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------------------------------------------------------------------------------ From: [EMAIL PROTECTED] Reply-To: [email protected] To: [email protected] Subject: hlcoders digest, Vol 1 #2428 - 5 msgs Date: Sun, 26 Mar 2006 17:40:03 -0800
Send hlcoders mailing list submissions to [email protected] To subscribe or unsubscribe via the World Wide Web, visit http://list.valvesoftware.com/mailman/listinfo/hlcoders or, via email, send a message with subject or body 'help' to [EMAIL PROTECTED] You can reach the person managing the list at [EMAIL PROTECTED] When replying, please edit your Subject line so it is more specific than "Re: Contents of hlcoders digest..." Today's Topics: 1. Re: the vphysics bug worse in latest srcds? (Garry Newman) 2. RE: the vphysics bug worse in latest srcds?
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3. Re: the vphysics bug worse in latest srcds? (Jorge Rodriguez) 4. RE: the vphysics bug worse in latest srcds? (Jay Stelly) 5. RE: the vphysics bug worse in latest srcds? (Physical Mayhem Bug) --__--__-- Message: 1 Date: Sun, 26 Mar 2006 22:22:20 +0100 From: "Garry Newman" <[EMAIL PROTECTED]> To: [email protected] Subject: Re: [hlcoders] the vphysics bug worse in latest srcds? Reply-To: [email protected] Well this is in my mod, and probably caused by me. I started looking into integrating the CS:S maps - so loaded one up but the props don't appear because the physprops.txt in scripts/ doesn't have the entries for those props. So I appended the CS keyvalues to the physprops.txt and the props appeared but jumped all around the place when you moved them. It crashes when you split a computer case open. But like I said, this is probably caused by me missing some major detail somewhere. On 3/26/06, Physical Mayhem Bug <[EMAIL PROTECTED]> wrote: > I am interested in any vphysics bug reports. Maybe if we get enough info= someone at Valve will have an epiphany and realize what the bug is. > > Did it lead to a crash, or did it just remain in that state? > > Usually it leads to a crash within 30 minutes or so if you've got 6+ play= ers on the server, but I've never figured out any specific repro case. > > At 2006/03/26 02:24 PM, Garry Newman wrote: > >Hey I managed to recreate the physics items falling and bouncing > >through the floor bug if you're interested. > > > > > > > >On 3/26/06, [EMAIL PROTECTED] > ><[EMAIL PROTECTED]> wrote: > >> And another... > >> > >> > vphysics.dll!260a1f40() > >> vphysics.dll!260b6240() > >> vphysics.dll!2609444b() > >> vphysics.dll!260e577c() > >> vphysics.dll!260a2400() > >> vphysics.dll!260d3eae() > >> vphysics.dll!2608af8e() > >> vphysics.dll!2608b01b() > >> vphysics.dll!260a2697() > >> vphysics.dll!260aac2b() > >> vphysics.dll!2609cd5b() > >> vphysics.dll!2609cae9() > >> vphysics.dll!260967d8() > >> vphysics.dll!2601d878() > >> server.dll!22717c67() > >> server.dll!2269d1b4() > >> server.dll!22435ba8() > >> server.dll!22715283() > >> server.dll!227321f3() > >> server.dll!2269cd99() > >> server.dll!2269ccf8() > >> ws2_32.dll!71ab2b32() > >> ws2_32.dll!71abb230() > >> server.dll!22673f44() > >> server.dll!226740a2() > >> kernel32.dll!7c80a42b() > >> tier0.dll!00873e45() > >> engine.dll!0da9e42f() > >> engine.dll!0daa0691() > >> engine.dll!0da9b0e7() > >> engine.dll!0da9cc75() > >> engine.dll!0da03cd7() > >> engine.dll!0da04376() > >> engine.dll!0da0f025() > >> engine.dll!0da0f112() > >> user32.dll!77d496b8() > >> engine.dll!0da0f1af() > >> engine.dll!0daacefc() > >> engine.dll!0daac4ed() > >> dedicated.dll!1000c084() > >> engine.dll!0daacd4e() > >> engine.dll!0daac48b() > >> dedicated.dll!1000c535() > >> dedicated.dll!1000c553() > >> materialsystem.dll!00cd0dae() > >> materialsystem.dll!00cd0f38() > >> materialsystem.dll!00cd0dae() > >> materialsystem.dll!00cd0f05() > >> materialsystem.dll!00cd7f64() > >> materialsystem.dll!00cd9502() > >> tier0.dll!0087299f() > >> materialsystem.dll!00cda349() > >> tier0.dll!008764b5() > >> tier0.dll!0087105a() > >> tier0.dll!008731d0() > >> tier0.dll!008738de() > >> datacache.dll!00e7daa2() > >> datacache.dll!00e7e08e() > >> datacache.dll!00e733ae() > >> datacache.dll!00e73e6b() > >> engine.dll!0db556b8() > >> engine.dll!0db552dc() > >> engine.dll!0d9adc0d() > >> dedicated.dll!10021d0b() > >> dedicated.dll!10022c00() > >> dedicated.dll!10022c00() > >> dedicated.dll!1000c7f7() > >> ntdll.dll!7c9106eb() > >> > >> > >> At 2006/03/24 10:11 PM, Physical Mayhem Bug wrote: > >> >Here's a new one - slightly different, note the 260d0590... > >> > > >> > vphysics.dll!260a2426() > >> > vphysics.dll!260d3eae() > >> > vphysics.dll!260d0590() > >> > vphysics.dll!2608af8e() > >> > vphysics.dll!2608b01b() > >> > vphysics.dll!260a2697() > >> > vphysics.dll!260c6716() > >> > vphysics.dll!260aabf2() > >> > vphysics.dll!260aac2b() > >> > vphysics.dll!2609cd5b() > >> > vphysics.dll!2609cae9() > >> > vphysics.dll!260967d8() > >> > vphysics.dll!2601d878() > >> >> server.dll!PhysFrame(float deltaTime=3D0.015000000) Line 134= 1 C++ > >> > server.dll!CPhysicsHook::FrameUpdatePostEntityThink() Line 4= 41 + 0x9 C++ > >> > server.dll!InvokeMethod(void (void)* f=3D0x223f4be2) Line 24= 4 C++ > >> > server.dll!IGameSystem::FrameUpdatePostEntityThinkAllSystems(= ) Line 221 + 0xa C++ > >> > server.dll!CServerGameDLL::GameFrame(bool simulating=3Dtrue) = Line 912 C++ > >> > engine.dll!0daa0691() > >> > engine.dll!0da9b0e7() > >> > engine.dll!0da9cc75() > >> > engine.dll!0da03cd7() > >> > engine.dll!0da04376() > >> > engine.dll!0da0f025() > >> > engine.dll!0da0f112() > >> > user32.dll!77d496b8() > >> > engine.dll!0da0f1af() > >> > engine.dll!0daacefc() > >> > engine.dll!0daac4ed() > >> > dedicated.dll!1000c084() > >> > engine.dll!0daacd4e() > >> > engine.dll!0daac48b() > >> > dedicated.dll!1000c535() > >> > dedicated.dll!1000c553() > >> > materialsystem.dll!00cd0dae() > >> > materialsystem.dll!00cd0f38() > >> > materialsystem.dll!00cd0dae() > >> > materialsystem.dll!00cd0f05() > >> > materialsystem.dll!00cd7f64() > >> > materialsystem.dll!00cd9502() > >> > tier0.dll!0087299f() > >> > materialsystem.dll!00cda349() > >> > tier0.dll!008764b5() > >> > tier0.dll!0087105a() > >> > tier0.dll!008731d0() > >> > tier0.dll!008738de() > >> > datacache.dll!00e7daa2() > >> > datacache.dll!00e7e08e() > >> > datacache.dll!00e733ae() > >> > datacache.dll!00e73e6b() > >> > engine.dll!0db556b8() > >> > engine.dll!0db552dc() > >> > engine.dll!0d9adc0d() > >> > dedicated.dll!10021d0b() > >> > dedicated.dll!10022c00() > >> > dedicated.dll!10022c00() > >> > dedicated.dll!1000c7f7() > >> > ntdll.dll!7c9106eb() > >> > > >> > > >> >At 