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PostPosted: Tue Oct 26, 2010 4:58 pm 
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Alright, I'm going to use mg_smash as an example.
Sometimes after the server has been up for a while, the physics stop colliding with the brushes. So, in mg_smash, when the blocks fall, they fall through the floor and through the players. I have to do a server restart to fix this so how can I prevent this from happening?
Thanks


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PostPosted: Tue Oct 26, 2010 5:01 pm 
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You're problem is not one that I'm familiar with, but it sounds highly game/mod specific. What type of server is this?


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PostPosted: Tue Oct 26, 2010 6:30 pm 
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It is a mini games server.


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PostPosted: Tue Oct 26, 2010 6:40 pm 
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If it's a Garrysmod minigames server, than did this problem just begin today? A Garrysmod update was released today and I have had one other customer who said that it broke at least one of his addons.


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PostPosted: Tue Oct 26, 2010 6:50 pm 
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No it is a CS:S server.


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PostPosted: Tue Oct 26, 2010 7:00 pm 
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Do you have a plugin or config that might be changing a physics variable? There are quite a few of them, including sv_turbophysics. It might be worth taking a look at what some of their values are after the problems start, and comparing it to the fresh server.

Here are some of of the physics variables that might change.

Code:
npc_vphysics                             : 0        : , "sv"           :
phys_impactforcescale                    : 1        : , "sv"           :
phys_penetration_error_time              : 10       : , "sv"           : Controls the duration of vphysics penetration error boxes.
phys_pushscale                           : 1        : , "sv", "rep"    :
phys_speeds                              : 0        : , "sv"           :
phys_stressbodyweights                   : 5        : , "sv"           :
phys_timescale                           : 1        : , "sv"           : Scale time for physics
phys_upimpactforcescale                  : 0        : , "sv"           :
physicsshadowupdate_render               : 0        : , "sv"           :
sv_bounce                                : 0        : , "sv", "nf", "rep" : Bounce multiplier for when physically simulated objects collide with other objects.
sv_pushaway_clientside                   : 0        : , "sv", "rep"    : Clientside physics push away (0=off, 1=only localplayer, 1=all players)
sv_pushaway_force                        : 30000    : , "sv", "rep"    : How hard physics objects are pushed away from the players on the server.
sv_pushaway_max_force                    : 1000     : , "sv", "rep"    : Maximum amount of force applied to physics objects by players.
sv_pushaway_min_player_speed             : 75       : , "sv", "rep"    : If a player is moving slower than this, don't push away physics objects (enables ducking behind things).
sv_turbophysics                          : 0        : , "sv", "rep"    : Turns on turbo physics
vprof_scope_entity_gamephys              : 0        : , "sv"           :


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PostPosted: Tue Oct 26, 2010 7:06 pm 
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Alright I will take a look.
Thanks!


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PostPosted: Wed Oct 27, 2010 9:50 pm 
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It's an engine problem caused by an oncolide hook error, I don't think there's a fix for it other then restarting the server. Seems to happen a lot to mini-game servers on piratewars, smash cannons, and other maps like that because of the amount of moving objects. Been having problems with it myself, If I do find a fix ill let you know :).


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PostPosted: Mon Nov 01, 2010 9:32 pm 
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i had this same problem in my server changing the timescale for the phys seemed to fix it. i have mine set to 1

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