Elevator (func_tracktrain) error.

Elevator (func_tracktrain) error.

Re: Elevator (func_tracktrain) error. Posted by reaper47 on Sun Mar 11th 2007 at 8:03pm
reaper47
2827 posts
Posted 2007-03-11 8:03pm
reaper47
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2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
It seems that my elevator (func_tracktrain) is sometimes too slow. This only happens in very specific cases. I think after loading another map before that has also a func_tracktrain (possibly with different values that get overwritten). Unfortunately I'm unable to reproduce the bug.

This is so frustrating. Any theories are welcome.

I also tried multiple methods of doing an elevator (including simple func_doors) but they cause different errors. Actually the func_tracktrain works really well except for this. If you know a method you think has proven to be stable in another HL2DM map, please tell me. It's a very simple elevator.
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Re: Elevator (func_tracktrain) error. Posted by Natus on Sun Mar 11th 2007 at 10:23pm
Natus
570 posts
Posted 2007-03-11 10:23pm
Natus
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570 posts 76 snarkmarks Registered: Jan 28th 2005 Location: Denmark
I haven't tried this, but i think it might work.
Try creating a logic_auto, create an output named:
OnMapSpawn
Target: (elevator name)
Set speed
With a parameter override of the speed you want.
Re: Elevator (func_tracktrain) error. Posted by reaper47 on Sun Mar 11th 2007 at 10:47pm
reaper47
2827 posts
Posted 2007-03-11 10:47pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Thanks, I've been thinking of something like this. The true problem is, I can't reproduce the problem. I have no idea when exactly it happens.

Also when I use "developer 3" I get a console message saying the elevator moves at a speed of 200 (which I think is correct - although I should check that!).

Really weird.

Also I'm not sure if it's really "slower" or if he's blocked by an invisible force that pushes the elevator back or holds it in a stop-go loop whenever it starts moving. The error is not caused by a physics prop, I'm quite sure of that. When the "bad elevator" mode is turned on I can load and reload the map as often as I want and always get the same slow-down for the elevator.

Again, if you know any random methods of doing a simple elevator with call/start buttons please tell me. Maybe there's a 100th method that actually works. :smile:
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Re: Elevator (func_tracktrain) error. Posted by reaper47 on Mon Mar 12th 2007 at 4:28pm
reaper47
2827 posts
Posted 2007-03-12 4:28pm
reaper47
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2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
OK, I investigated some more.

here are 2 things I know now:
  • This happens with all func_tracktrains I tested (including, for example, dm_cloudcity)
  • I got the error on a server running "dm_killercops_v5" (I didn't choose this one) and then "dm_lostvillage2". Afterwards my HL2DM and seemingly the whole server was in "slow func_tracktrain mode" running every map that has a func_tracktrain with the bug (including my map dm_3006_beta1.
I ran with "developer 3" and noticed a "deleting children/parenting for func_tracktrain (or something similar)" in console.

I have a suspicion.

Maybe the parented func_button intersects with the func_trucktrain! I also get a lot of "player stuck on func_trucktrain" errors when standing on the elevator (unreleated to the general slowness, though) that do not occur when there is no bug. I have a suspicion that the (solid) func_button is blocking in a strange way with the func_tracktrain.
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Re: Elevator (func_tracktrain) error. Posted by reaper47 on Fri Mar 23rd 2007 at 6:05pm
reaper47
2827 posts
Posted 2007-03-23 6:05pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Some googling revealed this post at the VERC.

It seems the error comes from servers running with "tick 100". "Tick 33" works fine. I got to investigate now that I at least know what the problem is.

There's also a bug report for it on the SDK wiki
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Re: Elevator (func_tracktrain) error. Posted by haymaker on Sun Apr 1st 2007 at 7:01pm
haymaker
439 posts
Posted 2007-04-01 7:01pm
haymaker
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439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
thanks for the sluething reaper47,

i've been scratching my head on this one too. I have 1 func_tracktrain
and 1 func_door 1-floor elevator, I have noticed that they will both
malfunction simultaneously. The func_door elevator will just kill
anyone who stands on it, which is a real show stopper.