2006/03/16 08:13 PM, [EMAIL PROTECTED] wrote: > >> >>Hmm this one's seemingly identical to the last one. > >> >> > >> >>> vphysics.dll!260a2426() > >> >> vphysics.dll!260d3eae() > >> >> vphysics.dll!2608af8e() > >> >> vphysics.dll!2608b01b() > >> >> vphysics.dll!260a2697() > >> >> vphysics.dll!260aac2b() > >> >> vphysics.dll!2609cd5b() > >> >> server.dll!221a22cc() > >> >> vphysics.dll!2609cae9() > >> >> vphysics.dll!260967d8() > >> >> vphysics.dll!2601d878() > >> >> server.dll!22196475() > >> >> server.dll!22194661() > >> >> server.dll!221946c0() > >> >> server.dll!22156317() > >> >> server.dll!22156292() > >> >> server.dll!2213d340() > >> >> engine.dll!0da9e42f() > >> >> engine.dll!0daa0691() > >> >> engine.dll!0da9b0e7() > >> >> engine.dll!0da9cc75() > >> >> engine.dll!0da03cd7() > >> >> engine.dll!0da04376() > >> >> engine.dll!0da0f025() > >> >> engine.dll!0da0f112() > >> >> user32.dll!77d496b8() > >> >> engine.dll!0da0f1af() > >> >> engine.dll!0daacefc() > >> >> engine.dll!0daac4ed() > >> >> dedicated.dll!1000c084() > >> >> engine.dll!0daacd4e() > >> >> engine.dll!0daac48b() > >> >> dedicated.dll!1000c535() > >> >> dedicated.dll!1000c553() > >> >> materialsystem.dll!00cd0dae() > >> >> materialsystem.dll!00cd0f38() > >> >> materialsystem.dll!00cd0dae() > >> >> materialsystem.dll!00cd0f05() > >> >> materialsystem.dll!00cd7f64() > >> >> materialsystem.dll!00cd9502() > >> >> tier0.dll!0087299f() > >> >> materialsystem.dll!00cda349() > >> >> tier0.dll!008764b5() > >> >> tier0.dll!0087105a() > >> >> tier0.dll!008731d0() > >> >> tier0.dll!008738de() > >> >> datacache.dll!00e7daa2() > >> >> datacache.dll!00e7e08e() > >> >> datacache.dll!00e733ae() > >> >> datacache.dll!00e73e6b() > >> >> engine.dll!0db556b8() > >> >> engine.dll!0db552dc() > >> >> engine.dll!0d9adc0d() > >> >> dedicated.dll!10021d0b() > >> >> dedicated.dll!10022c00() > >> >> dedicated.dll!10022c00() > >> >> dedicated.dll!1000c7f7() > >> >> ntdll.dll!7c9106eb() > >> >> > >> >> > >> >>At 2006/03/12 02:49 PM, [EMAIL PROTECTED] wrote: > >> >>>Well I see the vphysics crasher is alive and well after the srcds u= pdate last week. > >> >>> > >> >>>> vphysics.dll!260a2426() > >> >>> vphysics.dll!260d3eae() > >> >>> vphysics.dll!2608af8e() > >> >>> vphysics.dll!2608b01b() > >> >>> vphysics.dll!260a2697() > >> >>> vphysics.dll!260aac2b() > >> >>> vphysics.dll!2609cd5b() > >> >>> vphysics.dll!2609cae9() > >> >>> vphysics.dll!260967d8() > >> >>> vphysics.dll!2601d878() > >> >>> server.dll!22196475() > >> >>> server.dll!22194661() > >> >>> server.dll!221946c0() > >> >>> server.dll!22156317() > >> >>> server.dll!22156292() > >> >>> server.dll!2213d340() > >> >>> engine.dll!0da9e42f() > >> >>> engine.dll!0daa0691() > >> >>> engine.dll!0da9b0e7() > >> >>> engine.dll!0da9cc75() > >> >>> engine.dll!0da03cd7() > >> >>> engine.dll!0da04376() > >> >>> engine.dll!0da0f025() > >> >>> engine.dll!0da0f112() > >> >>> user32.dll!77d496b8() > >> >>> engine.dll!0da0f1af() > >> >>> engine.dll!0daacefc() > >> >>> engine.dll!0daac4ed() > >> >>> dedicated.dll!1000c084() > >> >>> engine.dll!0daacd4e() > >> >>> engine.dll!0daac48b() > >> >>> dedicated.dll!1000c535() > >> >>> dedicated.dll!1000c553() > >> >>> materialsystem.dll!00cd0dae() > >> >>> materialsystem.dll!00cd0f38