Closed Servius closed 7 years ago
From what I believe the problem was caused by a ShouldCollide hook in the torpedo code and has since been fixed(No one has complained since)
Alright. Happy to hear physics breaking is no longer an issue. Would implementing this here still help with overall performance though?
local Category = "Syphadias"
local function StandAnimation( vehicle, player )
return player:SelectWeightedSequence( ACT_HL2MP_IDLE_PASSIVE )
end
local V = {
Name = "Syphas Custom Seat",
Model = "models/nova/airboat_seat.mdl",
Class = "prop_vehicle_prisoner_pod",
Category = Category,
Author = "Syphadias",
Information = "Seat by Syphadias with custom animation",
Offset = 5,
KeyValues = {
vehiclescript = "scripts/vehicles/prisoner_pod.txt",
limitview = "0"
},
Members = {
HandleAnimation = StandAnimation,
}
}
list.Set( "Vehicles", "sypha_seat", V )
According to the GIT notes on the issue with pods, the increase in performance is negligible and causes issues with the pods themselves: https://github.com/Facepunch/garrysmod-issues/issues/2452
(Last comment)
Interesting. It may be worth just verifying the effects mentioned there. Not that I don't believe Rubat but I just don't know if Rubat has a live testing multiplayer environment to be able to check for network stability changes. On the addon description it says it will only have a noticeable effect in multiplayer and really only when there are a large quantity of seats.
We could probably contact one of the large pop servers and ask them to do something with a few LAATs. Once without the addon and another with.
http://steamcommunity.com/sharedfiles/filedetails/?id=622814666 ^ Found this addon and I believe it could help with the following issue: Server physics breaking mid vehicle combat seems to a pretty common issue for mid-low end servers or poorly optimized large servers.