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[ Picked text/plain from multipart/alternative ]
So we released FF, and things are going pretty well. As with any mod I'm
sure the flood of people having issues has begun. The most serious of the
issues we are seeing is frequent client crashes in studiorender.dll. I went
through a forum thread of about 20-30 dump files to see what kinda stuff I
could come up with and about 95% of them were a crash in
studiorender.dllHere's an example of the callstack we're seeing with
the most common crash.

> studiorender.dll!2c00bb0e()
[Frames below may be incorrect and/or missing, no symbols loaded for
studiorender.dll]
studiorender.dll!2c017f4f()
studiorender.dll!2c00bc31()
studiorender.dll!2c002f30()
engine.dll!200e8304()
studiorender.dll!2c01e31e()
materialsystem.dll!0d831704()
materialsystem.dll!0d80dc29()
materialsystem.dll!0d80dc99()
studiorender.dll!2c001f39()
engine.dll!200e8512()
client.dll!C_BaseAnimating::InternalDrawModel(int flags=0x2406cc4b) Line
2560 C++
datacache.dll!0d73497b()
client.dll!C_BasePlayer::DrawModel(int flags=0x00000009) Line 1127 + 0xc
bytes C++
client.dll!C_FFPlayer::DrawModel(int flags=0x00000009) Line 1706 + 0xc bytes
C++
client.dll!DrawOpaqueRenderable(IClientRenderable * pEnt=0x00000000, bool
twoPass=true) Line 1003 C++
client.dll!CViewRender::DrawOpaqueRenderables(ClientWorldListInfo_t &
info={...}, CRenderList & renderList={...}) Line 1115 + 0x10 bytes C++
client.dll!CViewRender::WaterDrawHelper(const CViewSetup & view={...},
ClientWorldListInfo_t & info={...}, CRenderList & renderList={...}, float
waterHeight=-56.000000, int flags=0x0008a52c, view_id_t viewID=0x04921560,
float waterZAdjust=0.00000000, int iForceViewLeaf=0xffffffff) Line 3983 C++
client.dll!CViewRender::ViewDrawScene_EyeUnderWater(bool bDrawSkybox=false,
const CViewSetup & view={...}, int nClearFlags=0x00000002, const
VisibleFogVolumeInfo_t & fogInfo={...}, const CViewRender::WaterRenderInfo_t
& waterInfo={...}) Line 4311 C++
client.dll!CViewRender::WaterDrawWorldAndEntities(bool bDrawSkybox=false,
const CViewSetup & viewIn={...}, int nClearFlags=0x00000002) Line 3805 C++
client.dll!CViewRender::ViewDrawScene(bool bDrew3dSkybox=true, bool
bSkyboxVisible=true, const CViewSetup & view={...}, int
nClearFlags=0x00000002, view_id_t viewID=VIEW_MAIN, bool
bDrawViewModel=true, int baseDrawFlags=0x00000000) Line 1741 C++
client.dll!CViewRender::RenderViewEx(const CViewSetup & view={...}, int
nClearFlags=0x00000002, int whatToDraw=0x00000003) Line 3383 C++
client.dll!CViewRender::Render(vrect_t * rect=0x0012e4f4) Line 1108 C++
engine.dll!20193799()
engine.dll!200c5e4f()
engine.dll!200d1a6b()
engine.dll!200d2177()
engine.dll!200df035()
engine.dll!200df163()
engine.dll!200df20f()
engine.dll!201892f3()
engine.dll!201880d7()
materialsystem.dll!0d80f2d5()
engine.dll!200f100b()
engine.dll!201881d4()
engine.dll!201fe641()
engine.dll!201888fe()
engine.dll!201889bc()
launcher.dll!100083e1()
launcher.dll!100083e1()
launcher.dll!10005cf2()

Obviously we can't debug studiorender.dll Has anyone else run into issues
like this? Anyone know of anything offhand that might cause render issues?
We have a slight speculation of it potentially being LOD related so we're
going to do some tests down that road of LOD-less models with some of the
testers that are having issues and see if that goes anywhere, but any
additional help would be appreciated. I still have the dump files as well if
Valve is willing to take a look.

Jeremy
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