Ben Banfield wrote:
Alright thanks. My logging attempts have got me nowhere so far bar a
127meg log file with no hits for msg57. Gonna have to have a few
releases with this logging in place by the looks of it >:(
This request as to Valve : Would it possible for this error not to cause
the client to be dropped unless they were running with -dev or a high
developer cvar setting. This would allow us to continue tracking down
this bug without whole chunks of one team being dropped at random while
playing.
I don't think you'll ever see any pfnMessageBegin() calls with messages
IDs below 64. The engine uses IDs 1-63 for internal stuff to the
client. The only messages you will see going from the MOD code to the
engine (via pfnMessageBegin) will be the ones the MOD registered (via
REG_USER_MSG) and the first one the MOD registers will be 64 and go up
from there.
Back in the "good ol' days" you could run your MOD on a LAN and put a
network sniffer inline capturing the network packets and look at those
un-encrypted (since WON didn't authenticate and give you a encryption
hash), but nowadays the LAN packets are encryped and you won't be able
to decipher anything from them either.
Your best bet is to start commenting out HUGH chunks of code and
eliminating features one-by-one until the problem goes away and then you
know what area to concentrate your investigations in. Other than that,
your up the proverbial creek without a paddle.
--
Jeffrey "botman" Broome
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