() > >> >>> materialsystem.dll!00cd0dae() > >> >>> materialsystem.dll!00cd0f05() > >> >>> materialsystem.dll!00cd7f64() > >> >>> materialsystem.dll!00cd9502() > >> >>> tier0.dll!0087299f() > >> >>> materialsystem.dll!00cda349() > >> >>> tier0.dll!008764b5() > >> >>> tier0.dll!0087105a() > >> >>> tier0.dll!008731d0() > >> >>> tier0.dll!008738de() > >> >>> datacache.dll!00e7daa2() > >> >>> datacache.dll!00e7e08e() > >> >>> datacache.dll!00e733ae() > >> >>> datacache.dll!00e73e6b() > >> >>> engine.dll!0db556b8() > >> >>> engine.dll!0db552dc() > >> >>> engine.dll!0d9adc0d() > >> >>> dedicated.dll!10021d0b() > >> >>> dedicated.dll!10022c00() > >> >>> dedicated.dll!10022c00() > >> >>> dedicated.dll!1000c7f7() > >> >>> ntdll.dll!7c9106eb() > >> >>> > >> >>> > >> >>>At 2006/03/07 07:38 PM, [EMAIL PROTECTED] wrote: > >> >>>>Is there another resource that might be able to explain the recent= vphysics change in particular, or shed light on HL2's vphysics bug in gene= ral? > >> >>>> > >> >>>>At 2006/03/05 01:28 PM, [EMAIL PROTECTED] wrote: > >> >>>>>It's worth noting that whatever the change was, it primarily appe= ars to have gotten worse on linux. Although strangely vphysics.so crashers= have, if anything, gotten more rare. > >> >>>>> > >> >>>>>The behavior of the bug has not changed much on Win32 it seems. = Though again may vphysics.dll crashers have gotten more rare. > >> >>>>> > >> >>>>>At 2006/03/04 12:23 AM, [EMAIL PROTECTED] wrote: > >> >>>>>>Well, the mid Dec one is it then. I know I didn't update my ser= ver between Thanksgiving and New Years, and the others server hosts I know = probably didn't either. The symptoms are the same as the same as always, b= ut the repro time frame seems to have changed like I said. > >> >>>>>> > >> >>>>>>Does anyone know what happened in the Dec update? > >> >>>>>> > >> >>>>>> > >> >>>>>>At 2006/03/03 09:46 PM, Alfred Reynolds wrote: > >> >>>>>>>Oh, and I should add that the only vphysics change in the srcds= beta is > >> >>>>>>>a save game fix for springs (initializing a member variable pro= perly on > >> >>>>>>>construction). > >> >>>>>>> > >> >>>>>>>- Alfred > >> >>>>>>> > >> >>>>>>>Alfred Reynolds wrote: > >> >>>>>>>> There hasn't been a srcds update since mid Dec 2005. We have = a beta > >> >>>>>>>> update in testing now, do you mean that one perhaps? > >> >>>>>>>> > >> >>>>>>>> - Alfred > >> >>>>>>>> > >> >>>>>>>> [EMAIL PROTECTED] wrote: > >> >>>>>>>>> I'm getting reports that the latest srcds steam update has i= ncreased > >> >>>>>>>>> the amount of vphysics bugs. > >> >>>>>>>>> > >> >>>>>>>>> I'm fairly certain now there was a vphysics change. Does any= one know > >> >>>>>>>>> when the last one occured? It apparently has introduced more= bugs in > >> >>>>>>>>> the srcds core. > >> >>>>>>>>> > >> >>>>>>>>> My vphysics.so is dated Feb 18 22:26 but I'm not certain if = that's > >> >>>>>>>>> the compile time, or the install time. > >> >>>>> > >> >>>>>_______________________________________________ > >> >>>>>To unsubscribe, edit your list preferences, or view the list arch= ives, please visit: > >> >>>>>http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> >>>> > >> >>>>_______________________________________________ > >> >>>>To unsubscribe, edit your list preferences, or view the list archi= ves, please