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turbophysics


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zerak
Senior Member
Join Date: Feb 2008
Old 08-11-2008 , 18:36   turbophysics
Reply With Quote #1

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

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.
Attached Files
File Type: sp Get Plugin or Get Source (turbophysics.sp - 1323 views - 3.2 KB)

Last edited by zerak; 09-05-2008 at 17:00.
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Sgt-Mess
Senior Member
Join Date: Dec 2007
Location: Sway Side,WA
Old 08-11-2008 , 20:55   Re: turbophysics
Reply With Quote #2

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.
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zerak
Senior Member
Join Date: Feb 2008
Old 08-12-2008 , 04:11   Re: turbophysics
Reply With Quote #3

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
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LocutusH
Senior Member
Join Date: Dec 2007
Location: Hungary
Old 08-12-2008 , 05:44   Re: turbophysics
Reply With Quote #4

Do you have any data, how much more CPU is required if this turbophysics is used?
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zerak
Senior Member
Join Date: Feb 2008
Old 08-12-2008 , 05:55   Re: turbophysics
Reply With Quote #5

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.
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zerak
Senior Member
Join Date: Feb 2008
Old 08-14-2008 , 17:38   Re: turbophysics
Reply With Quote #6

still some issue on the first round, will maybe look into this later
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Cooltad
Veteran Member
Join Date: Apr 2008
Old 08-14-2008 , 22:17   Re: turbophysics
Reply With Quote #7

Quote:
Originally Posted by LocutusH View Post
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.
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halmin
Junior Member
Join Date: Oct 2005
Old 08-23-2008 , 11:18   Re: turbophysics
Reply With Quote #8

cool plugin!
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Liam
SourceMod Developer
Join Date: Jan 2008
Location: Atlanta, GA
Old 09-05-2008 , 16:41   Re: turbophysics
Reply With Quote #9

Can you attach the source?
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zerak
Senior Member
Join Date: Feb 2008
Old 09-05-2008 , 17:01   Re: turbophysics
Reply With Quote #10

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.
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