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func_rotating broken?

Discussion in Mapping Discussion started by ColdZero, Jun 9, 2013

  1. Jul 17, 2012
    Posts
    Dunno if anyone of you know the map mg_100traps_v3 but it seems that all func_rotating enity's stop working after some time.

    At the beginning they were working, but after some time they suddenly stop working. Due the trigger_push and others are still active it's almost impossible to pass the trap.

    Anyone knows something about it? You can download the demo from another server i saw it happen. Maybe could be due the last CSS update.

    Thanks for any help.

    Attached Files:

  2. Feb 3, 2012
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    I'm familiar with the map but I haven't noticed any problem with it.
  3. Feb 24, 2011
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    I've seen similar issues across several maps over time. I have no clue what might cause it, other than Valve doing some jerkaderkaherpa with engine updates?
    I also remember having recent issues parenting some entities to func_rotating's aswell. I personally find them to have become more and more unstable with time.
  4. Apr 9, 2012
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    Lol, what else are we all gonna find, first shroomforest derping, now this MG map. I would have no solution though, does it only happen on that server, or does it too in single player?
    Post Merged, Jun 9, 2013
    A darng, well hopefully maps like your predator or other ones won't get bugged as well, or we can't play anything anymore xD
  5. Nov 11, 2011
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    SP or MP?
  6. Jul 17, 2012
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    Didnt tried in singleplayer, only in Multiplayer.
  7. Mar 30, 2013
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    The rescue butterfly of level 1 is glitched but you can stay on the plate-form, if you go ahead the chain.
  8. Jul 17, 2012
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    Ok me and some people found out that after func_rotating reaches a certain score the engine can't handle it anymore and it stops working. Seems to be an issue after one of the last updates.
  9. Apr 9, 2012
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    a score? Is the func_rotating a player or something?
  10. Nov 11, 2011
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    I think he's talking about I/O's.
  11. May 31, 2012
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    Some young outcast and I already found of it a few days, and he posted it at the Github they have now to report bugs, or so he said he was going to do. It seems to overflow at a time and die completely, since at lower speeds it takes longer to blow up.
    enviolinador, Jun 9, 2013 Last edited by enviolinador, Jun 10, 2013
  12. Mar 8, 2013
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    they stop working after a certain number of rotations. i've noticed that a func_rotating with a maxspeed of 500 glitches out after about 10 minutes. luckily for me and my map, rounds don't normally go on for that long.
  13. Mar 26, 2009
    Posts
    func_rotating has been broken for years off and on.

    Basically the problem is that the engine counts the angle of the func_rotating entity upwards on whatever axis it's rotating on, but isn't clamped. What's supposed to happen is that whenever the func_rotating reaches an angle of 359 on any axis, it's supposed to reset to 0.

    So basically the func_rotating keeps counting up angles until whatever value the angle is stored in overflows and the entity breaks. I think it can get up to 359000.00 before a func_rotating stops.

    There is a HL1 plugin to fix the problem: https://forums.alliedmods.net/showthread.php?t=45346 but I don't know of a source equivalent.
    • Informative Informative x 1
    • Mapping King Mapping King x 1
    • Jul 3, 2012
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      Sorry for necrobump but.. any ideas how to fix these stupid annoying rotating bugs??
    • May 31, 2012
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      The one thing you could try is reversing the movement angular direction after some time. I haven't tried it myself, and I think that those who have tried it -I've suggested it before- couldn't get it to work, but trying again won't hurt. If the func_rotating is always working, you could make-do with a rotating texture -there are guides out there explaining how to do it, you'll need to write some proxies on a custom .vmt-. Finally, you could probably do it with physics; this will have a greater performance overhead in multiplayer games because of the amount of information that physics send to the server -and the clients-.
    • Feb 27, 2012
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      Do you think that the same thing could be coded for SM? Because if so, that could bring back some ZE maps that were removed from rotation.
    • May 31, 2012
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      I believe a SM could probably (easily?) check every once in a while if the distance has reached a breaking point, store the entity's properties and kill it to then recreate it with the same modelindex, targetname, speed and whatnot. It would 'flicker', though.
    • Nov 11, 2011
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      Why not just use templates to kill the entities after a while and forcerespawn them to reset?
    • Feb 27, 2012
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      Flicker once it recreates? Or constantly flicker? I'm not familiar with sourcemod lol.
    • May 31, 2012
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      You'd need to edit the map for that. Given that rotatings are very common, I doubt that's feasible, even if simply entspying it all, because it affects all maps that happen to use rotatings.
      I said it would flicker because you'd kill the entity and recreate it, so it would be at the original distance and stopped. I think it wouldn't be hard to determine if it is in movement (to make it move again), but there would be a 'jump' at times (maybe it wouldn't even be seen at all/barely).

      It doesn't have to do with SM, but with the fact that you're recreating the entity so it'll be back at the initial position.