"In any case, these are usually caused by entities in the next map counting on entities in the first map to exist or at least to have gotten to some known state, something that you can interrupt when cheats are enabled. If you're trying to build a mod where this is happening, try disabling entities until you find the offender. Most all of these are caused by either non-level-transition-safe versions of entity pointers (raw CBaseEntity *'s instead of EHANDLE) or a slopply coding practice of directly dereference of an EHANDLE w/o checking for NULL. If it's crashing in the engine, then it's usually something stepping on memory, in which case you're hosed."
I plead innocent to the charges. Furthermore, I can reproduce the crash by following the same magic sequence in the original version of the base game (i.e. no mod code at all). However, what I did find was that the crash only occurs when the game is running in OpenGL mode. Software mode and D3D do not crash under the same conditions. So I'm thinking it's a bug somewhere in the video drivers. Now why the video drivers should care about the guy on the bridge is beyond me. FYI, I found the crash also occurs several levels later in the middle of the level as opposed to during a transition so there seems to be more than one way to trigger the crash. In addition, the mode code I have runs in muliplayer mode with a dozen bots running loose for weeks at a time with no crashing on my linux system, and it's pretty darn strict about memory violations. I did find out why Barney was coming back to life during the level change. It seems that entities with scripts still running during a level change get set back to their default state. In the case of the dying barney, his default state is standing up rather than dying on the floor, so it looks like the ASSERT message had nothing to do with the crash. Barney stays dead if you let the script finish before exiting the level. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

