Pushing rotation hard!

Discussion in 'Mapping Questions & Discussion' started by Geit, Jun 1, 2009.

  1. Geit

    aa Geit 💜 I probably broke it 💜

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    So, for the last few days I've been working on Balloon_Race_v2C, which was supposed to be just a quick update to add the PLR HUD. Sadly it's ended up a little more complex than that.

    [​IMG]

    Anyway; Here is my problem:
    Whenever the balloon is turning the console gets spammed with " Pushing rotation hard!" and the player will slide off the balloon, if the console is spamming this and you move into a clip brush you get teleported off the balloon, if you use one of the teleporters, you'll be teleported to a random location(Always near the balloon though).

    I've never encountered this error before and searching for it appeared to yield no results, does anyone here have any ideas?
     
  2. Altaco

    Altaco L7: Fancy Member

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    Hmm. I recall getting that when I did pl_silo a long time ago, but it never seemed to impact much since you didn't need to ride on the cart.
     
  3. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    It's mostly just an informational message, and there isn't much you can do about it.

    However... I noticed your hud, with the custom icons. I hope you aren't packing those files into the BSP. When you override default files by packing new ones in, they carry over to any subsequent map that uses them until the client restarts.
     
  4. Geit

    aa Geit 💜 I probably broke it 💜

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    If it's just informational then why have I suddenly got these, strange and random errors popping up? - I'm going to check if Version 2B gets the same errors in console now.

    Err....Yes, I was packing them into the BSP, is there anyway to counter this? for example, by changing the sv_pure 1 whitelist?

    P.S, Thanks for your Improved FGD and Gametype libary, if it wasn't for them, V2c would be in the recycle bin by now. :)

    EDIT: Just compiled V2B on my computer, it works fine, i'm not sure why this wouldn't
     
    Last edited: Jun 1, 2009
  5. Geit

    aa Geit 💜 I probably broke it 💜

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    I can confirm that this only happens once I add the entities needed for the Payload race HUD.
     
  6. VelvetFistIronGlove

    aa VelvetFistIronGlove

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    Payloads have much more accurate collision detection than normal func_trains (to avoid players getting stuck in them), which would take more CPU time and bandwidth. The more players close to the payload, the more calculation is needed to determine if the cart is hitting them. The presence of payload entities enables this more accurate collision detection.

    I presume that this message results from the calculations hitting some internal limit--that would be set to prevent the calculations taking up too much time/bandwidth--as the balloon moves/turns, and the odd effects on the player are due to the resulting inaccurate clipping solution.

    That's my theory; if it's correct, then what can you do about it?

    First, make sure the payloads have a very simple collision hull. A few boxes at most, and the whole thing should preferably be convex. This will p

    Second, limit the number of other entities parented to the payload that might need collision/touch detection as much as you can.

    Third, limit the number of other entities parented to it as much as you can also.
     
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  7. SuperNerd

    SuperNerd L2: Junior Member

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    It might also be how fast you are turning the payload.
    If it's wheel size (in the func_train) is too large for the turn, it may "Push rotation hard"