Random thought when you mentioned it could be the Strider. If you're using the Orange Box, you gotta make sure it uses the new Strider model, I imagine it could result in a crash if you don't (not sure there is a new model though, and I don't have Episode Two installed here, so sorry if I've wasted your time ;-)).
/ScarT On 11/04/2008, Ryan Sheffer <[EMAIL PROTECTED]> wrote: > > Hi all > > Ive been debugging a crash which is very hard to replicate. Right now all > I > have to work from are the crash dumps. > What I am wondering is if anyone else has come across this crash and > managed > to fix it. > The call stack starts in tempents->Update(), then goes through the engine > for awhile, comes back on a effect dispatch and runs the ImpactCallback > for > creating bullet holes and making sparks and stuff. Next it goes > PlayImpactSound, which runs C_BaseEntity::EmitSound, and shortly > afterwards > crashes on the engine. > > All I have determined so far is an npc is shooting, most likely a strider, > and calling this client side impact effect. I cant tell from the dump what > is wrong with the sound data being fed into C_BaseEntity::EmitSound, > because > I cant setup a breakpoint for when it would crash. I am currently trying > to > find a way to replicate it, but it seems to only happen when you don't > want > it to happen. :P > > If anyone has any hints or maybe knows about this crash, I need all the > help > I can get. > > Thanks > > -- > ~Ryan > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

