• physics crashes
    12 replies, posted
Yo Dr. Garry, I know your Ph. double D is getting dusty on the wall but can you please take a look at these physics crashes? "*** ERROR *** Excessive sizelevel (1047) for element" I don't have a crash log because the game can't detect itself crashing. It always spams those messages before removing some props for crazy physics. I'm running Linux if that matters. [editline]28th October 2012[/editline] And another crash: [code] *** ERROR *** Excessive sizelevel (1028) for element *** ERROR *** Excessive sizelevel (1029) for element *** ERROR *** Excessive sizelevel (1030) for element *** ERROR *** Excessive sizelevel (1031) for element *** ERROR *** Excessive sizelevel (1032) for element *** ERROR *** Excessive sizelevel (1033) for element *** ERROR *** Excessive sizelevel (1034) for element *** ERROR *** Excessive sizelevel (1035) for element *** ERROR *** Excessive sizelevel (1036) for element *** ERROR *** Excessive sizelevel (1037) for element *** ERROR *** Excessive sizelevel (1038) for element *** ERROR *** Excessive sizelevel (1039) for element *** ERROR *** Excessive sizelevel (1040) for element *** ERROR *** Excessive sizelevel (1041) for element *** ERROR *** Excessive sizelevel (1042) for element *** ERROR *** Excessive sizelevel (1043) for element *** ERROR *** Excessive sizelevel (1044) for element *** ERROR *** Excessive sizelevel (1045) for element *** ERROR *** Excessive sizelevel (1046) for element *** ERROR *** Excessive sizelevel (1047) for element *** ERROR *** Excessive sizelevel (1048) for element *** ERROR *** Excessive sizelevel (1049) for element *** ERROR *** Excessive sizelevel (1050) for element *** ERROR *** Excessive sizelevel (1051) for element *** ERROR *** Excessive sizelevel (1052) for element *** ERROR *** Excessive sizelevel (1053) for element *** ERROR *** Excessive sizelevel (1054) for element *** ERROR *** Excessive sizelevel (1055) for element Crazy physics on [142][prop_physics] [Ang:nan,nan,nan] [Pos:nan,nan,-nan] - removing Crazy physics on [349][prop_physics] [Ang:nan,nan,nan] [Pos:nan,nan,-nan] - removing [/code] [editline]28th October 2012[/editline] Here's one which managed to restart itself: [code]*** ERROR *** Excessive sizelevel (1055) for element Crazy physics on [250][prop_physics] [Ang:nan,nan,nan] [Pos:nan,nan,-nan] - removing Crazy physics on [258][prop_physics] [Ang:nan,nan,nan] [Pos:nan,nan,-nan] - removing Crazy physics on [256][prop_physics] [Ang:nan,nan,nan] [Pos:nan,nan,-nan] - removing Crazy physics on [209][prop_vehicle_prisoner_pod] [Ang:nan,nan,nan] [Pos:nan,nan,-nan] - removing Crazy physics on [189][prop_physics] [Ang:nan,nan,nan] [Pos:nan,nan,-nan] - removing Crazy physics on [227][prop_physics] [Ang:nan,nan,nan] [Pos:nan,nan,-nan] - removing Crazy physics on [232][prop_physics] [Ang:nan,nan,nan] [Pos:nan,nan,-nan] - removing Crazy physics on [234][prop_physics] [Ang:nan,nan,nan] [Pos:nan,nan,-nan] - removing Crazy physics on [211][prop_physics] [Ang:nan,nan,nan] [Pos:nan,nan,-nan] - removing [Mr. derp potato|49|STEAM_0:1:39655336] Lua Error: [ERROR] lua/vgui/dlistbox.lua:159: attempt to call method 'GetSelected' (a nil value) 1. SelectItem - lua/vgui/dlistbox.lua:159 2. Select - lua/vgui/dlistbox.lua:58 3. unknown - lua/vgui/dlistbox.lua:47 IVP Failed at /home/buildbot/buildslave/rel_hl2_linux/build/src/ivp/ivp_physics/../ivp_utility/ivu_vhash.cxx 157 IVP Failed at /home/buildbot/buildslave/rel_hl2_linux/build/src/ivp/ivp_physics/../ivp_utility/ivu_vhash.cxx 157 L 10/28/2012 - 18:41:01: Engine error: IVP Failed at /home/buildbot/buildslave/rel_hl2_linux/build/src/ivp/ivp_physics/../ivp_utility/ivu_vhash.cxx 157 ./srcds_run: line 372: 9751 Segmentation fault (core dumped) $HL_CMD Add "-debug" to the ./srcds_run command line to generate a debug.log to help with solving this problem Sun Oct 28 18:41:04 CDT 2012: Server restart in 10 seconds Running a benchmark to measure system clock frequency... Finished RDTSC test. To prevent the startup delay from this benchmark, set the environment variable RDTSC_FREQUENCY to 3392.000000 on this system. This value is dependent upon the CPU clock speed and architecture and should be determined separately for each server. The use of this mechanism for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'.[/code]
My server gets these as well, running Windows Server 2008. Props fall through the floor, entities (bounce?) like floating in water except with ground instead of water. It occurs randomly, usually several hours into running a server, but after one restart today, physics immediately broke again. I can't troubleshoot what causes it, so it must be cpp and not lua.
Can we get a reply on this? My empire of 6 sledbuild servers is constantly crashing from this issue.
