Hi guys, I'm looking for a little advice ala debugging; I have a problem with my MOD whereby when running under a dedicated server there is a crash which happens every so often. I can reproduce it by spamming the "kill" command as a connected client but it takes about 30secs to a minute to show and sometimes a bit longer (i.e. it's not after say, 2 deaths or anything I can quantify).
When it crashes, the call stack runs off into steamclient.dll (always the same module and method offset), to which I think (ah crap.. some sort of heap corruption which is manifesting in the engine?) except I'm finding that if I purposefully introduce a bug (i.e. call to member on a null pointer reference) I get the exact same call stack. So my question is has anyone else had this problem of and is this some sort of side effect of running through steam? If so is there a way I can get a cleaner stack trace by taking steam out of the equation? I am using "-allowdebug" on the shortcut to the dedicated server (does it do anything?). No methods of my MOD are in the crashed out call stack at all (nor the stack on any other thread).. it roughly runs through steamclient -> tier0 -> engine -> kernel32 (I can post specifics if required). I'm not sure the best way to approach this other than disabling parts of the MOD until the problem disappears but it would be nice if possible to get real traces where errors are occurring. Any help much appreciated, Rob _____________________________________________________________________ This email is intended solely for the addressee(s) and the information it contains is confidential. If you are not the intended recipient (a) please delete this email and inform the sender as soon as possible, and (b) any copying, distribution or other action taken or omitted to be taken in reliance upon it is prohibited and may be unlawful. This message has been checked for all known viruses by the MessageLabs Virus Control Centre. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

