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How to install vphysics jolt on gmod server? #217
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just drop all the content from the archive into the root folder of the game. |
@selenter-c |
same here |
It seems like the issue why it crashes is that it searches for Crash 1It depends on root@wsl:/funnypath/gmod/bin# readelf -d vphysics_srv.so
Dynamic section at offset 0xeee8 contains 29 entries:
Tag Type Name/Value
0x00000001 (NEEDED) Shared library: [libtier0.so] <---------------------------------
0x00000001 (NEEDED) Shared library: [libm.so.6]
0x00000001 (NEEDED) Shared library: [libdl.so.2]
0x00000001 (NEEDED) Shared library: [libstdc++.so.6]
0x00000001 (NEEDED) Shared library: [ld-linux.so.2]
0x00000001 (NEEDED) Shared library: [libc.so.6]
[...] -- unimportant stuff
root@wsl:/funnypath/gmod/bin# readelf -d vphysics_srv_orig.so
Dynamic section at offset 0x19f0c4 contains 28 entries:
Tag Type Name/Value
0x00000001 (NEEDED) Shared library: [libtier0_srv.so] <---------------------------------
0x00000001 (NEEDED) Shared library: [libvstdlib_srv.so]
0x00000001 (NEEDED) Shared library: [libm.so.6]
0x00000001 (NEEDED) Shared library: [libdl.so.2]
0x00000001 (NEEDED) Shared library: [libstdc++.so.6]
0x00000001 (NEEDED) Shared library: [libpthread.so.0]
0x00000001 (NEEDED) Shared library: [ld-linux.so.2]
0x00000001 (NEEDED) Shared library: [libc.so.6]
[...] -- unimportant stuff It's possible to manually solve this one like this: patchelf --replace-needed libtier0.so libtier0_srv.so vphysics_srv.so
patchelf --replace-needed libtier0.so libtier0_srv.so vphysics_jolt_avx2.so
patchelf --replace-needed libtier0.so libtier0_srv.so vphysics_jolt_sse2.so
patchelf --replace-needed libtier0.so libtier0_srv.so vphysics_jolt_sse42.so
# same issue with libvstdlib.so
patchelf --replace-needed libvstdlib.so libvstdlib_srv.so vphysics_jolt_avx2.so
patchelf --replace-needed libvstdlib.so libvstdlib_srv.so vphysics_jolt_sse2.so
patchelf --replace-needed libvstdlib.so libvstdliba_srv.so vphysics_jolt_sse42.so Crash 2So it seems like with the Jolt update Currently, there is a server crash which is caused by jolt trying to use vertices that don't seem to exist? for (const IndexedTriangle &i : inTriangles)
for (uint32 idx : i.mIdx)
mBounds.Encapsulate(Vec3(inVertices[idx])); -- Vec3 constructor crashes - Possible Cause: indexedTriangleList[xyz].m_Idx[idx] = Invalid vertex index? Stacktrace (If someone want's to take a look into it): |
Anyone found a fix ? i want to try it on my server too |
For crash 2, I made the following change to: VPhysics-Jolt/vphysics_jolt/vjolt_collide.cpp Line 826 in 9f3bff4
- indexedTriangleList.resize( meshList.indexCount * 2 );
+ indexedTriangleList.resize( meshList.indexCount / 3 * 2 ); Seemed to fix the out of bounds issue based on some testing. |
Tell me as a dumb vegetable how to install this on a gmod server, linux x32.
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