visit: > >> >>>>http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> >>> > >> >>>_______________________________________________ > >> >>>To unsubscribe, edit your list preferences, or view the list archiv= es, please visit: > >> >>>http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> >> > >> >>_______________________________________________ > >> >>To unsubscribe, edit your list preferences, or view the list archive= s, 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 > >> > >> _______________________________________________ > >> 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, p= lease visit: > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, pl= ease visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > --__--__-- Message: 2 Date: Sun, 26 Mar 2006 16:28:47 -0600 To: [email protected] From: [EMAIL PROTECTED] Subject: RE: [hlcoders] the vphysics bug worse in latest srcds? Reply-To: [email protected] Hmm this one's a little different - has a tier0 in there. I think Jay Stelly said one time that should be impossible. Well it's rare,
anyway.
I have minidumps of all of these btw, if anyone from Valve wants them. vphysics.dll!2609993d() tier0.dll!008738de() vphysics.dll!26009ce9() vphysics.dll!260a38c1() vphysics.dll!260e57cb() vphysics.dll!260a1f7f() vphysics.dll!260d3dc0() vphysics.dll!260e577c() vphysics.dll!260a2400() vphysics.dll!260d3eae() vphysics.dll!2608af8e() vphysics.dll!2608b01b() vphysics.dll!260a2697() vphysics.dll!260aac2b() vphysics.dll!2609cd5b() vphysics.dll!2609cae9() vphysics.dll!260967d8() vphysics.dll!2601d878() > server.dll!PhysFrame(float deltaTime=0.015000000) Line 1341 C++ server.dll!CPhysicsHook::FrameUpdatePostEntityThink() Line 441 + 0x9 C++ server.dll!InvokeMethod(void (void)* f=0x223f4be2) Line 244 C++ server.dll!IGameSystem::FrameUpdatePostEntityThinkAllSystems() Line 221 +
0xa C++
server.dll!CServerGameDLL::GameFrame(bool simulating=true) Line 912 C++ engine.dll!0daa0691() engine.dll!0da9b0e7() engine.dll!0da9cc75() engine.dll!0da03cd7() engine.dll!0da04376() engine.dll!0da0f025() engine.dll!0da0f112() user32.dll!77d496b8() engine.dll!0da0f1af() engine.dll!0daacefc() engine.dll!0daac4ed() dedicated.dll!1000c084() engine.dll!0daacd4e() engine.dll!0daac48b() dedicated.dll!1000c535() dedicated.dll!1000c553() materialsystem.dll!00cd0dae() materialsystem.dll!00cd0f38() materialsystem.dll!00cd0dae() materialsystem.dll!00cd0f05() materialsystem.dll!00cd7f64() materialsystem.dll!00cd9502() tier0.dll!0087299f() materialsystem.dll!00cda349() tier0.dll!008764b5() tier0.dll!0087105a() tier0.dll!008731d0() tier0.dll!008738de() datacache.dll!00e7daa2() datacache.dll!00e7e08e() datacache.dll!00e733ae() datacache.dll!00e73e6b() engine.dll!0db556b8() engine.dll!0db552dc() engine.dll!0d9adc0d() dedicated.dll!10021d0b() dedicated.dll!10022c00() dedicated.dll!10022c00() dedicated.dll!1000c7f7() ntdll.dll!7c9106eb() --__--__-- Message: 3 Date: Sun, 26 Mar 2006 17:37:44 -0500 From: Jorge Rodriguez <[EMAIL PROTECTED]> To: [email protected] Subject: Re: [hlcoders] the vphysics bug worse in latest srcds? Reply-To: [email protected] [EMAIL PROTECTED] wrote: >Hmm this one's a little different - has a tier0 in there. > >I think Jay Stelly said one time that should be impossible. Well it's
rare, anyway.
