SDK Known Issues List Fixed
This page is intended to store important SDK bugs/known issues that existed in previous released but have now been fixed. If your mod is based on an older SDK release, you may still be experiencing some of these bugs.
This Diff And Patch file will update from the 2006-01-12 SDK to the 2006-08-04 SDK: http://tinyurl.com/mjht6
Jerky Movement when player is on moving lift/elevator

"I'm not sure if it's the issue or not, but I remember a bug like this in episode 1," said Jay on HL Coders "If it's the same issue, then setting smoothstairs to zero will fix it (but cause other problems). If that's the case then you need to add some logic to disable stair smoothing when the player is on an elevator."
Here's the code from ep1
baseplayer_shared.cpp:
static ConVar smoothstairs( "smoothstairs", "1", FCVAR_REPLICATED, "Smooth player eye z coordinate when traversing stairs." ); //----------------------------------------------------------------------------- // Handle view smoothing when going up or down stairs //----------------------------------------------------------------------------- void CBasePlayer::SmoothViewOnStairs( Vector& eyeOrigin ) { CBaseEntity *pGroundEntity = GetGroundEntity(); float flCurrentPlayerZ = GetLocalOrigin().z; float flCurrentPlayerViewOffsetZ = GetViewOffset().z; // Smooth out stair step ups // NOTE: Don't want to do this when the ground entity is movingthe player if ( ( pGroundEntity != NULL && pGroundEntity->GetMoveType() == MOVETYPE_NONE ) && ( flCurrentPlayerZ != m_flOldPlayerZ ) && smoothstairs.GetBool() && m_flOldPlayerViewOffsetZ == flCurrentPlayerViewOffsetZ ) { int dir = ( flCurrentPlayerZ > m_flOldPlayerZ ) ? 1 :-1; float steptime = gpGlobals->frametime; if (steptime < 0) { steptime = 0; } m_flOldPlayerZ += steptime * 150 * dir; const float stepSize = 18.0f; if ( dir > 0 ) { if (m_flOldPlayerZ > flCurrentPlayerZ) { m_flOldPlayerZ = flCurrentPlayerZ; } if (flCurrentPlayerZ - m_flOldPlayerZ >stepSize) { m_flOldPlayerZ = flCurrentPlayerZ -stepSize; } } else { if (m_flOldPlayerZ < flCurrentPlayerZ) { m_flOldPlayerZ = flCurrentPlayerZ; } if (flCurrentPlayerZ - m_flOldPlayerZ <-stepSize) { m_flOldPlayerZ = flCurrentPlayerZ +stepSize; } } eyeOrigin[2] += m_flOldPlayerZ - flCurrentPlayerZ; } else { m_flOldPlayerZ = flCurrentPlayerZ; m_flOldPlayerViewOffsetZ = flCurrentPlayerViewOffsetZ; }
BotPutInServer linker failures

Fix: This is fixed in the latest (February 12th or later) SDK from Valve by adding the files to the build:
--- mod/src/dlls/hl_sdk.vcproj 2005-08-04 17:01:08.000000000 -0500 +++ mod/src/dlls/hl_sdk.vcproj 2006-02-12 13:52:33.000000000 -0600 @@ -3374,6 +3375,12 @@ Name="HL2MP" Filter=""> <File + RelativePath=".\hl2mp_dll\hl2mp_bot_temp.cpp"> + </File> + <File + RelativePath=".\hl2mp_dll\hl2mp_bot_temp.h"> + </File> + <File RelativePath=".\hl2mp_dll\hl2mp_client.cpp"> </File> <File
Assert iAddBucket >= 0 && iAddBucket < NUM_BUCKETS

Add after float flPercent = (zCoords[iCurParticle] - minZ) / (maxZ - minZ);
:
// DM: WTF happens here? if ( (maxZ - minZ) == 0 || flPercent < 0 ) flPercent = 0.0f;
vphysics patch from Jay at Valve

