Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-30 Thread bloodykenny
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 &

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-29 Thread Nick
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 > >>

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-29 Thread bloodykenny
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

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-28 Thread Jay Stelly
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

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-28 Thread bloodykenny
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 > >> -

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-28 Thread Jay Stelly
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) > >

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-28 Thread bloodykenny
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 &

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-24 Thread Adam \"amckern\" Mckern
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:

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-24 Thread Jay Stelly
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

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-24 Thread Adrian Finol
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

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-24 Thread Garry Newman
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'

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-24 Thread Garry Newman
-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'

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-23 Thread Adrian Finol
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'

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-23 Thread Adam \"amckern\" Mckern
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

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-23 Thread Garry Newman
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-

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-22 Thread bloodykenny
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

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-20 Thread Aaron Schiff
-- [ 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,

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-20 Thread bloodykenny
tities touching the box >> >>into m_TouchedEntities >> >>SpatialPartition()->EnumerateElementsInBox( >> >>PARTITION_ENGINE_TRIGGER_EDICTS, >> >> vecWorldMins, vecWorldMaxs, false, >> >>&touchEnu

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-20 Thread Tim Holt
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

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-20 Thread Garry Newman
; > >> > >>// call the game DLL's touch functions > >>for ( int i = 0; i < m_TouchedEntities.Count(); ++i ) > >> { > >>serverGameEnts->MarkEntitiesAsTouching( > >>m_TouchedE

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-19 Thread Aaron Schiff
-- [ 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

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-19 Thread bloodykenny
// call the game DLL's touch functions >>for ( int i = 0; i < m_TouchedEntities.Count(); ++i ) >>{ >>serverGameEnts->MarkEntitiesAsTouching( >>m_TouchedEntities[i], m_pTriggerEntity ); >> }

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-19 Thread bloodykenny
.Count(); ++i ) >{ >serverGameEnts->MarkEntitiesAsTouching( >m_TouchedEntities[i], m_pTriggerEntity ); >} > > >Jay > > >> -Original Message- >> From: [EMAIL PROTECTED] >> [mailto:[EMAIL PROTECTED]

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-18 Thread Jay Stelly
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

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-18 Thread bloodykenny
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?

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-18 Thread bloodykenny
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