> > Either tier0 has a callback, or Visual Studio is misinterpreting the stack as it is oft to do. I'll bet on the second. -- Jorge "Vino" Rodriguez --__--__-- Message: 4 Subject: RE: [hlcoders] the vphysics bug worse in latest srcds? Date: Sun, 26 Mar 2006 17:20:52 -0800 From: "Jay Stelly" <[EMAIL PROTECTED]> To: <[email protected]> Reply-To: [email protected] That usually means that the callstack is not accurate. Anyway, that's certainly true in this case - there isn't any valid codepath that would have this stack. It's possible that the reason for the crash is some code overwriting the stack, or that the debugger isn't generating the actual callstack from the crashed state in this case. Either way, it doesn't make the whole thing invalid, it just means that some of the information is probably useless. Jay > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > [EMAIL PROTECTED] > Sent: Sunday, March 26, 2006 2:29 PM > To: [email protected] > Subject: RE: [hlcoders] the vphysics bug worse in latest srcds? > > Hmm this one's a little different - has a tier0 in there. > > I think Jay Stelly said one time that should be impossible. > Well it's rare, anyway. > > I have minidumps of all of these btw, if anyone from Valve wants them. > > vphysics.dll!2609993d() > tier0.dll!008738de() > vphysics.dll!26009ce9() > vphysics.dll!260a38c1() > vphysics.dll!260e57cb() > vphysics.dll!260a1f7f() > vphysics.dll!260d3dc0() > vphysics.dll!260e577c() > vphysics.dll!260a2400() > vphysics.dll!260d3eae() > vphysics.dll!2608af8e() > vphysics.dll!2608b01b() > vphysics.dll!260a2697() > vphysics.dll!260aac2b() > vphysics.dll!2609cd5b() > vphysics.dll!2609cae9() > vphysics.dll!260967d8() > vphysics.dll!2601d878() > > server.dll!PhysFrame(float deltaTime=0.015000000) Line > 1341 C++ > server.dll!CPhysicsHook::FrameUpdatePostEntityThink() > Line 441 + 0x9 C++ > server.dll!InvokeMethod(void (void)* f=0x223f4be2) > Line 244 C++ > > server.dll!IGameSystem::FrameUpdatePostEntityThinkAllSystems() > Line 221 + 0xa C++ > server.dll!CServerGameDLL::GameFrame(bool > simulating=true) Line 912 C++ > engine.dll!0daa0691() > engine.dll!0da9b0e7() > engine.dll!0da9cc75() > engine.dll!0da03cd7() > engine.dll!0da04376() > engine.dll!0da0f025() > engine.dll!0da0f112() > user32.dll!77d496b8() > engine.dll!0da0f1af() > engine.dll!0daacefc() > engine.dll!0daac4ed() > dedicated.dll!1000c084() > engine.dll!0daacd4e() > engine.dll!0daac48b() > dedicated.dll!1000c535() > dedicated.dll!1000c553() > materialsystem.dll!00cd0dae() > materialsystem.dll!00cd0f38() > materialsystem.dll!00cd0dae() > materialsystem.dll!00cd0f05() > materialsystem.dll!00cd7f64() > materialsystem.dll!00cd9502() > tier0.dll!0087299f() > materialsystem.dll!00cda349() > tier0.dll!008764b5() > tier0.dll!0087105a() > tier0.dll!008731d0() > tier0.dll!008738de() > datacache.dll!00e7daa2() > datacache.dll!00e7e08e() > datacache.dll!00e733ae() > datacache.dll!00e73e6b() > engine.dll!0db556b8() > engine.dll!0db552dc() > engine.dll!0d9adc0d() > dedicated.dll!10021d0b() > dedicated.dll!10022c00() > dedicated.dll!10022c00() > dedicated.dll!1000c7f7() > ntdll.dll!7c9106eb() > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > --__--__-- Message: 