I have no idea, might be a good idea to ask valve to help you. Valve
people are smart and should know how to fix the problem...

On Fri, Apr 11, 2008 at 9:10 AM, Tobias Kammersgaard
<[EMAIL PROTECTED]> wrote:
> 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
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