At some point or another (can't work out what causes this) the following happens on our server, watch the video:
[video=youtube;pZBo0r2Sxik]http://www.youtube.com/watch?v=pZBo0r2Sxik[/video]
This is unlikely related to Lua since it happens even after a changelevel, and it doesn't occur instantly, nor we have a lot of addons installed. Only way to get rid of it is a full restart.
Does anyone have any clue what this may be caused by? Help is much appreciated.
I have no idea what causes this, but my TTT server sometimes has a similar bug with debris and ammo boxes, so at least you know you're not the only one with that problem.
Don't know what it's caused by but only a server restart fixes is, in case you didn't know
[QUOTE=typedef state;41125177]Only way to get rid of it is a full restart.[/QUOTE]
[QUOTE=Pandaman09;41127434]Don't know what it's caused by but only a server restart fixes is, in case you didn't know[/QUOTE]
I totally didn't, thank you for your insightful contribution and careful reading.
But seriously. What's up with not reading the OP :|
If you changed the model of an entity, the physics for it doesn't reinitialize so you'd have to call entity:PhysicsInit(SOLID_VPHYSICS) again.
All I know is that it is an old source bug, which means that it's unlikely lua directly and more likely physics put on props. there is no "fix" otherwise it would have been fixed a long time ago. It's most likely what happens when the physics engine is stressed too much. So until source's physics engine is updated, it probably won't be fixed.
Better?
Afaik this is should collide being fucked.
[QUOTE=Wizard of Ass;41130467]Afaik this is should collide being fucked.[/QUOTE]
We've looked around and disabled any ShouldCollide hooks that might have caused it (non-vanilla), but even then, it should be cleared by a changelevel, which it isnt.
[QUOTE=Chessnut;41129718]If you changed the model of an entity, the physics for it doesn't reinitialize so you'd have to call entity:PhysicsInit(SOLID_VPHYSICS) again.[/QUOTE]
This happens to all entities on the map, regardless of when it was spawned or how.
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