5 Date: Sun, 26 Mar 2006 19:55:09 -0600 To: [email protected] From: Physical Mayhem Bug <[EMAIL PROTECTED]> Subject: RE: [hlcoders] the vphysics bug worse in latest srcds? Reply-To: [email protected] The call stack seems correct, or at least mostly correct. The code up the = stack is always in 'call' asm code, which is a positive sign for the stack = traces. Also, no matter what the stack looks like, it always ends up in th= e same code path, which is something like: mov edx,dword ptr [edi+20h] The fact that the crashing code is always doing the same thing also seems t= o indicate the trace is correct. There's some pointer being dereferenced w= ith a 20h and 28h offset that's getting set to null. Welp just had another one. Is there somewhere I can send these mdumps? vphysics.dll!260a2426() vphysics.dll!260d3eae() vphysics.dll!2608af8e() > vphysics.dll!2608b01b() vphysics.dll!260a2697() vphysics.dll!260aac2b() vphysics.dll!2609cd5b() vphysics.dll!2609cae9() vphysics.dll!260967d8() vphysics.dll!2601d878() server.dll!PhysFrame(float deltaTime=3D0.015000000) Line 1341 C= ++ server.dll!CPhysicsHook::FrameUpdatePostEntityThink() Line 441 + 0= x9 C++ server.dll!InvokeMethod(void (void)* f=3D0x223f4be2) Line 244 C= ++ server.dll!IGameSystem::FrameUpdatePostEntityThinkAllSystems() Lin= e 221 + 0xa C++ server.dll!CServerGameDLL::GameFrame(bool simulating=3Dtrue) Line = 912 C++ engine.dll!0daa0691() engine.dll!0da9b0e7() engine.dll!0da9cc75() engine.dll!0da03cd7() engine.dll!0da04376() engine.dll!0da0f025() engine.dll!0da0f112() user32.dll!77d496b8() engine.dll!0da0f1af() engine.dll!0daacefc() engine.dll!0daac4ed() dedicated.dll!1000c084() engine.dll!0daacd4e() engine.dll!0daac48b() dedicated.dll!1000c535() dedicated.dll!1000c553() materialsystem.dll!00cd0dae() materialsystem.dll!00cd0f38() materialsystem.dll!00cd0dae() materialsystem.dll!00cd0f05() materialsystem.dll!00cd7f64() materialsystem.dll!00cd9502() tier0.dll!0087299f() materialsystem.dll!00cda349() tier0.dll!008764b5() tier0.dll!0087105a() tier0.dll!008731d0() tier0.dll!008738de() datacache.dll!00e7daa2() datacache.dll!00e7e08e() datacache.dll!00e733ae() datacache.dll!00e73e6b() engine.dll!0db556b8() engine.dll!0db552dc() engine.dll!0d9adc0d() dedicated.dll!10021d0b() dedicated.dll!10022c00() dedicated.dll!10022c00() dedicated.dll!1000c7f7() ntdll.dll!7c9106eb() At 2006/03/26 07:20 PM, Jay Stelly wrote: >That usually means that the callstack is not accurate. Anyway, that's >certainly true in this case - there isn't any valid codepath that would >have this stack. It's possible that the reason for the crash is some >code overwriting the stack, or that the debugger isn't generating