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-   -   turbophysics (https://forums.alliedmods.net/showthread.php?t=75761)

zerak 08-11-2008 18:36

turbophysics
 
1 Attachment(s)
For those who do not know sv_turbophysics is used to enhance the physics ingame like being able to stand on object at the cost of CPU and that people can interact like pushing objects around.

However have two issues:
* people falling through objects when someone shoots at it and this can cause the person to get stuck.
* people push/interact with objects (this could be removed with sv_pushaway)

Found an intressting bug when playing around with sv_turbophysics that involves having it set to 1 and then changing it slightly after round start which fixes two above issues. However it still has one issue that is not quite as severe as the above. If you stand on an object and it gets interacted with for the first time (ex. shoot at) you might get unable to move but you only need to duck to become free once more.

This is a temp. solution until an update comes that hopefully resolve all the above problems. Would also like to request that someone with more knowledge about entities could take a look if the issue that remains could be fixed. And yes the code is probably the uglies hack for sourcemod and CS:S so far :twisted:

Doesn't seem to work on all objects on all maps, ex doesn't work on havana, guess we have to wait for a patch that hopefully fix phyics and hostage AI in CS:S.
Uploaded the a patched version anyway for anyone wanting to playaround and test.

Sgt-Mess 08-11-2008 20:55

Re: turbophysics
 
Sounds intresting we've used sv_turbophysics on our server before but I wish there was an option to allow users to actually pick it up like in hl2.

zerak 08-12-2008 04:11

Re: turbophysics
 
This blocks people from pushing objects like they normaly can do with sv_turbophysics 1, which I think is a good thing. Don't know anything that goes on behind the scenes but I am guessing that there is a change on a variable for all model entities like barrels and tables. If someone with more knowledge about that could make is so it itterates over all entities and change them that would be better especially since the first time you shoot it it might bite you back :P

LocutusH 08-12-2008 05:44

Re: turbophysics
 
Do you have any data, how much more CPU is required if this turbophysics is used?

zerak 08-12-2008 05:55

Re: turbophysics
 
No ide what sv_turbophysics take in CPU usage, this plugins only set it to true and then false as that seems to fix som issue with sv_tubophysics, only a few lines of code like you can see in the source.

zerak 08-14-2008 17:38

Re: turbophysics
 
still some issue on the first round, will maybe look into this later

Cooltad 08-14-2008 22:17

Re: turbophysics
 
Quote:

Originally Posted by LocutusH (Post 668420)
Do you have any data, how much more CPU is required if this turbophysics is used?

How much cpu does it take to move or shoot an object in HL2?
For a server plugin like this probably less than that.

halmin 08-23-2008 11:18

Re: turbophysics
 
cool plugin!

Liam 09-05-2008 16:41

Re: turbophysics
 
Can you attach the source?

zerak 09-05-2008 17:01

Re: turbophysics
 
Sry, me bad and it is fixed.
Not really meant for approval more for people to play around with and then the source is vital.

DJ Tsunami 09-05-2008 20:21

Re: turbophysics
 
It might've been suited better in the Snippet section then. But I guess, if it's a working plugin.

zerak 09-06-2008 11:21

Re: turbophysics
 
It is working and I didn't notice the problem until later since it worked on dust and dust2 :P
Had some problems with objects on havana, they still acted like turbophysics 0


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