Raised This Month: $12 Target: $400
 3% 

Module: BMOD - Extended Physics Module


Post New Thread Reply   
 
Thread Tools Display Modes
padilha007
Senior Member
Join Date: Jul 2008
Old 02-23-2012 , 17:47   Re: Module: BMOD - Extended Physics Module
Reply With Quote #41

the amount of processing is high?
__________________

padilha007 is offline
bogdyuttzu
Senior Member
Join Date: Dec 2009
Location: Romania
Old 02-24-2012 , 07:11   Re: Module: BMOD - Extended Physics Module
Reply With Quote #42

Can you make something like floats on water?
bogdyuttzu is offline
Send a message via Yahoo to bogdyuttzu
mabaclu
Senior Member
Join Date: Jun 2010
Location: Portugal
Old 02-24-2012 , 10:47   Re: Module: BMOD - Extended Physics Module
Reply With Quote #43

Quote:
Originally Posted by padilha007 View Post
the amount of processing is high?
In my server, I experience lag if I create around 40 objects.
__________________
mabaclu is offline
Old 02-24-2012, 16:49
urban_ninja
This message has been deleted by urban_ninja.
urban_ninja
Senior Member
Join Date: Feb 2009
Old 02-25-2012 , 00:57   Re: Module: BMOD - Extended Physics Module
Reply With Quote #44

I tested it out in Team Fortress Classic with its test script and hlds crashes instantly upon entering the command. No errors displayed in hlsw.

Tried compiling the test script sma locally and kept giving me argument type mismatch <argument 4> on line 37.
PHP Code:
bmod_object_add(entity,i%5,1.0,24.0,24.0,24.0
After looking in the inc argument 4 in bmod_object_add is suppose to be a float as an array of 3 so I tried this.
PHP Code:
new Float:num[3] = {24.024.024.0
And replace it in the bmod function as displayed in the inc

PHP Code:
bmod_object_add(entity,i%5,1.0,num[3]) 
Compiler error: array out of bounds.
So I thought I might of made a mistake making a float array so I looked in the amxx scripting tutorial basics to double check. Nope, the array is normal, yet compiler errors relating to argument 4 is endless. I've never had problems with making a basic array befor.

EDIT: Most importantly, Why did the script given test fine for you guys in Counter Strike but crashes Team Fortress Classic? It doesn't even reference any mod specific functions.
__________________

Last edited by urban_ninja; 02-25-2012 at 01:03.
urban_ninja is offline
mabaclu
Senior Member
Join Date: Jun 2010
Location: Portugal
Old 02-25-2012 , 06:19   Re: Module: BMOD - Extended Physics Module
Reply With Quote #45

In bmod_add_object don't use num[3], write only num.
__________________
mabaclu is offline
ot_207
Veteran Member
Join Date: Jan 2008
Location: Romania The Love Country
Old 02-25-2012 , 08:25   Re: Module: BMOD - Extended Physics Module
Reply With Quote #46

Quote:
Originally Posted by mabaclu View Post
In my server, I experience lag if I create around 40 objects.
What pc specs? Maybe we can figure out a way to make this more efficient.
__________________
My approved plug-ins | Good for newbies! | Problems?

Back, will come around when I have time.
ot_207 is offline
mabaclu
Senior Member
Join Date: Jun 2010
Location: Portugal
Old 02-25-2012 , 08:32   Re: Module: BMOD - Extended Physics Module
Reply With Quote #47

Quote:
Originally Posted by ot_207 View Post
What pc specs? Maybe we can figure out a way to make this more efficient.
It's a rented server, I have no idea.
__________________
mabaclu is offline
ot_207
Veteran Member
Join Date: Jan 2008
Location: Romania The Love Country
Old 02-25-2012 , 09:01   Re: Module: BMOD - Extended Physics Module
Reply With Quote #48

Quote:
Originally Posted by mabaclu View Post
It's a rented server, I have no idea.
It would be nice to find out because this is critical information.
The bullet engine is great but it would't be that great if it would use too much cpu.
I will also do some tests when I have time with this.
__________________
My approved plug-ins | Good for newbies! | Problems?

Back, will come around when I have time.
ot_207 is offline
mabaclu
Senior Member
Join Date: Jun 2010
Location: Portugal
Old 02-25-2012 , 09:10   Re: Module: BMOD - Extended Physics Module
Reply With Quote #49

Backup's test server, which is probably hosted in his own computer, was also able to create about 30 or more objects without noticing any kind of lag.
But in my rented server, I have some choke after I spawn 5 balls.
__________________

Last edited by mabaclu; 02-25-2012 at 09:11.
mabaclu is offline
urban_ninja
Senior Member
Join Date: Feb 2009
Old 02-25-2012 , 13:19   Re: Module: BMOD - Extended Physics Module
Reply With Quote #50

Quote:
Originally Posted by mabaclu View Post
In bmod_add_object don't use num[3], write only num.
I've even tried that last night with only num to start with. Still wouldn't compile. Tried again this morning with only num and it compiled. Weird.

Works fine in the server now. Doesn't crash it.
__________________
urban_ninja is offline
Reply


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 03:26.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode