hmm .. not that I know much but, sometimes builds get messed up for some reasons (I don't think it's a bug in the compiler itself .. but what do I know) but you can fix this kind of stuff by rebuilding a clean build.
On Mon, 21 Feb 2005 23:38:10 -0500, Maurino Berry <[EMAIL PROTECTED]> wrote: > Please bare with me while I try to explain this crash, let me begin by > saying I'm using the very first mp sdk source with no updates... and debug > build is not helping at all. Perhaps the most frightening aspect of this > crash is its consistancy between game launches, and its inconsistancy > between builds, its almost as if my compiler is messed up. Basically I'm > encountering a crash in the client dll. When I create a server, disconnect, > and then recreate. the debug build gives me an error in > > void CBaseViewport::RemoveAllPanels(void) (vgui_teamfortressviewport.cpp > line 413) > > this is the callstack.. > > client.dll!CBaseViewport::RemoveAllPanels() Line 413 + 0xf C++ > client.dll!CBaseViewport::~CBaseViewport() Line 432 C++ > client.dll!SDKViewport::~SDKViewport() + 0x14 C++ > client.dll!SDKViewport::`scalar deleting destructor'() + 0x14 C++ > client.dll!ClientModeShared::~ClientModeShared() Line 107 + 0x22 > C++ > client.dll!ClientModeSDKNormal::~ClientModeSDKNormal() Line 92 + 0x8 > C++ > client.dll!$E11() + 0x13 C++ > client.dll!doexit(int code=0, int quick=0, int retcaller=1) Line 376 > C > client.dll!_cexit() Line 318 + 0xb C > client.dll!_CRT_INIT(void * hDllHandle=0x24000000, unsigned long > dwReason=0, void * lpreserved=0x00000001) Line 193 C > client.dll!_DllMainCRTStartup(void * hDllHandle=0x24000000, unsigned > long > dwReason=0, void * lpreserved=0x00000001) Line 312 + 0x11 C > > The kicker is the call stack indicates the call to this method is happening > after a call to doExit() which is totally unrelated to anything i've been > doing - if thats not enough for you, it gets a whole lot worse. I ported one > single npc over nothing more, and magically the crash was fixed. Now I can > create/shutdown servers as many times as I want without crashing > > It gets worse. > > Now when creating an npc I experience the exact same crash. then maybe 30 > rebuilds later.. the crash is magically gone, without even going near npc or > combat character code of anykind... another few builds later, the crash > reappears. (totally random) > > Keep in mind the crashing is _consistant_ in a build, as in once the crash > is present no matter how many times i launch the game I'll have the exact > same behaviour, magically sometimes if I do a rebuild without changing any > code, the crash vanishes. I checked this to make sure it wasn't something > like accessing an invalid pointer. > > I wasn't even going to post about it here but I thought I'd give it a shot. > This must be something compiler related (mvsc++7.0) OR for some messed up > reason I couldn't understand the debugger is showing me the same (old and > unrelated) callstack, however I don't see how this could be the case as the > debugger shows the proper information if I crash a different way. > > Does *anyone* have *any* suggestions? am I missing some service pack I don't > know about? > Thanks in advance... > > _________________________________________________________________ > Powerful Parental Controls Let your child discover the best the Internet has > to offer. > http://join.msn.com/?pgmarket=en-ca&page=byoa/prem&xAPID=1994&DI=1034&SU=http://hotmail.com/enca&HL=Market_MSNIS_Taglines > Start enjoying all the benefits of MSN� Premium right now and get the > first two months FREE*. > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

