Maurino Berry 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

[...]


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Short version email:

Try this:
http://www.lost.co.nz/main/software/misc/mfcclean.html

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Long version email:

C++ Annotated Comments:

 Often its easy to have any version system (CVS, etc..) to move backward
and test bugs.
 Its posible that a bug become that dificult to solve, that the better
method its to reject ANY change from the latest backup:

 v1
 v2
 v3 VERFATABUG!
 (you backtrack to v2)
 v2b
 v3
 v4

 To make v2b you can start v2 and add v3 changes on a incremental way.
This will help you hunt the dificult bug. But you may ignore the later
code, and reformulate it. Rewrite from crach that code.

 Its posible that a IDE compiler corrupt temporal intermediate files,
even makefile-driven compilers often corrupt something. You need to
determine what its your source and what its crap, to remove the crap.

Here its a NICE tool to remove the Visual Studio crap
http://www.lost.co.nz/main/software/misc/mfcclean.html

 Anyways you NEED to know how to clean your code by hand. If you dont
know what files are source code, and what files intermediate crap, you
become a lame dumbass isolated on graphic-interface-land.

Proffs!
and
Proffs!!!

 Whats its science? the Truth? naaa.. that its religion. Science its
about to proff something its broken. Something you can't proff its not
broken its not science. And science work!, this why you can use science
to build rockets to moon, but you can't use religion, sex or other stuff.
Only science.

Whats this related to code?

 A good building system its automatically, and include automatically
testing.

 If you are moding a engine, you use demo files to test bugs on netcode.
 If you are moding a client, you create a demo mod to test anything on
client and stress test.
 If you are moding a mod, you create a script/macro/something/zoomap to
test anithing the mod include.

So: make a zoo map and try to crash your mod.

Corolary:

If you can't proff something its broken. Avoit that stuff, ca be broken,
Its thick ice.


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