In addition to the vphysics bug/feature listed below where ShouldCollide can cause it to engage Physical Mayhem, an additional requirement for vphysics is this - again quoted from Jay. Need to figure out where in the code to patch in some docs on this - in the meantime:
Calling UTIL_Remove() or delete on an entity during a callback may corrupt vphysics.
The following patch uses an assert to document this requirement from the closed-source side of things:
--- mod/src/dlls/physics.cpp 2005/10/16 16:26:25 1.4 +++ mod/src/dlls/physics.cpp 2006/05/29 17:39:03 @@ -141,6 +141,7 @@ // IPhysicsCollisionSolver int ShouldCollide( IPhysicsObject *pObj0, IPhysicsObject *pObj1, void *pGameData0, void *pGameData1 ); + int ShouldCollide_Default(IPhysicsObject *pObj0, IPhysicsObject *pObj1, void *pGameData0, void *pGameData1); int ShouldSolvePenetration( IPhysicsObject *pObj0, IPhysicsObject *pObj1, void *pGameData0, void *pGameData1, float dt ); bool ShouldFreezeObject( IPhysicsObject *pObject ) { return true; } int AdditionalCollisionChecksThisTick( int currentChecksDone ) @@ -482,6 +483,21 @@ } int CCollisionEvent::ShouldCollide( IPhysicsObject *pObj0, IPhysicsObject *pObj1, void *pGameData0, void *pGameData1 ) +{ + int x0 = ShouldCollide_Default(pObj0, pObj1, pGameData0, pGameData1); +#if !defined(NDEBUG) + int x1 = ShouldCollide_Default(pObj1, pObj0, pGameData1, pGameData0); + if ( x0 != x1 ) + { + Assert(0 && "ShouldCollide must return the same value regardless of the order of the two objects that are passed in"); + ShouldCollide_Default(pObj0, pObj1, pGameData0, pGameData1); + ShouldCollide_Default(pObj1, pObj0, pGameData1, pGameData0); + } +#endif + return x0; +} + +int CCollisionEvent::ShouldCollide_Default( IPhysicsObject *pObj0, IPhysicsObject *pObj1, void *pGameData0, void *pGameData1 ) { CallbackContext check(this);
Here's another for Jay. I haven't tested this yet, but what's the worst that it could do? :)
--- ./mod/src/game_shared/physics_main_shared.cpp 2005/02/18 04:45:54 1.1.1.1 +++ ./mod/src/game_shared/physics_main_shared.cpp 2005/11/04 02:01:53 @@ -371,6 +371,8 @@ return link; } +static touchlink_t *g_pNextLink = NULL; + //----------------------------------------------------------------------------- // Purpose: // Input : *link - @@ -380,6 +382,10 @@ { if ( link ) { + if ( link == g_pNextLink ) + { + g_pNextLink = link->nextLink; + } --linksallocated; } g_EdictTouchLinks.Free( link ); @@ -442,7 +448,9 @@ //----------------------------------------------------------------------------- void CBaseEntity::PhysicsCheckForEntityUntouch( void ) { - touchlink_t *link, *nextLink; + Assert( g_pNextLink == NULL ); + + touchlink_t *link; touchlink_t *root = ( touchlink_t * )GetDataObject( TOUCHLINK ); if ( root ) @@ -453,7 +461,7 @@ link = root->nextLink; while ( link != root ) { - nextLink = link->nextLink; + g_pNextLink = link->nextLink; // these touchlinks are not polled. The ents are touching due to an outside // system that will add/delete them as necessary (vphysics in this case) @@ -476,7 +484,7 @@ } } - link = nextLink; + link = g_pNextLink; } g_bCleanupDatObject = saveCleanup; @@ -489,6 +497,8 @@ } } + g_pNextLink = NULL; + SetCheckUntouch( false ); }
Other info and links
See SDK Known Issues List for issues in the latest SDK.