Tanks falling through the map

Discussion in 'Bug Reports' started by Xyaminou, May 8, 2017.

  1. Thexa4

    Thexa4 Developer Staff Member Moderator

    Messages:
    301
    Likes Received:
    98
    Trophy Points:
    0
    As far as we know, something crashes / resets the physics engine. We haven't been able to reproduce it yet, if you know a way to trigger it intentionally, please contact me.
     
  2. Xyaminou

    Xyaminou Member

    Messages:
    1,360
    Likes Received:
    154
    Trophy Points:
    0
    "Play Empires" is about as narrow as we can get it so far.
     
    D.D.D. Destroyer and w00kie like this.
  3. .Oktay.

    .Oktay. Member

    Messages:
    24
    Likes Received:
    11
    Trophy Points:
    0
    So i did some research about this bug well first i saw this.
    https://gmod.facepunch.com/f/gmodhe...orld-brushes-falling-through-displacements/1/

    This basically describes the physic bug that we currently have.

    So here is the intersting part (screenshot from the link above)
    Unbenannt1.PNG

    He has the same bug and mentioned ShouldCollide, so i search for other bugs that includes ShouldCollide and i found this.
    https://github.com/ValveSoftware/halflife/issues/1685
    https://github.com/dreamstalker/rehlds/issues/46
    https://forums.alliedmods.net/archive/index.php/t-228677.html

    Here is a screenshot from the 2nd link.
    Unbenannt2.PNG

    Here is a screenshot from the 3rd link.
    Unbenannt3.PNG

    So from what they say i assume that the funcion pfnShouldCollide hook returns to false instead of continue the loop and that cause some bugs in the physic.

    I dont know if this will help the devs to fix the problem but i think is better than nothing.

    Edit:
    personally it makes sense to me now the pfnShouldCollide hook returns to false and that breaks the game also if you dont move your tank it dont give a update to the client so maybe thats why the tanks that doesnt move dont fall. but still i dont know if we can reproduce it on purpose because is seems like the pfnShouldCollide hook returns randomly to false which breaks all the collisions. also i dont know if this is client side or engine based
     
    Last edited: Jan 27, 2018

Share This Page