g pointer but there are other possible effects
>> >depending on the callstack and cached collision state at the time of the
>> >bad data coming from the game DLL. That's why it doesn't always crash
>> >or even show up as a problem.)
>> >
>> >Jay
&
t; >Jay
> >
> >> -----Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of
> >> [EMAIL PROTECTED]
> >> Sent: Sunday, May 28, 2006 7:29 PM
> >> To: hlcoders@list.valvesoftware.com
> >>
TED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of
>> [EMAIL PROTECTED]
>> Sent: Sunday, May 28, 2006 7:29 PM
>> To: hlcoders@list.valvesoftware.com
>> Subject: RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)
>>
>> Yeah part of my real job is e
Behalf Of
> [EMAIL PROTECTED]
> Sent: Sunday, May 28, 2006 7:29 PM
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)
>
> Yeah part of my real job is engineering support so I
> understand the importance of repro steps if
ell with dm_steamlab in HL2DM since you are still reporting some kind
>of problem. If you do hit the assert but don't know how to fix it, send
>me the steps to recreate the assert and I'm sure I'll be able to fix it
>if I can make the assert happen.
>
>Jay
>
>> -
Jay
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> [EMAIL PROTECTED]
> Sent: Sunday, May 28, 2006 2:18 PM
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)
>
>
Garry Newman
>> Sent: Wednesday, May 24, 2006 3:14 AM
>> To: hlcoders@list.valvesoftware.com
>> Subject: Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)
>>
>> Ok done it. It happens.
>>
>> I found the exact cause too. When you shoot these pictures
&
1);
> }
>
>
> Jay
>
>
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On
> Behalf Of
> > Garry Newman
> > Sent: Wednesday, May 24, 2006 3:14 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re:
oaded
> HL2DM on msdev
> > > and built that, then I added the propdata folder and renamed
> > > Cstrike's propdata.txt to cs.txt and placed it there.
> > >
> > > Loaded cs_office and ran around shooting rockets trying to get as
> > > many physics objects in motion as I could. After 5
This works, thanks.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Garry Newman
Sent: Wednesday, May 24, 2006 3:14 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)
Ok done it. It happens.
I
m: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Garry Newman
> Sent: Tuesday, May 23, 2006 8:21 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)
>
> Hey exactly a month later!
>
> Here's what I'
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Garry Newman
Sent: Tuesday, May 23, 2006 8:21 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)
Hey exactly a month later!
Here's what I'
I miss anything?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Garry Newman
Sent: Tuesday, May 23, 2006 8:21 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)
Hey exactly a month later!
Here'
Nice work garry!
Thanks for the 'fix' as you might call it :)
Adam
--- Garry Newman <[EMAIL PROTECTED]> wrote:
> Hey exactly a month later!
>
> Here's what I'm doing to cause the physical mayhem.
>
> In my mod/scripts folder I made a folder called
> propdata. I copied
> CS:S's propdata.txt to t
Hey exactly a month later!
Here's what I'm doing to cause the physical mayhem.
In my mod/scripts folder I made a folder called propdata. I copied
CS:S's propdata.txt to this folder and renamed in cs.txt.
In CPropData::ParsePropDataFile I changed the loadfromfile line to
if ( !m_pKVPropData-
The mod players were getting restless so I couldn't wait any longer for a
response from Valve so I had to shut it down. Unfortunately there's no
documentation on how most of that stuff is supposed to work, and there are
frightfully few asserts in the SDK. I guess I'll have to do a lot of resea
--
[ Picked text/plain from multipart/alternative ]
USE_OBB_COLLISION_BOUNDS just says to search within the bounding box
constructed around a physical model to detect other objects. It's not the
matter you should be worried about.
--
___
To unsubscribe,
tities touching the box
>> >>into m_TouchedEntities
>> >>SpatialPartition()->EnumerateElementsInBox(
>> >>PARTITION_ENGINE_TRIGGER_EDICTS,
>> >> vecWorldMins, vecWorldMaxs, false,
>> >>&touchEnu
Sounds like REM sleep _ Rapid Entity Movement
Quoting Garry Newman <[EMAIL PROTECTED]>:
> --
> [ Picked text/plain from multipart/alternative ]
> Objects are asleep when they're at rest and it isn't calculating the
> physics. If the objects are all moving it'd be pretty weird that they're all
> a
;
> >>
> >>// call the game DLL's touch functions
> >>for ( int i = 0; i < m_TouchedEntities.Count(); ++i )
> >> {
> >>serverGameEnts->MarkEntitiesAsTouching(
> >>m_TouchedE
--
[ Picked text/plain from multipart/alternative ]
OBB is just the bounding box around the model
USE_OBB_COLLISION_BOUNDS is probably there for other support that was never
implemented/never needed to be
--
___
To unsubscribe, edit your list preference
// call the game DLL's touch functions
>>for ( int i = 0; i < m_TouchedEntities.Count(); ++i )
>>{
>>serverGameEnts->MarkEntitiesAsTouching(
>>m_TouchedEntities[i], m_pTriggerEntity );
>> }
.Count(); ++i )
>{
>serverGameEnts->MarkEntitiesAsTouching(
>m_TouchedEntities[i], m_pTriggerEntity );
>}
>
>
>Jay
>
>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED]
rEntity );
}
Jay
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> [EMAIL PROTECTED]
> Sent: Tuesday, April 18, 2006 9:08 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Physical Mayhem in progr
Inside engine->SolidMoved the engine.dll does a few callbacks to the open
source side to get collision properties and origins. Then it loops around for
a very long time, walking some sort of closed-source linked-list.
Is engine->SolidMoved supposed to be doing looping and cpu-intensive things?
I noticed that most of the objects in the world have z values like:
z -880609.44 float
z -861464.81 float
z -1501742.9 float
So I guess when the Physical Mayhem bug is happening and all the items
disappear, they aren't getting removed from
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