Thanks for the reply but wasn't very useful, sorry. After a year coding for my mod I know what a null pointer is and how to prevent that to happen. None of the physic code has been modified so seems like this isn't my fault. I wouldn't post here because a null pointer anyway.
Regarding the corrupted stack, well never had one of that, how can I be sure? Shouldn't that happen when the mdmp file has only OS calls in it? I showing you a call stack which points clearly to server.dll. I think this is some sort of bug in Valve code, so I'm surprised nobody seems to care about it. Probably it doesn't happen in other mods because you aren't using the same feature than me. Let me show you the possible cause of this bug: http://img7.imagevenue.com/img.php?image=23765_fof_122_872lo.jpg Players walk over prop_physics_respawnable (wooden planks) most of the time, that's not common definitively. Those props have the motion disabled flag checked. The crash only happens in this level, and it does occasionally, or sometimes even doesn't happen. Maybe we are playing during 20 minutes that map and then it crashes, always the same error in this line touchlink_t *link = (touchlink_t*)g_EdictTouchLinks.Alloc( sizeof(touchlink_t) ); However I don't understand at all the physic engine, need help to fix this. Any help will be appreciated, I'm in the final testing stage of my mod and would like to release it without this nasty bug. ------------------------------ Ángel Oliver (RYell) - Project Lead Fistful of Frags.
From: [EMAIL PROTECTED] Subject: Re: [hlcoders] Help with server crash please. Reply-To: [email protected] Either the heap/stack is corrupt or Physics_RunThinkFunctions() has been mo= dified from the Valve SDK default to not do it's "if ( pPlayer )" check.
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