Hello Peter,
Tracing your crash puts me in
IVP_Mindist_Minimize_Solver::p_minimize_PP(IVP_Compact_Edge const*,
IVP_Compact_Edge const*, IVP_Cache_Ledge_Point*,
IVP_Cache_Ledge_Point*), which is far enough into IVP to suggest a
corrupt physics state or unsolvable interaction. In this case, I believe
the physics mesh from the displacement sphere is the source of the problem:
https://dl.dropboxusercontent.com/u/759758/kz_displacement_sphere2.jpg
I can't seem to rebuild a map with the same broken physics though. You
can confirm that Things Are Bad by setting phys_timescale 0 and trying
to walk around in the sphere area, you will collide with the mesh
sphere, confirming that it is indeed a physics mesh in play.
On 2/29/2016 3:52 PM, Peter McKeown wrote:
Hi everyone (and hopefully Valve),
I've been trying to track a strange crash and heap corruption issue in my mod,
the problem only manifested itself after re-enabling the player's physics
shadow. The problem is only reliably able to be produced in one area in a
certain map, I put this down to heap corruption, but on a hunch I tested the
same area in a fresh SDK mod using the prerelease beta and the same issue
occurs - the stack trace always ends in vphysics.dll .
https://dl.dropboxusercontent.com/u/9880670/minimalism_crashzone.jpg
[https://dl.dropboxusercontent.com/u/9880670/minimalism_crashzone.jpg]
The hang / crash happens under the following circumstances:
* The player activates noclip and then flies into the crash sphere, and
then deactivates noclip while inside it. The crash is caused by the player's
physics shadow.
* A large physics object such as the airboat enters the large physics
crash zone near the sphere.
* A small physics object moves near the sphere. I tested this by placing a
physics object with prop_physics_create on a block next to the sphere, it
rested there fine. I pushed it towards the sphere and the literal instant it
moved, the game froze.
* Simply moving in that area with an active physics shadow has a chance to
crash the game, sometimes the crash occurs due to heap corruption.
I'm almost certainly sure it's not an issue with map entities. I deleted all
map entities such as triggers and func_ entities to be sure. One thing that may
be responsible is that this map was compiled for use in SDK Base 2006. The
issue appears to happen on other maps too, but I haven't been able to reproduce
it. The other affected maps may also be SDK 2006 maps. Apart from this, the
maps function completely fine.
This is the map that causes the crash. I can upload crash dumps if Valve need
them, but it should be possible to reproduce the crash as the issue happens
with the stock SDK.
https://dl.dropboxusercontent.com/u/9880670/kz_bhop_minimalism.bsp
Hopefully the problem can be resolved without changes to the SDK code. If so,
please update the standard SDK vphysics as well as the prerelease one - many
modders, myself included, are avoiding updating to the latest SDK because of
not wanting to inconvenience players by having to switch to the SDK beta, and
that problem is compounded if they have many mods where some use the beta and
some don't. The best solution would be to have a Source SDK Base 2016, this
would make it a matter of simply changing the appid in gameinfo.txt to get
players on the right engine version.
Hopefully you see this and can fix the issue!
Regards,
Peter
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