Two of the models have no head...
The models come in sets of three; one complete zombie model, one headless
zombie model and one head model.

During the game, the plugin which uses the models (which strangely enough is
not in the back trace) changes the players model from the regular CS:S model
to the complete zombie model. After acquiring six shots to the head, the
player's model is again changed, this time to its headless counterpart. At
the same time, the headless model is PhysicProp'd to the location of the
last TraceAttack trace_t *ptr->endpos on that player.

Do you think if maybe I am spawning the headless model inside the player's
bounding box or something of that nature, that it could be causing this
crash? I'm using ITempEntsSystem::PhyscisProp to do the spawning and I don't
check if the area is dirty before I use it....
The whole process I just described takes place a lot during a round, so
whatever is causing the crash has to only be happening very seldom.

On the other hand, GoreMod removes players Ragdolls during the player_death
event, and spawns six prop_physics_multiplayer where the ragdoll used to be.
All using CreateEntityByName instead of te::PhysicsProp (I know, I will
change it eventually) and the HL2 gib models.

But, after browsing the logs, I found the crash was happening after Round
Termination but before round_end is logged.

L 04/19/2006 - 15:18:52: Team "TERRORIST" triggered "Terrorists_Win" (CT
"0") (T "0")
L 04/19/2006 - 15:18:52: **CRASHED HERE**

I understand if you no longer wish to help me due to the nature of the
problems and their origin being CS:S plugins. Isn't this the entire
reasoning behind not allowing the functionality I described in the first
place :-B

- Jay

> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Jay Stelly
> Sent: 19 April 2006 18:10
> To: [email protected]
> Subject: RE: [hlcoders] Strange crash backtrace.
>
> 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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