What a tard.
LOOK BEFORE YOU LEAP. To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders > -----Original Message----- > From: [EMAIL PROTECTED] [mailto:hlcoders- > [EMAIL PROTECTED] On Behalf Of Buck Bernard > Sent: 27 March 2006 03:25 > To: [email protected] > Subject: [hlcoders] RE: hlcoders digest, Vol 1 #2428 - 5 msgs > > [ Converted text/html to text/plain ] > > this damn list is so annoying please stop sending me mail > -------------------------------------------------------------------------- > ------------------------------------------------------------------------ > This e-mail may be privileged and/or confidential, and the sender does not > waive any related rights and obligations. Any distribution, use or copying > of > this e-mail or the information it contains by other than an intended > recipient > is unauthorized. If you received this e-mail in error, please advise me > (by > return e-mail or otherwise) immediately. > -------------------------------------------------------------------------- > ------------------------------------------------------------------------ > Ce courriel est confidentiel et protégé. L'expéditeur ne renonce pas aux > droits et obligations qui s'y rapportent. Toute diffusion, utilisation ou > copie de ce message ou des renseignements qu'il contient par une personne > autre que le (les) destinataire(s) désigné(s) est interdite. Si vous > recevez > ce courriel par erreur, veuillez m'en aviser immédiatement, par retour de > courri > > > -------------------------------------------------------------------------- > ---- > 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? > ([EMAIL PROTECTED]) > > 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 > visit: > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > >End of hlcoders Digest > > > -------------------------------------------------------------------------- > ---- > Enjoy 2GB of inbox storage and 20MB per file attachment with MSN > Premium.[1] > Join now and get the first two months FREE* > > ===References:=== > 1. http://g.msn.com/8HMAENCA/2746??PS=47575 > > _______________________________________________ > 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

