This sounds like good news for garrysmod, too! Thanks Valve guys! :D

2011/7/28 Fletcher Dunn <fletch...@valvesoftware.com>:
> It was not a gcc bug, it was just gcc behaving differently (properly?) from
> VC on some very iffy code.  This caused bad damage calculations.  We believe
> that this then resulted in bad forces being calculated, and then physics
> code exploding the stack, a type of crash that is notorious for leaving
> little or misleading forensic evidence behind, and preventing all the usual
> error reporting from working.  Plus, the code worked as intended on VC.  We
> also fixed a problem at a global level to prevent NaNs or any numbers way
> out of expected range getting into the physics engine to begin with.  I am
> hopeful, but not 100% confident, that this same issue was affecting the Dr.
> G weapons.
>
>
>
> - Fletch
>
>
>
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
> Sent: Thursday, July 28, 2011 1:15 PM
>
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF2 update coming this afternoon
>
>
>
> Good job all glad you fixed the problem.
>
> What was the GCC error by the way? It'd be interesting to share with us
> developers!
>
> On Thursday, 28 July 2011, Fletcher Dunn <fletch...@valvesoftware.com>
> wrote:
>> We have fixed the crash related to the mantreads.  (We also found a
>> problem with the damage calculation.)  The problem was gcc-specific and thus
>> only affected Linux servers.  We are mostly sure (though not 100% sure) that
>> a similar problem was happening with the Dr. G weapons.
>>
>>
>>
>> This update will probably be an optional update, since it isn't critical
>> for clients.  But of course all the server operators will want to make sure
>> and get it.
>>
>>
>>
>> Further bulletins as events warrant.
>>
>>
>>
>> Your humble servant,
>>
>> Fletch
>>
>>
>
> --
>
>
>
>
>
> Kind regards,
>
> Saul Rennison
>
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