To be honest if the model was the problem I'd expect it to crash sooner than two days into running, but given the callstack it's a possibility.
> -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Jay C. > Sent: Wednesday, April 19, 2006 9:17 AM > To: [email protected] > Subject: RE: [hlcoders] Strange crash backtrace. > > Its using cstrike, sourccemm, goremod and zombiemod and it's > using two of ZombieHorde's models for most of the players. So > the model is most likely the problem? > Ill go read up on what you said, thanks for your help Jay. > - Jay > > > -----Original Message----- > > From: [EMAIL PROTECTED] [mailto:hlcoders- > > [EMAIL PROTECTED] On Behalf Of Jay Stelly > > Sent: 19 April 2006 16:27 > > To: [email protected] > > Subject: RE: [hlcoders] Strange crash backtrace. > > > > Given the callstack you posted, I only see one likely option. The > > crash is most likely happening inside ClipRayToHitbox > because of a bad > > bone matrix pointer. > > So most likely, you're not getting a valid bone cache. > You've either > > got a NULL for a matrix that shouldn't or a hitbox > referencing an out > > of range bone or something like that. Is this running > Valve's cstrike > > DLLs with the default player models (on the server, not the > clients)? > > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

