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> -----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
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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
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> >
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> >or, via email, send a message with subject or body 'help' to
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> >
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> >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
>
>
> --------------------------------------------------------------------------
> ----
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>
> ===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
>



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