Hi everyone (and hopefully Valve),

I've been trying to track a strange crash and heap corruption issue in my mod, 
the problem only manifested itself after re-enabling the player's physics 
shadow. The problem is only reliably able to be produced in one area in a 
certain map, I put this down to heap corruption, but on a hunch I tested the 
same area in a fresh SDK mod using the prerelease beta and the same issue 
occurs - the stack trace always ends in vphysics.dll .


https://dl.dropboxusercontent.com/u/9880670/minimalism_crashzone.jpg

[https://dl.dropboxusercontent.com/u/9880670/minimalism_crashzone.jpg]


The hang / crash happens under the following circumstances:

  *   The player activates noclip and then flies into the crash sphere, and 
then deactivates noclip while inside it. The crash is caused by the player's 
physics shadow.
  *   A large physics object such as the airboat enters the large physics crash 
zone near the sphere.
  *   A small physics object moves near the sphere. I tested this by placing a 
physics object with prop_physics_create on a block next to the sphere, it 
rested there fine. I pushed it towards the sphere and the literal instant it 
moved, the game froze.
  *   Simply moving in that area with an active physics shadow has a chance to 
crash the game, sometimes the crash occurs due to heap corruption.

I'm almost certainly sure it's not an issue with map entities. I deleted all 
map entities such as triggers and func_ entities to be sure. One thing that may 
be responsible is that this map was compiled for use in SDK Base 2006. The 
issue appears to happen on other maps too, but I haven't been able to reproduce 
it. The other affected maps may also be SDK 2006 maps. Apart from this, the 
maps function completely fine.


This is the map that causes the crash. I can upload crash dumps if Valve need 
them, but it should be possible to reproduce the crash as the issue happens 
with the stock SDK.

https://dl.dropboxusercontent.com/u/9880670/kz_bhop_minimalism.bsp


Hopefully the problem can be resolved without changes to the SDK code. If so, 
please update the standard SDK vphysics as well as the prerelease one - many 
modders, myself included, are avoiding updating to the latest SDK because of 
not wanting to inconvenience players by having to switch to the SDK beta, and 
that problem is compounded if they have many mods where some use the beta and 
some don't. The best solution would be to have a Source SDK Base 2016, this 
would make it a matter of simply changing the appid in gameinfo.txt to get 
players on the right engine version.


Hopefully you see this and can fix the issue!


Regards,


Peter


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