Love the "nan" from java. [lua]hook.Add( "Think", "EntityLeftMap", function() for _, v in pairs( ents.GetAll() ) do if IsValid( v ) and not v:IsPlayer() and not v:IsNPC() and v:GetPos().z <= -2000 then v:Remove() end end end )[/lua]
[QUOTE=Ruzza;38231898]Love the "nan" from java. [lua]hook.Add( "Think", "EntityLeftMap", function() for _, v in pairs( ents.GetAll() ) do if IsValid( v ) and not v:IsPlayer() and not v:IsNPC() and v:GetPos().z <= -2000 then v:Remove() end end end )[/lua][/QUOTE] hmm that makes props delete whenever they reach a certain point in the map. (I decided to think smart and change the <= -2000 part relative to the map and adjusted it to -10000, will report back with my findings)
Props "floating" usually is caused by the collision polling getting inconsistent results. In Lua that can be achieved by doing [lua]hook.Add("ShouldCollide", "BreakPhysics", function(ent1, ent2) return ent1:IsPlayer() and ent2:IsNPC() end)[/lua]
Got the same error again after trying Ruzza's fix: "*** ERROR *** Excessive sizelevel (1043) for element *** ERROR *** Excessive sizelevel (1044) for element *** ERROR *** Excessive sizelevel (1045) for element *** ERROR *** Excessive sizelevel (1046) for element *** ERROR *** Excessive sizelevel (1047) for element *** ERROR *** Excessive sizelevel (1048) for element *** ERROR *** Excessive sizelevel (1049) for element *** ERROR *** Excessive sizelevel (1050) for element *** ERROR *** Excessive sizelevel (1051) for element *** ERROR *** Excessive sizelevel (1052) for element *** ERROR *** Excessive sizelevel (1053) for element *** ERROR *** Excessive sizelevel (1054) for element *** ERROR *** Excessive sizelevel (1055) for element Crazy physics on [276][prop_physics] [Ang:nan,nan,nan] [Pos:nan,nan,-nan] - removing Crazy physics on [133][prop_physics] [Ang:nan,nan,nan] [Pos:nan,nan,-nan] - removing Crazy physics on [260][prop_physics] [Ang:nan,nan,nan] [Pos:nan,nan,-nan] - removing Crazy physics on [259][prop_vehicle_prisoner_pod] [Ang:nan,nan,nan] [Pos:nan,nan,-nan] - removing "
Quite odd, maybe garry broke something, as the position is NAN? This isn't java, why is it using the term NAN.
[QUOTE=Ruzza;38232721]Quite odd, maybe garry broke something, as the position is NAN? This isn't java, why is it using the term NAN.[/QUOTE] Oh dear, I guess there is only one person who can save us now... [IMG]http://i.imgur.com/mfp1O.jpg[/IMG]
It wasn't funny in the first post, neither does garry have a Ph. in Physics, nor does he have access to the physics engines code.
[QUOTE=Wizard of Ass;38233269]It wasn't funny in the first post, neither does garry have a Ph. in Physics, nor does he have access to the physics engines code.[/QUOTE] Wow, stop posting off topic thanks. And you can check the ratings of the first post under it. Where it is clearly rated 100% funny. 100% of people disagree with you.
[QUOTE=Wizard of Ass;38232621]Props "floating" usually is caused by the collision polling getting inconsistent results. In Lua that can be achieved by doing [lua]hook.Add("ShouldCollide", "BreakPhysics", function(ent1, ent2) return ent1:IsPlayer() and ent2:IsNPC() end)[/lua][/QUOTE] While I am using GM:ShouldCollide(), I'm not sure how that's breaking it, are we not supposed to use that hook? For reference here is my code for it. [CODE]function GM:ShouldCollide( entA, entB ) if entA:IsWorld() or entB:IsWorld() then return true end if not entA:IsValid() or not entB:IsValid() then return true end if ( entA.IsItem == true and entB.Phased == true ) or ( entB.IsItem == true and entA.Phased == true ) then return false end if ( entA:IsPlayer() and entB:GetClass() == "prop_ragdoll" ) or ( entB:IsPlayer() and entA:GetClass() == "prop_ragdoll" ) then return false end if ( entA:GetClass() == "prop_ragdoll" and entB:GetCollisionGroup() == COLLISION_GROUP_DEBRIS ) or ( entB:GetClass() == "prop_ragdoll" and entA:GetCollisionGroup() == COLLISION_GROUP_DEBRIS ) then return false end if entA:GetClass() == "groupmarker" or entB:GetClass() == "groupmarker" then return false end if entA:GetClass() == "deathmarker" or entB:GetClass() == "deathmarker" then return false end if entA:GetClass() == "copmarker" or entB:GetClass() == "copmarker" then return false end if entA:GetClass() == "prop_dynamic" or entB:GetClass() == "prop_dynamic" then return false end if entA.FadedDoor == true or entB.FadedDoor == true then return false end if entA:IsPlayer() and entB:IsPlayer() then if entA:Team() == 0 or entB:Team() == 0 then return false end if entA.Phased == true or entB.Phased == true then return false end if entA.Arrested == true and entB.Arrested == true then return false end end return true end[/CODE] As you can see, the first thing I check is if either is the world, and if so, exit the function. Any light you could shed on this would be fantastic.
[QUOTE=Ruzza;38232721]Quite odd, maybe garry broke something, as the position is NAN? This isn't java, why is it using the term NAN.[/QUOTE] NAN = Not A Number, ie the result of <anything>/0. It's not Java specific: [url]http://en.wikipedia.org/wiki/NaN[/url]
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