That looks great. Thanks for the link!
Jonas 'Sortie' Termansen wrote: > You use the minidump files that Steam automatically generates when your mod > crash, copy them into your mod's bin directory, and make sure the > automatically generated (by the compiler) .pdb files are present there too, > then you open the .mdmp file in Visual Studio and press F5 and the crash > will be recreated. You can also run the game in debug mode with a debugger > enabled. For more information on the first solution see > http://developer.valvesoftware.com/wiki/Using_mdmp_files > > ----- Original Message ----- > From: "FaMiNe" <[email protected]> > To: "Discussion of Half-Life Programming" <[email protected]> > Sent: Tuesday, May 26, 2009 8:48 PM > Subject: [hlcoders] Debugging multiplayer crashes? > > > >> Myself and a small team have been making changes for a couple weeks >> without testing whether multiplayer works with each revision. Without >> reverting to each revision and testing, is there a good way to pinpoint >> why the game crashes when the first client connects? >> >> We've got a listen server running, and in the process of the first >> client connecting, the server crashes. >> >> Thanks. >> >> _______________________________________________ >> 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

