Strange Collision Bug

Attsy

L3: Member
Jan 31, 2010
110
29
...But not really.

Anyway, there's one spot on my map that causes players to momentarily freeze, then it lets them go. Almost as if a clip brush surrounds them for ~2 seconds then disappears. Here's a few screenshots of the accursed area:
Sorry for my messy annotations,
arena_shale_b80000.jpg


Heres the same area only with clip brushes shown:
arena_shale_b80001.jpg

arena_shale_b80002.jpg


I'm quite dumbfounded here and would appreciate any tips on what to do here.
Thanks
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
You could always try loading the portalfile in Hammer to see if there's some bizarre visleaf cuts.

edit: Nevermind. I misread.
 
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A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Have you checked the displacements? They will often cause strange little collisions if they aren't perfectly sewn. Visibility stuff can't cause such a thing in any way.
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
Possibly your displacement doing something wierd. I've been 'stuck' for a second in displacements before...

Damn you ABS
 

Attsy

L3: Member
Jan 31, 2010
110
29
Thanks for the replies but all displacements are sewn, heres a pic of it in hammer:
Both 512x512, 3d displacements off
3doff.png


I do agree ABS, I dont see how visibility would affect it but heres a picture of it with the portal file, just in case:
portals.png
 

Attsy

L3: Member
Jan 31, 2010
110
29
At this point: drop a prop there to keep people from running through the area.

When all else fails, use a work around. :\

I was thinking that when I couldn't get to go away on my own.

Looks like this is what I'll have to do though.
 

Attsy

L3: Member
Jan 31, 2010
110
29
What does showbudget show when you run through it?

Heres the three stages, with net_graph and showbudget on. Also it doesnt do it all the time, sometimes its smooth as butter running through.

Inside:
inside.jpg


Outside, not stuck:
outside.jpg


Im stuck here, cant move until ~2seconds:
stuck.jpg

In the Net_graph I notice everything dip down for the duration which completely dumbfounds me.

Thanks for the reply, I'm really hoping I can get to the bottom of this, I'd hate to use the workaround and put a barrier there.

Some other miscellaneous details that might help:
It started occurring out of the blue
My compile log is error free
The only changes to the map before it started happening was clipping fixes
There's about 2units of space between the displacements and the nodraw skeleton of the map
Both versions of the map its been effecting, both on final compile settings
The map is optimized well.(areaportals, hint/skips, visclusters, nodraw)

Heres a pic of the map information:
info.png


I hope atleast one of those things can solve this problem but if any other information is required I'll be happy to post it..
 
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Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
Nothing looks too odd there. It's a long-shot, but you might try copy-pasting everything from your map into a fresh Hammer map with a different name, compiling it, and seeing if the same behavior occurs.

Have you been able to reproduce the problem on other computers?
 

Attsy

L3: Member
Jan 31, 2010
110
29
Nothing looks too odd there. It's a long-shot, but you might try copy-pasting everything from your map into a fresh Hammer map with a different name, compiling it, and seeing if the same behavior occurs.

Have you been able to reproduce the problem on other computers?

I've always wondered, is the Save As action the same as this since it makes two copies of the same vmf. Main reason I ask is it seems to me all the overlays in the map would loose its attached brush. Still I'd rather go through and reselect every overlay than have this problem so I'll give it a shot.
And yes, this has happened to everyone who ran the map.
 

BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
Try rearranging your displacements in the area so that you don't have a seam at that corner there. If that doesn't fix it, then I don't know what the problem is
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
I've always wondered, is the Save As action the same as this since it makes two copies of the same vmf.

No. There are times when a file gets corrupted where Save As-ing will save the corruption and a copy-paste will not.
 

Attsy

L3: Member
Jan 31, 2010
110
29
Nothing looks too odd there. It's a long-shot, but you might try copy-pasting everything from your map into a fresh Hammer map with a different name, compiling it, and seeing if the same behavior occurs.

Whats the best way to go about doing this? Paste special and paste either knock everything out of a visgroup, or all my brush entities turn into world geometry.
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
Make sure your [IG] button isn't enabled. Any copy-paste ignoring groups/entities will cause them to paste as brushes.
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
Yeah, the dreaded :ig:. I think the logic is that multiple brushes can be "grouped" into a single brush-entity, so ignoring groups also means ignoring entity-linkages in that case.

If it works, then we can worry about preserving visgroups. If it doesn't work, then there's no point worrying ;)
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
If the visgroups are so vitally important you could copy them one at a time...

Of course, the point is to see if the error still presents itself, which isn't dependent on user-created visgroups.
 

Attsy

L3: Member
Jan 31, 2010
110
29
Well with no visgroups I get a vbsb crash on compile. I didnt check if ignore groups was on though so Ill try it, I tend to hit shift w without knowing sometimes, so thats probably why.


It appears to be fixed currently, I must have ran through the doorway a hundred times and I cant replicate it. Ill see if I can get some one to verify its fixed and I'll post back here.
Thanks to everyone who helped.
 
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