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)?
> >
> >

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