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-   -   Engine Bug: "Physical Mayhem" Discussion (https://forums.alliedmods.net/showthread.php?t=99819)

TESLA-X4 08-08-2009 11:36

Engine Bug: "Physical Mayhem" Discussion
 
The bouncing props bug (aka the Physical Mayhem bug) lies inside the game engine, so it probably can't be fixed. It's caused when one of two (or more) overlapping objects in different collision groups is destroyed, which leads to vphysics going crazy. I think it's fixed in the OB engine though, but EP1 games are probably out of luck.

Greyscale 08-08-2009 15:22

Re: Release: Zombie:Reloaded 3.0 Beta 1
 
Quote:

Originally Posted by ikar (Post 893570)
hello i m Zombie:Reloaded 3.0 Beta 1 and sourcemod 1.2.1 / linux

The latest errors are from 07/12/2009. The beta wasn't out by then, you are still running 2.5. damagecontrol.inc only existed in 2.5, not 3.0.

Quote:

The bouncing props bug (aka the Physical Mayhem bug) lies inside the game engine, so it probably can't be fixed. It's caused when one of two (or more) overlapping objects in different collision groups is destroyed, which leads to vphysics going crazy. I think it's fixed in the OB engine though, but EP1 games are probably out of luck.
Hm, thank you for that information. May be helpful. But how would this be caused when only player's collision groups are being changed?

TESLA-X4 08-08-2009 23:09

Re: Release: Zombie:Reloaded 3.0 Beta 1
 
Quote:

Originally Posted by Greyscale (Post 893618)
Hm, thank you for that information. May be helpful. But how would this be caused when only player's collision groups are being changed?

Actually, it's not just caused exclusively when players' collision groups are changed - cs_office in CS:S and dm_steamlab in HL2DM have been known to cause the bug to surface.
These two threads might be useful: http://www.mail-archive.com/hlcoders.../msg16337.html and http://www.mail-archive.com/hlcoders.../msg15827.html
I've been trying to make an anti-stuck plugin myself, but it occasionally causes the Physical Mayhem bug to surface, and it's annoying, to say the least.

-sang- 08-09-2009 01:35

Re: Release: Zombie:Reloaded 3.0 Beta 1
 
If you have problems with physics:
sv_turbophysics 1

Greyscale 08-09-2009 16:07

Re: Release: Zombie:Reloaded 3.0 Beta 1
 
Quote:

Originally Posted by TESLA-X4 (Post 893945)
Actually, it's not just caused exclusively when players' collision groups are changed - cs_office in CS:S and dm_steamlab in HL2DM have been known to cause the bug to surface.
These two threads might be useful: http://www.mail-archive.com/hlcoders.../msg16337.html and http://www.mail-archive.com/hlcoders.../msg15827.html
I've been trying to make an anti-stuck plugin myself, but it occasionally causes the Physical Mayhem bug to surface, and it's annoying, to say the least.

Yes, but I don't touch collision properties of other entities. You stated that the bug occurs when you change collision properties of intersecting entities. The bug is extremely rare in CS:S, on a vanilla server. But with antistick it's very common on some servers. It happens when two players collide, no other physics entities involved. Unless colliding with an invisible entity such as func_buyzone or similar triggers it, although I would think this is unlikely because brush entities don't have physics.

Grey Echo 08-09-2009 20:05

Re: Release: Zombie:Reloaded 3.0 Beta 1
 
Quote:

Originally Posted by -sang- (Post 893991)
If you have problems with physics:
sv_turbophysics 1

Doesn't help at all, for the record. :down:

TESLA-X4 08-10-2009 02:10

Re: Release: Zombie:Reloaded 3.0 Beta 1
 
Quote:

Originally Posted by Greyscale (Post 894607)
The bug is extremely rare in CS:S, on a vanilla server. But with antistick it's very common on some servers. It happens when two players collide, no other physics entities involved.

Yeah, that's what I found as well. However, I stumbled upon another way to trigger it that day with a gib plugin. I set the gibs' collision group to debris and added a timer to clean them up. I made the plugin spam the gibs (and remove them) just to see if anything would happen, and bam - Physical Mayhem bug. I retried it a few times to find out exactly when it was causing the bug, and it turned out that spamming the gibs was fine (they were no-colliding with each other and myself as expected), but the moment the overlapping gibs got getting deleted, vphysics started throwing a fit.

Greyscale 08-10-2009 02:14

Re: Engine Bug: "Physical Mayhem" Discussion
 
Maybe maps use this debris collision group on certain unseen entities. On the contrary our server has a wide selection of maps and we've never seen it. We run ZR 3.0 and sv_turbophysics 1. Has never happened.

-sang- 08-10-2009 02:53

Re: Release: Zombie:Reloaded 3.0 Beta 1
 
Quote:

Originally Posted by Grey Echo (Post 894818)
Doesn't help at all, for the record. :down:

And where you have written "sv_turbophysics 1"?

If you have written it for each map in "cstrike/maps/cfg/mapname.cfg"

comment a line in "zombiereloaded.cfg"
Quote:

// Allows players to move items with their 'use' key.
// Default: "1"
//sv_turbophysics 0
And add this line in your "server.cfg".

rhelgeby 08-10-2009 12:43

Re: Engine Bug: "Physical Mayhem" Discussion
 
He mean that turbophysics isn't related to this problem. Servers with and without it, doesn't matter.


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