"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.

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