Yeah, that's probably just an indication of a specific piece of data
being written there.  Like some array that contains small numbers in
CBaseEntity is overflowing or underflowing the array bounds.

Jay


> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Ryan Sheffer
> Sent: Wednesday, December 13, 2006 5:02 PM
> To: [email protected]
> Subject: Re: [hlcoders] Movetype Problem
>
> --
> [ Picked text/plain from multipart/alternative ] Definitely
> seems like it, but the values remain clamped to at least
> below 1k which seems odd.
> Will report back after more debugging.
>
> On 12/13/06, Jay Stelly <[EMAIL PROTECTED]> wrote:
> >
> > Sounds like you're writing through a bad pointer or something.  I'd
> > set a memory breakpoint on a test entity's movetype member variable
> > and debug it that way.
> >
> > Jay
> >
> >
> > > -----Original Message-----
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Ryan
> > > Sheffer
> > > Sent: Wednesday, December 13, 2006 4:39 PM
> > > To: [email protected]
> > > Subject: Re: [hlcoders] Movetype Problem
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ] We are
> still on the
> > > search for this problem, but I am sure we will figure it
> out sooner
> > > or later.
> > > Currently both the client and server side MoveType for
> ents on spawn
> > > and durring usage are using the correct movetypes.
> > > PhysicsSimulate in physics_main_shared.cpp on the other hand is
> > > giving us numbers way out of range, but not always.
> Moving ents and
> > > beams usually cause the most problems.
> > >
> > > we still are not sure what is changing the movetype of
> these objects
> > > and a little insight on how the physics system is receiving these
> > > numbers would be great. We need to figure out why this is
> happening
> > > and with such random numbers.
> > >
> > > On 12/11/06, Hyperjag 3 <[EMAIL PROTECTED]> wrote:
> > > >
> > > > Hello,
> > > >
> > > > My mod has recently started encountering a problem with
> > > movetypes.  It
> > > > seems that the movetypes of some entities (so far I have
> > > observed it
> > > > happening to env_beam, trigger_once, trigger_hurt,
> func_door, and
> > > > func_door_rotating) are getting forcibly changed to random
> > > numbers and
> > > > triggering a warning and an assert in
> > > physics_main_shared.cpp.  These
> > > > seem to occur every server think and really take a toll on the
> > > > server's performance.  One example of what the warning
> prints is:
> > > > PhysicsSimulate: trigger_hurt bad movetype 170.  I have seen
> > > > almost any number up to 254 as the movetype, and sometimes I am
> > > able to watch
> > > > the console and see the number change every few thinks,
> > > growing until
> > > > it reaches 254 and then starting over again from 0.  The
> > > assert seems
> > > > to only start happening once a player (or possibly other
> > > entities, I
> > > > have not
> > > > tested) touch the beam/trigger/door.  I have tried to
> debug this
> > > > problem myself, but I just can't figure out what is
> changing the
> > > > movetype.  I have put breakpoints in
> CBaseEntity::SetMoveType, but
> > > > they never trigger as the movetype on the entity changes and
> > > > causes the asserts.  Any help that anyone can give is
> appreciated.
> > > >
> > > > Jory - "Hyperjag3"
> > > >
> > > >
> _________________________________________________________________
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> > >
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> > > -u
> > > > s
> > > >
> > > >
> > > > _______________________________________________
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> > > list archives,
> > > > please visit:
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> > > >
> > > >
> > >
> > >
> > > --
> > > ~skidz
> > > --
> > >
> > > _______________________________________________
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> > > archives, please visit:
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> > >
> > >
> >
> > _______________________________________________
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> > please visit:
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> >
> >
>
>
> --
> ~skidz
> --
>
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