Without the extra term increasing the acceleration rate
 increases the mass a player can push.

 Jay



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[hlcoders] physics shadow

2006-06-29 Thread Tony \omega\ Sergi
Anyone know what these affect yet? I'm trying to do something with the
players shadow, to make it function a little differently, but still retain
the same basic functionality, but I cant figure out exactly what these do.

Valve?

m_pPhysicsController-SetPushMassLimit( 350.0f );
m_pPhysicsController-SetPushSpeedLimit( 50.0f );

--
-- omega
Heroes of Excelsior
http://www.heroesofexcelsior.com
Blackened Interactive
http://www.blackened-interactive.com



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Re: [hlcoders] physics shadow

2006-06-29 Thread Adam \amckern\ Mckern
Shot an email to Wrayth, he had a very complex looking
yet easy to programm player shadow in a few builds
ago, untill we worked out that the 'gorden' model in
sp has no animations.

Adam

--- Tony \omega\ Sergi
[EMAIL PROTECTED] wrote:

 Anyone know what these affect yet? I'm trying to do
 something with the
 players shadow, to make it function a little
 differently, but still retain
 the same basic functionality, but I cant figure out
 exactly what these do.

 Valve?

   m_pPhysicsController-SetPushMassLimit( 350.0f );
   m_pPhysicsController-SetPushSpeedLimit( 50.0f );

 --
 -- omega
 Heroes of Excelsior
 http://www.heroesofexcelsior.com
 Blackened Interactive
 http://www.blackened-interactive.com



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Re: [hlcoders] physics shadow

2006-06-29 Thread John Sheu
On Thursday 29 June 2006 8:51 pm, Tony omega Sergi wrote:
   m_pPhysicsController-SetPushMassLimit( 350.0f );
   m_pPhysicsController-SetPushSpeedLimit( 50.0f );

Limits the mass of objects which the player's shadow controller can push, and
the maximum speed to push it away with, I would think.

-John Sheu

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RE: [hlcoders] physics shadow

2006-06-29 Thread Jay Stelly
These limits apply to the impulses a player can exert through his
contact points.

The mass limit is the limit at which the player controller stops pushing
through the contact.  So with the code below the player will not push
against the contact normal with any object  350kg.

The speed limit actually controls the impulse you can apply but limiting
the velocity again through the contact.  So the player won't be able to
apply an impulse greater than (50 * playermass) against the contact
normal of any contact.

There is also a general speed limit that controls the overall velocity.
So these limits explicitly deal with contacts.  The basic idea is to
allow the player to accelerate to max velocity quickly without giving
the player the ability to push really massive objects out of his way as
a result.  Without the extra term increasing the acceleration rate
increases the mass a player can push.

Jay


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of John Sheu
 Sent: Thursday, June 29, 2006 9:26 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] physics shadow

 On Thursday 29 June 2006 8:51 pm, Tony omega Sergi wrote:
  m_pPhysicsController-SetPushMassLimit( 350.0f );
  m_pPhysicsController-SetPushSpeedLimit( 50.0f );

 Limits the mass of objects which the player's shadow
 controller can push, and the maximum speed to push it away
 with, I would think.

 -John Sheu

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[hlcoders] Physics and Melee weapons

2005-03-06 Thread Greg \Monder\ Chadwick
I'm currently writing a melee weapon system for the mod I'm working on.
 It's going to work rather differently to way say the HL2 crowbar works
in that instead of just whacking buttons to make your character do
different attacks the movements of your mouse will determine how you
attack.  I've setup a system whereby the mouse is tracked client side
and when an attack is made the information about what kind of attack it
is is sent over to the server via a client-command (i.e. if it was a
slash attack for a sword it'd send over a number identifying the attack
and two other numbers giving the direction the mouse was moved in).  I
then use pose parameters to control the attack animation (so for example
you can slash a sword in any direction you want).
The difficulty I'm having is in actually creating the weapon that will
sit in the players hand and collide with things / effect physics objects
etc.  Currently I've coded a base melee weapon class (inherited from
CBaseEntity not CBaseCombatWeapon) and I'm using bone followers to get a
physics shadow which follows the weapon model.  The weapon model follows
the player's hand movement using the same method weapons inherited from
CBaseCombatWeapon do (i.e. using the CBaseEntity::FollowEntity function
which sets up a bone merge).  Thus when the player makes an attack, the
player model animation moves the weapon model and if it hits stuff the
appropiate action can occur (i.e. if it hits a player damage
calculations can be done, if it hits a physics object it could knock it
over etc).  However when I use a bone follower to create a physics
shadow which follows round the weapon model I'm told the server is stuck
on the sword model the player is carrying and hence the player model
can't really move anywhere.  If I stand next to a physics object and
equip the sword I can knock over the object so it works in one respect.
Does anyone know what would be cause the server to be getting stuck on
the sword model and how I could fix this?  Also is this the best way to
do what I want (namely I'm using a bone follower which creates a physics
shadow, to follow round a model bone merged to a players hand so the
model can interact with physics objects etc)?  I'm not particular
familiar with Source's physics system yet so I could be going completely
the wrong way about this.
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RE: [hlcoders] Physics and Melee weapons

2005-03-06 Thread Jay Stelly
 Does anyone know what would be cause the server to be getting
 stuck on the sword model and how I could fix this?

It sounds like you've got collisions enabled between the sword's bone
followers and the player.  The simplest way to fix this is to call
SetOwnerEntity() on each of the bone followers and set the player as the
owner of them.

Jay

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Re: [hlcoders] Physics and Melee weapons

2005-03-06 Thread Greg \Monder\ Chadwick
 It sounds like you've got collisions enabled between the sword's bone
 followers and the player.  The simplest way to fix this is to call
 SetOwnerEntity() on each of the bone followers and set the player as
  the owner of them.
Yup that was it, it's working fine now (or at least the player can move,
there's still a load of other problems to I need to sort out).
Thanks for the help :)
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