the >actual callstack from the crashed state in this case. Either way, it >doesn't make the whole thing invalid, it just means that some of the >information is probably useless. > >Jay > >> -----Original Message----- >> From: [EMAIL PROTECTED] >> [mailto:[EMAIL PROTECTED] On Behalf Of >> [EMAIL PROTECTED] >> Sent: Sunday, March 26, 2006 2:29 PM >> To: [email protected] >> Subject: RE: [hlcoders] the vphysics bug worse in latest srcds? >> >> Hmm this one's a little different - has a tier0 in there. >> >> I think Jay Stelly said one time that should be impossible. >> Well it's rare, anyway. >> >> I have minidumps of all of these btw, if anyone from Valve wants them. >> >> vphysics.dll!2609993d() >> tier0.dll!008738de() >> vphysics.dll!26009ce9() >> vphysics.dll!260a38c1() >> vphysics.dll!260e57cb() >> vphysics.dll!260a1f7f() >> vphysics.dll!260d3dc0() >> vphysics.dll!260e577c() >> vphysics.dll!260a2400() >> vphysics.dll!260d3eae() >> vphysics.dll!2608af8e() >> vphysics.dll!2608b01b() >> vphysics.dll!260a2697() >> vphysics.dll!260aac2b() >> vphysics.dll!2609cd5b() >> vphysics.dll!2609cae9() >> vphysics.dll!260967d8() >> vphysics.dll!2601d878() >> > server.dll!PhysFrame(float deltaTime=3D0.015000000) Line >> 1341 C++ >> server.dll!CPhysicsHook::FrameUpdatePostEntityThink() >> Line 441 + 0x9 C++ >> server.dll!InvokeMethod(void (void)* f=3D0x223f4be2) >> Line 244 C++ >> >> server.dll!IGameSystem::FrameUpdatePostEntityThinkAllSystems() >> Line 221 + 0xa C++ >> server.dll!CServerGameDLL::GameFrame(bool >> simulating=3Dtrue) Line 912 C++ >> engine.dll!0daa0691() >> engine.dll!0da9b0e7() >> engine.dll!0da9cc75() >> engine.dll!0da03cd7() >> engine.dll!0da04376() >> engine.dll!0da0f025() >> engine.dll!0da0f112() >> user32.dll!77d496b8() >> engine.dll!0da0f1af() >> engine.dll!0daacefc() >> engine.dll!0daac4ed() >> dedicated.dll!1000c084() >> engine.dll!0daacd4e() >> engine.dll!0daac48b() >> dedicated.dll!1000c535() >> dedicated.dll!1000c553() >> materialsystem.dll!00cd0dae() >> materialsystem.dll!00cd0f38() >> materialsystem.dll!00cd0dae() >> materialsystem.dll!00cd0f05() >> materialsystem.dll!00cd7f64() >> materialsystem.dll!00cd9502() >> tier0.dll!0087299f() >> materialsystem.dll!00cda349() >> tier0.dll!008764b5() >> tier0.dll!0087105a() >> tier0.dll!008731d0() >> tier0.dll!008738de() >> datacache.dll!00e7daa2() >> datacache.dll!00e7e08e() >> datacache.dll!00e733ae() >> datacache.dll!00e73e6b() >> engine.dll!0db556b8() >> engine.dll!0db552dc() >> engine.dll!0d9adc0d() >> dedicated.dll!10021d0b() >> dedicated.dll!10022c00() >> dedicated.dll!10022c00() >> dedicated.dll!1000c7f7() >> ntdll.dll!7c9106eb() >> >> _______________________________________________ >> 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, ple= ase visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders --__--__-- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please
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