Make sure you have your debug setup like this:
http://www.thewavelength.net/oldsite/coding/tutorials/34.htm

The only time in debugging that it's not found the problem directly in
the dll's, has been when I screwed up delta.lst or had a screwed up map.

And if you don't explicitly load the dlls in debug setup, it doesn't
debug properly half the time either.

Again, have no idea what your problem is; but make sure that you have
everything setup like that in Adrian's tutorial. If you do already, then
I have no idea.


-omega
Frontline Force - http://www.flfmod.com


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Jeff
"Codiac" Fearn
Sent: February 20, 2003 3:40 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Engine crashing on map change

> Try debugging it in Visual C++ and checking the call stack to see
where the
> problem is coming from.  Those numbers are really unhelpful in
locating the
> source or nature of the error unless you've decompiled HL and
memorized all
> the compiler-generated assembly instructions in it. You could use some
other
> debugging program if you want, VC++ is simply more efficient if you're
using
> it to compile the code in the first place. The problem is obviously
more
> difficult to solve if the call stack doesn't help, but it's a good
place to
> start any bug-squashing run.

Obviously, to have gotten the assembly routine, I must have been
debugging :)

I should however have mentioned that the stack only contained a
reference to
CSTRIKE!

These numbers are helpful if you have a debug version of the engine and
the
source, like say a valve employee, as you can simply go to the memory
location and
see what the code is, it will be the same location for any mod. While
this may not
give the exact problem, it would be useful in determining what kind of
problem it
is. Like with messaging or spawning etc.

> > > I get a crash in cstrike.exe every time a level changes, CSTRIKE!
> 01da7c55().
> > > 01DA7C55   call        dword ptr [edx+4]

Just to add to my paranoia the crashing has stopped ... I started
debugging the
messages, which involves putting a wrapper around the definition of
REG_USER_MSG
to get it to print out the message name/number pairs, and when I
compiled it no
longer crashed.

Yes I did do try a full recompile of both client and server before I
posted here,
in fact I did a clean on both, then a full compile. No I didn't make any
other
changes.

Wonder if I fully patched VC++ since I last reinstalled windows ... I
hate it when
things fix themselves, you never know when they will decide to unfix
themselves
again :{

Jeff.

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